EDUCATIONAL
TECHNOLOGY
About us
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PRESENTERS:
ERICKA EVONNEY JENIUS
MOHD KHAIRUL AFIF BIN MD ZAINI
SAZWANI BINTI ANSIAN
LECTURER:
DR. EBON GANSOI
EDUP 2112: TECHNOLOGICAL AND MEDIA DEVELOPMENT
CONTENT
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Pge 01
1. CONCEPT OF EDUCATIONAL TECHNOLOGY
2. ISTE – FOR STUDENT
3. ISTE – FOR TEACHER
4. ISTE – FOR LEADERS
5. ISTE – FOR COACHES
6. ISTE – FOR COMPUTATIONAL THINKING
7. INTRODUCTION TO EDUCATIONAL TECHNOLOGY DEVELOPMENT
8. GLOBAL EDUCATIONAL TECHNOLOGY DEVELOPMENT
9. EDUCATIONAL TECHNOLOGY DEVELOPMENT IN MALAYSIA
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Page 02
CONCEPT
Educational technology is a sophisticated process that
addresses systemic educational demands.
The scientific approach aims to improve the effectiveness
of teaching and learning by integrating ideas, energy,
resources, materials, methods, and procedures.
Page 03
This includes everything from interactive whiteboards and tablets to
educational software and online courses. These tools help to create an
immersive learning environment.
Digital Learning
Tools
Learning
Managemen
t Systems
(LMS)
Platforms like Moodle, Canvas, and Google Classroom help educators
manage coursework, track student progress, and provide resources
and assignments in a centralized online location.
Online
Learning
This encompasses e-learning courses, MOOCs (Massive Open Online
Courses), and online degrees. It allows learners to access education from
anywhere in the world
Artificial
Intelligence (AI)
AI can assist in grading, provide tutoring, and offer feedback. It's also used
to analyze student data to predict performance and identify areas where
they might need additional support.
Gamification
Applying game-design elements in non-game contexts to motivate and
increase user engagement. Examples include badges, leaderboards, and
point systems to encourage participation and competition among students.
Page 04
ASSOCIATION FOR EDUCATIONAL COMMUNICATIONS AND
TECHNOLOGY 1977(AECT)
1.DESIGN
The Process of
creating instructional
system, including
instructional design,
message design, and
learner
characteristics
2.DEVELOPMENT
The production of
instructional
materials, media, and
learning environment
3. UTILISATION
The applications and
diffusion of
instructional
technology tools and
resources
4. MANAGEMENT
The organisation,
implementation, and
supervision of
instructional
technology programs
5. EVALUATION
The assessment and
measurement of
instructional
effectiveness and
learning outcomes
Aspect AECT 1977 AECT 1994
Number of Domains 5 Domains 5 Domains (Refined and Expanded)
1. Design
Broad category for instructional design and
planning
More detailed, including instructional
strategies and learner characteristics
2. Development Focus on media production
Expanded to include specific technologies:
print, audiovisual, computer-based, and
integrated technologies
3. Utilization
General use of instructional materials and
tools
More detailed, covering media utilization,
diffusion of innovations, policy-making, and
implementation
4. Management
General administration of instructional
technology
Expanded to include project management,
resource management, delivery system
management, and information management
5. Evaluation Broad assessment of instructional effectiveness
More refined, including problem analysis,
formative and summative evaluation, and
criterion-referenced measurement
Overall Focus
General framework for educational
technology
More structured and aligned with
technological advancement in the 1980s and
early 1990s
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Page 09
INTERNATIONAL SOCIETY FOR
TECHNOLOGY IN EDUCATION
ISTE stands for the International Society for
Technology in Education. It is a nonprofit
organization that focuses on advancing the use of
technology in education to improve learning
outcomes. ISTE provides standards, professional
development, and resources to help educators
integrate technology effectively in the classroom.
Page 06
ISTE - STUDENT: A framework to help students develop the skills they need to thrive in a digital world. These standards
focus on critical thinking, collaboration, creativity, and responsible digital citizenship.
EMPOWERED LEARNER
• Student take an active role in their learning and set
personal learning goals / They use technology to track
their progress and seek feedback
• Examples: A student uses an online portfolio to track
improvements in writing over time
ISTE - STUDENT
DIGITAL CITIZEN
• Students practice safe, ethical, and responsible
technology use. / They protect personal data, respect
digital laws, and combat misinformation
• Examples: A student recognise phishing emails and
understands the importance of privacy settings
KNOWLEDGE CONSTRUCTOR
• Student use digital tools to research, evaluate, and
create knowledge. / They curate reliable sources and
present information effectively
• Examples: A student uses online database to research
climate change and creates an infographic to share
findings
INNOVATIVE DESIGNER
• Student analyse data, automate tasks, and break
down complex problems. / They use technology to
prototype, test, and refine ideas.
