Selasa, Desember 04, 2007

ketika Indonesia Berprestasi Award 2007 menominasikanku..


Alhamdulillah..


Terima kasih atas semua nikmat, hidayat, dan derajat
yang Engkau amanatkan padaku
Jadikanlah aku hamba yang tak pernah letih
untuk mensyukuri nikmatMu
dan cintaMu..


Jurnal Konsultan: Minggu XXVI (12.2007)


Minggu, 2 Desember 2007

[Lobby Hotel Sheraton Bandung: 17.00-18.30] Mengikuti Rapat II membahas notula rapat I International Creative Content Festival (ICCF) 2007 di ITB Bandung bersama Karo PKLN Setjen Depdiknas, Koordinator Sinergi, Intan RM (ITB Bandung), Hiwaldi (ITB Bandung), dan Wendy Vega (Megindo).
[The Saragosa Ballroom, Hotel Sheraton Bandung: 20.00-22.00] Mengikuti sesi hari ke-1 Lokakarya Strategi Persiapan SDM Pariwisata Internasional dari Indonesia dengan narasumber: 1) Karo PKLN Setjen Depdiknas mempresentasikan "Strategi Persiapan SDM Pariwisata Internasional", dan 2) Kapusbang Depbudpar mempresentasikan "Grand Strategy PSDM Pariwisata".

Senin, 3 Desember 2007
[The Saragosa Ballroom, Hotel Sheraton Bandung
: 08.00-12.00] Mengikuti sesi hari ke-2 Lokakarya Strategi Persiapan SDM Pariwisata Internasional dari Indonesia dengan narasumber: 1) Upiek H. Sadkar (Ketua STP Bandung) mempresentasikan "Serving the Global Market", 2) Engkun (GM Novotel Bandung) mempresentasikan "Kualifikasi Tenaga Kerja bidang Pariwisata bertaraf Internasional", 3) Franklin H. (Praktisi Hospitality) mempresentasikan "Prakerin & Sertifikasi Internasional", dan 4) Toat Edi (Novotel Palembang) mempresentasikan "Persiapan tenaga Trampil Pariwisata Internasional".
[The Saragosa Ballroom, Hotel Sheraton Bandung: 13.00-22.00] Membuat blogger Jaringan Pendidikan Pariwisata Indonesia (Jappari) yang berlokasi di: jappari.wordpress.com.

Selasa, 4 Desember 2007
[Lobby Hotel Sheraton Bandung
: 10.00-11.30] Mengikuti Rapat III membahas RAB International Creative Content Festival (ICCF) 2007 di ITB Bandung bersama Bendahara PUMK Sinergi, Intan RM (FSRD-ITB Bandung), Ari (FE-ITB Bandung), dan Wendy Vega (Megindo).

Rabu, 5 Desember 2007
[R. Sistem Informasi
: 08.00-10.00] Menyiapkan dan memverifikasi daftar Provider dan ICT Center yang akan menerima penyaluran dana subsidi Pelatihan Jardiknas tahap IX.
[R. 702: 10.00-12.00] Mengikuti rapat Implementasi Inpres No.5 Tahun 2007 tentang Percepatan Pembangunan Provinsi Papua dan Papua Barat bersama Kabag Ren BPKLN, Kabag SI BPKLN, Kabagren Ditjen Mandikdasmen, Kabagren Ditjen PMPTK, Kabagren Ditjen PNFI, Dit TK-SD, Dit PSMP, Dit PSMA, Dit PSMK, Dit Kesetaraan, Dit PAUD, Dit Dikmas, PSP Balitbang, Wali Provinsi Papua, dan Wali Provinsi Papua Barat.
[Kedutaan Besar Republik Arab Syria: 13.30-14.30] Mengurus visa untuk mendidik dan melatih guru serta siswa Sekolah Indonesia (SI) Damaskus dalam pemanfaatan Teknologi Informasi dan Komunikasi (ICT) dalam proses belajar dan mengajar.
[R. Sistem Informasi: 16.00-18.00] Memfinalisasi Rekapitulasi Proposal dan Panel Kendali Data sebagai dasar penyusunan laporan akhir/penutup pelaksanaan kegiatan Pelatihan Jardiknas 2007.
[R. Sistem Informasi: 19.00-21.00] Membuat blogger Beasiswa Unggulan Depdiknas.

