Jumat, November 23, 2007
Online Games as Entertainment in Korea
The domestic market in 2006 for online games indicates about 7.448.900.000 USD.
Game Platform | Revenue (K, USD) | Market Share (%)
+ Online Games: 1.776.800 (61,7%)
+ Arcade Games: 700.900 (24,3%)
+ Mobile Games: 239.000 (8,3%)
+ Video Games: 136.500 (4,7%)
+ PC Games: 28.400 (0,9%)
+ Total: 2.879.600 (100%)
[MCT & KOGIA, 2007]
e-School
Fondasi e-School dibangun dari 3 unsur sistem pendidikan, yaitu: Pedagogy, Curriculum dan Assessment. e-School akan kuat dan berkelanjutan jika didukung oleh 5 pilar utamanya, yaitu: Curriculum, Collaboration, Cognition, Creativity, dan Computer Literacy (5C).
Peringkat perangkat ICT yang digunakan dalam proses belajar-mengajar dapat dipersentasekan sebagai bserikut:
+ 21% Word Processor
+ 18% WWW
+ 10% Slideshow
+ 9% Multimedia
+ 3% Spreadsheet
+ 3% Mindmaps
+ 1% D & P
+ 1% Simulation
[4th ICET 2007]
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