• Examples: A student writes a simple program to organise
and sort survey data.
Page 06
COMPUTATIONAL THINKER
• Student analyse data, automate tasks, break down
complex problems. / They use logic, patterns, and
algorithms to solve real-world challenges.
• Examples: A student writes a simple program to organise
and sort survey data
ISTE - STUDENT
GLOBAL COLLABORATOR
• Student uses technology to connect, collaborate,
and learn with others worldwide. / They respect
diverse perspectives and contribute to group projects.
• Examples: A student participates in a virtual exchange
program to collaborate with peers from another country
on a science project
CREATIVE COMMUNICATOR
• Students uses various digital tools to express ideas
creatively and effectively. / They adapt their
communication style based on the audience.
• Examples: A student creates a podcast series about
historical events instead of writing a traditional essay.
Page 06
ISTE - TEACHER: A framework for teachers to integrate technology into their teaching practices effectively. These
standards encourage educators to innovate, collaborate, and empower students using digital tools.
LEARNER
• Educators continuously learn to improve their teaching
and stay updated with new technologies. / They seek
professional growth through workshops, online
courses, and peer collaboration.
• Examples: A teacher joins an EdTech webinar to learn
how to use AI tools in lesson planning.
ISTE - TEACHERS
CITIZEN
• Educators promote digital citizenship by teaching
students to use technology ethically, responsible, and
safely. / They model online responsibility, protect
privacy, and address digital equity.
• Examples: A teacher educates students on recognising
misinformation and the importance of online safety
LEADER
• Educators advocate for technology use and guide
students and colleagues in adopting digital learning
strategies. / They create a vision for transformative
learning experiences.
• Examples: A student uses online database to research
climate change and creates an infographic to share
findings
COLLABORATOR
• Educators work with colleagues, students, and
experts to improve learning through technology. / They
use online platforms and digital tools for
collaboration.
• Examples: A teacher partners with an international
classroom to co-develop a virtual project on climate
change
Page 06
DESIGNER
• Educators design authentic, personalized learning
experiences using technology. / They create lessons
that are student-centred and engaging.
• Examples: A teacher uses gamification and interactive
simulations to teach math concepts
ISTE - TEACHER
ANALYST
• Educators use data and technology to assess student
progress and refine instruction. / They leverage analytics
and formative assessments to improve student outcomes.
• Examples: A teacher uses an AI-powered grading tool to
analyse student writing patterns and provide targeted
feedback
FACILITATOR
• Educators support active, student-driven learning
and encourage critical thinking and creativity. / They
use technology to facilitate exploration, problem-
solving and innovation.
• Examples: A teacher integrates coding into a science
lesson, allowing students to simulate a planetary orbit.
ISTE: EDUCATION LEADERS
• FOCUSES ON:
• EQUITY
• DIGITAL
CITIZENSHIP
• VISIONEERING
• TEAM AND SYSTEM
BUILDING
• CONTINUOUS
IMPROVEMENT
• PROFESSIONAL
GROWTH
ISTE Standards for Leaders
supports
Students Educators Coach
Targeting the knowledge and behaviours required
for leaders
Empower teachers and coaches, and boost student
learning
3.1
Equity and Citizenship
Advocate
Ensure access to
skilled teachers
• Educators skilled in
technology: create
authentic and engaging
learning experiences
a
Ensure access to
meet student
needs
• Ensure access to
technology, connectivity,
inclusive digital content and
learning environment
b
Model inclusive,
healthy use
• Use of technology: to solve
problems and strengthen
community
c
Model safe,
ethical and legal
use
• Use of technology
• Critical examination of
digital content
d
Use technology to
increase equity,
inclusion and digital
citizenship practices
3.2
Visionary Planner
Develop, sustain
vision
• Wide range of perspectives
from community
 Advance student learning
and success
a
Build a strategic
plan
• Shared vision:
collaboratively create a
strategic plan – articulates
how technology will be used
to enhance learning
b
Evaluate plan
progress
• Evaluate plan
 Make corrections
 Measure impact
 Scale effective
approaches:
transform learning
c
Engage others in
establishing a vision,
strategic plan and
ongoing evaluation
cycle: transforming
learning with
technology
3.2
Visionary Planner
Communicate with
stakeholders
• Communicate effectively
 Gather input on plan
 Celebrate successes
 Engage in a continuous
improvement cycle
d
Share experience
with peers
• Share:
 Lessons learned
 Best practices
 Challenges
 Impact of learning
with technology
(Peer sharing with
other leaders)
e
Engage others in
establishing a vision,
strategic plan and
ongoing evaluation
cycle: transforming
learning with
technology
3.3
Empowering leader
Empower
educators
• Empower educators –
 Exercise professional agency
 Build teacher leadership
skills
 Pursue personalized
professional training
a
Build educator
competency
• Build confidence and
competency of educators:
putting the ISTE Student
Standards and ISTE
Educator Standards into
practice
b
Create culture
that empowers
teachers and learners
to use technology
innovatively  enrich
teaching and learning
3.4
System designer
Ensure
sufficient and
scalable
resources
• Ensure resources and
infrastructure – sufficient and
scalable
 Support effective use of
technology
 Able to meet future demands
b
Leaders build teams
and systems: to
implement, sustain and
continually improve –
use of technology 
support learning
Establish
equitable policies
• Establish equitable
technology policies 
support effective learning
a
3.4
System designer
Establish
strategic
partnerships
• Support strategic vision
• Achieve learning priorities
• Improve operations
d
Leaders build teams
and systems: to
implement, sustain and
continually improve –
use of technology 
support learning
Protect student
privacy and
security
• Ensure students and staff
observe:
 Effective privacy and
data management policies
c
3.5
Connected learner
Participate in
PLNs
• Professional Learning Networks
(PLNs)
 Participate regularly:
collaboratively learn with and
mentor other professionals
b
Leaders:
• Model and promote
continuous
professional learning
for themselves and
others
Stay current on
innovation in
learning
• Set goals: remain current on
• Emerging technologies
for learning
• Innovations in pedagogy
• Advancements in the
learning sciences
a
3.5
Connected learner
Navigate
continuous
development
• Develop skills needed to:
• Lead and navigate change
• Advance systems
• Promote mindset of continuous
improvement
 how technology can improve
learning
d
Leaders:
• Model and promote
continuous
professional learning
for themselves and
others
Engage in
reflective
practice
• Use technology to: regularly
engage in reflective
practices
 support personal and
professional growth
c
ISTE: Coaches
4.1 Change
Agent
Create a shared
vision
Ensure
equitable use
of tool
Cultivate
supportive
coaching culture
Coaches: inspire
educators and leaders
to use technology
• Using
technology to
learn and
accelerate
transformation
through
the coaching
process.
• Meeting the
needs of each
learner.
• Create equitable
and ongoing access
to meaningful
learning
• Encouraging
educators and
leaders to
achieve a
shared vision
and meet
individual
goals.
Recognise
high-impact
teaching
• Recognise
educators acro
ss the
organization
who use
technology
effectively to
enable high-
impact
teaching and
learning
Maximise
potential of
energy
• Connect
• Leaders,
• Educators,
• Instructiona
l support,
• Technical
support,
• Domain
experts
• Solution
providers
 Maximize
potential of
technology for
learning.
ISTE: Coaches
4.2 Connected
learner
Deepen expertise
through professional
learning
Participate in
PLNs
Commit to
continuous
improvement
Coaches: model the
Student and Educator
standards
• Pursue professional
learning: deepens
expertise with the
ISTE Standards
• Serve as a model for
educators and
leaders
• Actively participate
in professional learning
networks
• Enhance coaching practice
• Keep current
with emerging
technology, innovations in
pedagogy and the learning
• Identify ways to
improve their
coaching practice
• Establish shared
goals with
educators
• Reflect on
successes
• Continually
improve coaching
and teaching
practice.