Rabu, 5 Desember 2007
[Desk Asia, Biro PKLN
: 08.00-10.00] Mengurus surat permohonan (1) Surat Penugasan ke Suriah kepada Kepala Biro Kerjasama Teknik Luar Negeri, Sekretariat Negara RI dan (2) Exit-Permit dan Rekomendasi Visa kepada Direktur Konsuler, Departemen Luar Negeri.
[Biro KTLN, Setneg RI
: 11.00-12.00] Menyerahkan surat permohonan Surat Penugasan ke Suriah dari Kepala Biro PKLN Setjen Depdiknas kepada Kepala Biro Kerjasama Teknik Luar Negeri, Sekretariat Negara RI.
[Dit. Konsuler, Deplu RI: 13.00-14.00] Menyerahkan surat permohonan Exit-Permit dan Rekomendasi Visa dari Kepala Biro PKLN Setjen Depdiknas kepada Direktur Konsuler, Departemen Luar Negeri.
[Biro KTLN, Setneg RI: 15.00-16.00] Mengambil Surat Penugasan ke Suriah yang telah ditandatangani oleh Kepala Biro Kerjasama Teknik Luar Negeri, Sekretariat Negara RI.
[Dit. Konsuler, Deplu RI: 16.30-18.00] Membuat dan mem-posting surat undangan dan lampiran undangan Rapat Tim Juri International Educational Game Festival 2007 dan mengambil paspor yang telah di-stempel Exit-Permit dan Rekomendasi Visa yang telah ditandatangani oleh Direktur Konsuler, Departemen Luar Negeri RI.
[R. Sistem Informasi: 19.30-21.30] Merevisi dan mencetak surat undangan dan lampiran undangan Rapat Tim Juri International Educational Game Festival 2007.

Jum'at, 7 Desember 2007
[Kedutaan Besar Republik Arab Syria: 10.00-11.00] Mengurus visa dinas untuk penugasan di Sekolah Indonesia (SI) Damaskus di Suriah selama 9-16 Desember 2007.
[R. Sistem Informasi: 13.00-14.00] Merevisi, mencetak dan mem-posting surat undangan dan lampiran undangan Rapat Tim Juri International Educational Game Festival 2007.
[R. Sistem Informasi: 16.00-17.00] Mendokumentasikan Proposal dan Buku Pedoman Pembuatan Game yang disusun oleh pemenang Kontes Game Edukasi Indonesia (KGEI) 2007 di Malang.
[R. Sistem Informasi: 17.00-18.00] Menyusun dan mem-posting Surat Karo PKLN Setjen Depdiknas untuk Kepala Perwakilan RI di Damaskus tentang penugasanku sebagai Pembimbing & Pelatih TIK bagi Guru dan Siswa SI Damaskus di Suriah (Syria)

Sabtu, Desember 01, 2007

Factor of Choosing Games


57,9% Genres of games

18,9% Recommendation of those who play certain games
13,4% Contents of games
2,8% Instructiveness of games
2,7% Characters of games
1,7% Events held by game companies
1,3% Names of the game makers

[KOGIA 2007]

Preferred Game Genres


33,2% Web-board games
22,2% Role-playing games
20,9% Strategy simulations
6,4% Sports games
3,9% Shooting games
3,6% Construction/Management/Rearing simulations
2,4% Adventure games
2,0% Action-fighting games
0,7% Community games
0,4% Simulations for Physical experience/training
0,3% Juvenile games
0,2% Educational games
0,2% Premium games
0,1% Adult-only betting games

[KOGIA 2005]