ISTE: Coaches
4.3 Collaborator
Personalised
support for
educators
Evaluate effectiveness
of tools for learning
Identify relevant
learning content
with educators
• Planning and
modeling the
effective use of
technology 
improve student
learning
• Partner with educators
to evaluate the
efficacy:
• To inform
procurement
decisions and
adoption
• improve instructional
practice and learning
outcomes
• Partner with
educators to
identify digital
learning
content that is:
Culturally
relevant,
Developmentally
appropriate
Aligned to
Cultivate
coaching
relationship
• Establish
trusting and
respectful coa
ching
relationships t
hat encourage
educators
to explore new
instructional
strategies
Coaches: establish
productive relationships
with educators
ISTE: Coaches
4.4 Learning
Designer
Model instructional
design principles
Collaborate to
accommodate learner
needs
Support effective
assessment
• Model use of
instructional design
principles with
educators
• Create effective
digital learning
environments
• Collab. with educators:
• Design accessible
and active digital
learning
environments
 Accommodate
learner
variability
• Design learning
experiences and
environments that meet
the needs and interests
of all students
• Help educators use
digital tools
 Provide timely
feedback
 Support
personalized
learning
Collaborate on
learning design
• Develop
authentic, active
learning
experiences
 Foster
student
agency
 Deepen
content
mastery
 Allow
students to
demonstrate
competency
Coaches: model and
support educators
ISTE: Coaches
4.5 Professional
learning
facilitator
Evaluate PD
impact
Build capacity
Design quality
professional
learning
Coaches: plan, provide
and evaluate the impact
of professional learning
for educators and
leaders
• Evaluate the
impact of
professional
learning
• Continually
make
improvements
 to meet
the
schoolwide
vision
• Using
technology
for high-
impact
teaching and
learning
• Build the capacity of
educators, leaders and
instructional teams to
put the ISTE Standards
into practice 
by facilitating active
learning and
providing meaningful
feedback
• Use of technology
to advance
teaching and
learning.
• Design based on
needs assessments
and frameworks
for working with
adults
• Supports their
cultural, social-
emotional and
learning needs
ISTE: Coaches
4.6 Data-driven
decision maker
Support student
data use
Help
educators
interpret
data
Facilitate data
collection and
analysis
Coaches: model and
support the use of
qualitative and
quantitative data
• Partner with
educators
• Empower
students to
use learning
data:
a) Set their
own goals
b) Measure
their
progress
• Support educators
to interpret
qualitative and
quantitative data
• Inform their
decisions and
support
individual
student
learning
• Inform their own
instruction and
professional
learning
• Securely
collecting,
protecting and
analysing
student data.
ISTE: Coaches
4.7 Digital
citizen
advocate
Support others in
protecting
personal data
Evaluate online
content
Foster inclusive,
balanced use
• Empower educators, leaders
and students to
make informed decisions
To protect their personal
data,
To curate the digital
profile they intend to
reflect
• Recognise the
responsibilities
and opportunities
essential in living
in a digital world
• Coaches collaborate
with educators,
leaders and
students
• Foster inclusive
online spaces
• Foster healthy
balance in their
use of
technology
Encourage
civic
engagement
• Encourage
educators and
students
to use
technology to
address
community
challenges
Coaches: model
digital citizenship
and support
educators and
students • Coaches support educators and
students
To critically examine the
sources and accuracy of online
content
To evaluate underlying
assumptions, biases, and
perspectives
ISTE: COMPUTATIONAL THINKING
Components
1. Computational Thinking (Learner)
Educators continually improve their practice by developing an understanding of
computational thinking and its application as a cross-curricular skill. Educators develop
a working knowledge of core components of computational thinking, such as
decomposition, gathering and analyzing data, abstraction, algorithm design, and the
impacts of computing on people and society.
2. Equity Leader (Leader)
All students and educators have the ability to be computational thinkers and CS
learners. Educators proactively counter stereotypes that exclude students from
opportunities to excel in computing and foster an inclusive and diverse classroom
culture that incorporates and values unique perspectives; build student self-efficacy
and confidence around computing; address varying needs and strengths; and address
bias in interactions, design and development methods.
3. Collaborating Around Computing (Collaborator)
Effective collaboration around computing requires educators to incorporate diverse
perspectives and unique skills when developing student learning opportunities, and
recognize that collaboration skills must be explicitly taught to lead to better
outcomes. Educators work together to select tools and design activities and
environments that facilitate these collaborations and outcomes.
ISTE: COMPUTATIONAL THINKING
Components
4. Creativity & Design (Designer)
CT skills can empower students to create computational artifacts that allow for
personal expression. Educators recognize that design and creativity can encourage a
growth mindset, and work to create meaningful CS learning experiences and
environments that inspire students to build their skills and confidence around computing
in ways that reflect their interests and experiences.
5. Integrating Computational Thinking (Facilitator)
Educators facilitate learning by integrating computational thinking practices into the
classroom. Since computational thinking is a foundational skill, educators develop
every student’s ability to recognize opportunities to apply computational thinking in
their environment.
Set professional
learning goals
Learn how & when
to use computation
Leverage CT
experts &
resources
Develop a growth
mindset
Recognize
inequities &
opportunities of CT
ISTE: COMPUTATIONAL THINKING
a) Computational Thinking: Learner
Nurture student
CT confidence
Create
culturally
responsive
learning
Foster inclusive
practices
Drive equitable
student
participation
Communicate
impact of
computing
ISTE: COMPUTATIONAL THINKING
b) Equity Leader
Formulate
computational
solutions
Support student
collaboration
Collaborate to
create cross-
discipline activities
ISTE: COMPUTATIONAL THINKING
c) Collaborating Around Computing
(Collaborator)
Design activities
with data in
mind
Design
authentic
learning
activities
Teach human-
centred design
Promote varied
viewpoints &
agency
ISTE: COMPUTATIONAL THINKING
d) Creativity & Design (Designer)
Account for
learner
variability
Empower
student choice
Vary
instructional
approaches
Use alternative
assessments
ISTE: COMPUTATIONAL THINKING
e) Integrating Computational Thinking
(Facilitator)
Educational
Technology
Development
INTRODUCTION
Early Development
(1960s-1990s)
• Programmed instructions
• Teaching machines
Digital Transformation
(2000s-2020s)
• Introduction of digital
projectors
• Exposure to e-learning
platforms
• Cloud storage
Current Trend
(2020s-beyond)
• Artificial Intelligence (AI)
• Virtual and Augmented
Reality
• Blockchain in education
• Hybrid & blended learning
1
Global
Educational
Technology
Development
Hybrid and Flexible
Learning
Artificial Intelligence
(AI)
Gamification Microlearning
Blockchain
Project-Based learning
with Technology
Coding Initiative and
Computational Thinking
Data-Driven Learning
Augmented Reality
(AR) and Virtual Reality
(VR)
Global Collaboration in
Digital Education
3
• Used to
personalise
learning.
• Century Tech
and Squirrel
AI suggests
suitable
learning that
tailor the
weaknesses
and strengths
of students.
GLOBAL EDUCATIONAL TECHNOLOGY DEVELOPMENT
• The
combination
of face-to-
face and
online
learning.
• University
such as
Harvard and
Stanford offer
courses
online and
hybrid
learning.
• Elements of
game is
implemented to
engage higher
students’
participation
and motivation.
• Kahoot!,
Quizziz,
Wordwall and
Classcraft
enable teachers
to do interactive
quizzes.
• An approach
where
contents are
divided into
smaller parts,
usually into a
short video or
quiz.
• Duolingo and
Linked In
Learning help
students to
learn new
skills faster.
• Used to store
and verify
academic
records
safely.
• MIT
distributes
digital
diploma using
blockchain
technology to
ensure
originality and
reliability.
Hybrid and
flexible learning
Artificial
Intelligence (AI)
Gamification Microlearning Blockchain
3
• A lot of schools
have been
introducing
coding and
computational
thinking into
the school
curriculums –
21st
century
learning skills.
• UK introduced
coding in the
curriculum
since 2014.
GLOBAL EDUCATIONAL TECHNOLOGY DEVELOPMENT
• Students
carry out
projects
creatively
using
technology
devices.
• Students use
Scratch to
create
animation or
portable
application.
• Data analysis is
used to evaluate
students’
achievement
and increase the
effectiveness of
teaching
process.
• Knewton and
Dreambox uses
data to give
suggestions that
tailor students’
needs.
• AR and VR
create better
and
interactive
learning
experiences.
• Students are
able to use
VR to explore
historical sites
or carry out
Science
experiments
virtually.
• A lots of
countries
cooperate in
developing
digital
education.
• Google and
UNESCO
collaborate to
provide
technology
courses to
teachers in
developing
countries.
Project-Based
Learning with
Technology
Coding Initiative
and
Computational
Thinking
Data-Driven
Learning
Augmented
Reality (AR) and
Virtual Reality
(VR)
Global
Collaboration in
Digital Education
2
Educational
Technology
Development
In Malaysia
Pelan Pembangunan
Pendidikan Malaysia
(PPPM)
Pelan Digital Pendidikan Online Learning Platform
Hybrid and Flexible
Learning
Internet and Devices
Initiative
Digital Content
Development
Teachers Training
Augmented Reality (AR)
and Virtual Reality (VR)
Coding and
Computational Thinking
Initiative
Collaboration with
Technological Companies
Technology Project-
Based Learning
Pelan Pembangunan
Pendidikan Malaysia (PPPM)
2013-2025
Emphasises the
importance of integrating
technology into education -
increase learning quality.