Common Purpose of Using PC


31,2% Internet surfing

23,8% Game
10,2% Emailing
10,0% Community (Including Blog) activity
6,1% Music/Movie/Comics
5,3% Office work/Filing
3,9% Internet chatting
3,6% Trading of goods
0,7% Dealing in bonds and securities
0,5% Computer graphic work

[KOGIA 2005]

Jumat, November 30, 2007

GAME: Glossary of Terms


Game Platform

Arcade Game: A coin-po game in arcades
Online Game: A game that connects many players together on a server that can be accessed over the Internet by individual PC terminals
PC Game (PC Stand-alone Game): A game installed on a PC through a CD-ROM
Video Game: A game inserted into a game console system that is connected to a TV set
Game Console: A video game machine used with CD, DVD and CD-ROM game cartridges (e.g., Xbox, Playstation, Game Cube)
Mobile Game: A game played on mobile phones or portable handheld system

Game Place

Internet (PC) Cafe (e.g., PC Bang): A place where people can play online games and access the Internet
Arcade Hall / Game Center: A place where people can play coin-op games
Video (Console) Game Room (e.g., Playstation Bang): A place where people can play video console game

Game Users
Hardcore Gamer: A player who plays games for over 2hours a
day on average
Average Gamer: Anyone who has played a game at least once
Potential Gamer: A person who doesn't play any games at all or is a casual player who plays games for less than 30 minutes a day
Non-Gamer: A person who has never played a game before but may become a casual gamer

[KOGIA: 2005 The Rise of Korean Games]

Positive Effects of Videogaming


Games help on:

- Processing certain visual information
- Improving laparoscopic skills
- Helping children with attention deficit disorder
- Managing pain
- Establishing online social relationship

[4th ICET 2007]

Why Videogames are such Good Teachers?


1. Clear objectives

2. Exciting activities
3. Multiple ways of solving problems
4. Feedback given
5. Motivation to reach a high standards and practice their skills
6. Extrinsic and intrinsic rewards
7. Guaranteed success regardless of players' academic performance of socioeconomic status

[4th ICET 2007]

Why Digital Games are important to Children and Teens?


Digital games offer children and teenagers:

1. Promote positive feelings
2. Provide outlet for aggression, has cathartic effect
3. Has potential as learning tools
4. Meet psychological needs:

+ entertainment and leisure

+ emotional coping - from loneliness, stress, low self-esteem
+ escape from reality
+ satisfying social needs
+ making new friends
+ strengthening friendship
+ generating sense of belonging and recognition

+ need for challenge and achievement
+ need for excitement
+ need for power

[4th ICET 2007]

Jurnal Konsultan: Minggu XXV (11.2007)


Minggu, 25 November 2007
[Gedung Baru Timur VEDC Malang: 12.00-15.00] Mengikuti acara pembukaan Kontes Game Edukasi Indonesia
(KGEI) 2007. KGEI dilaporkan oleh Bapak Sumarno VEDC Malang selaku OC, disambut Bapak Budi Purwaka bagian SI yang mewakili Karo PKLN Setjen Depdiknas dan dibuka oleh Bapak Isnandar yang mewakili Rektor Universitas Negeri Malang selaku SC. KGEI diikuti oleh 175 peserta (siswa, mahasiswa, dan umum) dengan 60 judul game, peserta datang dari Jakarta, Bandung, Yogyakarta, Surabaya, dan Malang.

Senin, 26 November 2007

[Bima Hall
VEDC Malang: 18.30-20.30] Mengikuti rapat koordinasi dengan OC KGEI untuk status keuangan terhadap RAB, persiapan penentuan pemenang kontes, prosedur penyerahan hadiah bagi pemenang kontes, dan persiapan eksebisi di arena Forum Nasional Jardiknas di UMM Dome pada tanggal 28 November 2007.

Selasa, 27 November 2007
[Rumah: 07.00-08.30] Menyusun presentasi tentang Hadiah KGEI 2007 melalui skema Beasiswa Unggulan.
[Gedung Baru Timur VEDC Malang: 10.00-11.30] Menjelaskan prosedur penyerahan hadiah melalui skema Beasiswa Unggulan meliputi: Formulir, Proposal, Kontrak, Kwitansi, dan Buku kepada 10 nominee KGEI 2007.
[Hotel Tugu, Malang: 19.00-21.00] Mendampingi 10 nominee KGEI 2007 makan malam di Resto Hotel Tugu memenuhi undangan Karo PKLN bersama undangan Fornas Jardiknas 2007.

Rabu, 28 November 2007
[UMM Dome Malang: 08.00-17.00] Berpartisipasi dalam Forum Nasional (Fornas) Jardiknas 2007 dan eksebisi pemenang Kontes Game Edukasi Indonesia (KGEI) 2007.

Kamis, 29 November 2007
[VEDC Malang: 08.00-17.00] Memoderatori sesi Blogger Guru-nya Agus Heri dan Google Apps-nya Toha Mustofa di dalam seminar Sewindu Milis Dikmenjur di rangkaian Fornas Jardiknas di Aula VEDC Malang.

Jum'at, 30 November 2007
[Rumah: 07.00-09.30] Menyiapkan data Provider dan ICT Center yang akan menerima dana subsidi Pelatihan Jardiknas tahap IX (terakhir).

Sabtu, 1 Desember 2007
[ITB Bandung: 09.00-12.00] Mengikuti rapat dan survei persiapan International EduGame Festival di ITB Bandung bersama Karo PKLN, Kabag SI dan Bapak Intan RM (ITB).

Sabtu, November 24, 2007

CIO


The 5 Essential Skills for the Future
- Leadership and Management
- Fiscal Management
- Organization and Culture Skills
- Tech Skills
- Business Skills

[PriceWaterhouseCoopers]

The New CIO Leader Ten Priorities
01. Lead, don’t just manage.
02. Understand the fundamentals of your environment.
03. Create a vision.
04. Shape and inform expectations.
05. Create clear and appropriate IT governance.
06. Weave business and IT strategy together.
07. Build a new IS organization.
08. Build and nurture a high-performing team.
09. Manage the new enterprise and IT risks.
10. Communicate IS performance in business-relevant language.

The 3 Overarching Characteristics of ICT Leader

- Vision
- Influence
- Execution

The 9 Essential Skills for ICT Leaders/CTOs

1) Leadership and Vision
| Works closely with executive team and stakeholders to develop a shared vision and big-picture perspective on a district’s goals to plan for meaningful and effective uses of technology.

2) Planning and Budgeting | Works with the instructional and technical teams to identify the steps needed to transform the technology vision into a long-range plan, complete with specific goals, objectives and action plans.

3) Team Building and Staffing | Creates and supports cross-functional teams for decision-making, technology support, professional development, and other aspects of the district’s technology program as an integral part of strategic planning.

4) Systems Management | Directs, coordinates, and ensures the implementation of all tasks related to technical and infrastructure, standards, purchasing decisions, and the integration of technology into every facet of operations within the district.

5) Information Management | Oversees the establishment and maintenance of systems and tools for gathering, mining, integrating, and reporting data in usable and meaningful ways to produce an information culture in which data management is critical to strategic planning.

6) Business Leadership | Serves as a strong business leader who guides purchasing decisions, assists in determining the return on investment for all technology implementations, and fosters good relationships with vendors, potential funders, and other key groups.

7) Education and Training | Budgets, plans for and coordinates on-going, purposeful professional development for all staff using new technologies, including ensuring a sufficient budget through the implementation and assessment process.

8) Ethics and Policies | Oversees the creation, implementation and enforcement of policies and educational programs related to the social, legal and ethical issues involved in technology use throughout the district and models responsible decision-making.

9) Communication Systems | Directs and coordinates the use of email, district web sites, voice mail systems, and other forms of communication technology to facilitate decision making and enhance effective communication with key stakeholders.

Link
www.k12opentech.org
www.edtechvoi.org
www.classroomtco.org
www.3d2know.org
www.securedistrict.org


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]