Pelan Digital
Pendidikan
To fasten digital
transformation in education
system – usage of digital
devices, online platform
and technological
infrastructure development.
 Schools integrate PBL with
technology – students utilise
technology to produce
creative projects.
 i.e. Students use Scratch to
create animation or portable
application.
Technology Project-
Based Learning
Online Learning Platform
 DELIMa (Digital Educational
Learning Initiative Malaysia)
- Access to materials i.e.
ebooks, videos and interactive
application.
 Google Classroom and
Microsoft Teams
– Assign tasks and conduct online
classes.
Hybrid and
Flexible Learning
 Combination of face-to-
face session and online
session.
 Activities include sharing
videos, online quizzes
and forums.
 Program Jaringan PRIHATIN
- Government provides free
internet access to students and
teachers.
- B40: receives laptops or
tablets.
 Program Cerdik
- Government and NGO
provide internet access and
devices to students in need.
Internet and Devices
Initiative
Digital Content
Development
 MOE and local
educational institutions
develop digital contents
such as eBooks and
interactive applications.
 i.e. TV Pendidikan
Teachers
Training
 MOE implements
training programmes to
increase teacher skills in
using technology.
 i.e. PLC, Program Guru
Digital
 MOE introduces coding and
computational thinking in the
curriculum via RBT and Asas
Komputer.
 i.e. mydigitalmaker
Coding and Computational
Thinking Initiative
Augmented Reality (AR)
and Virtual Reality (VR)
 Some schools in Malaysia
apply AR and VR to enhance
learning experience.
 i.e. Students use AR/VR to
explore Science, History and
Geography concepts
interactively.
Collaboration with
Technological Companies
 MOE collaborates with
companies such as Google,
Microsoft and Intel to provide
devices and digital learning
platforms.
 i.e. Google offers free
access to Google
Workspace for schools in
Malaysia.
SIGNIFICANCE
• Makes education more accessible to people
worldwide
Accessibility
• Makes learning more engaging and fun
Engagement
• Automation of administrative tasks and
grading systems allows educators to focus
more on teaching and less on paperwork
Efficiency
REFERENCES
3. EDUCATION LEADERS. (2024, JULY 15).
ISTE. HTTPS://ISTE.ORG/STANDARDS/EDUCATION-LEADERS
4. COACHES. (2024, JULY 15). ISTE. HTTPS://ISTE.ORG/STANDARDS/COACHES
COMPUTATIONAL THINKING COMPETENCIES. (2024).
ISTE. HTTPS://ISTE.ORG/STANDARDS/COMPUTATIONAL-THINKING-
COMPETENCIES

EDUP2112; Technology Layout - Topic 1.pptx

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    EDUCATIONAL TECHNOLOGY About us studio shodweHome Startegy Contact PRESENTERS: ERICKA EVONNEY JENIUS MOHD KHAIRUL AFIF BIN MD ZAINI SAZWANI BINTI ANSIAN LECTURER: DR. EBON GANSOI EDUP 2112: TECHNOLOGICAL AND MEDIA DEVELOPMENT
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    CONTENT About us studio shodweHome Startegy Contact Pge 01 1. CONCEPT OF EDUCATIONAL TECHNOLOGY 2. ISTE – FOR STUDENT 3. ISTE – FOR TEACHER 4. ISTE – FOR LEADERS 5. ISTE – FOR COACHES 6. ISTE – FOR COMPUTATIONAL THINKING 7. INTRODUCTION TO EDUCATIONAL TECHNOLOGY DEVELOPMENT 8. GLOBAL EDUCATIONAL TECHNOLOGY DEVELOPMENT 9. EDUCATIONAL TECHNOLOGY DEVELOPMENT IN MALAYSIA
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    About us studio shodweHome Startegy Contact Page 02 CONCEPT Educational technology is a sophisticated process that addresses systemic educational demands. The scientific approach aims to improve the effectiveness of teaching and learning by integrating ideas, energy, resources, materials, methods, and procedures.
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    Page 03 This includeseverything from interactive whiteboards and tablets to educational software and online courses. These tools help to create an immersive learning environment. Digital Learning Tools Learning Managemen t Systems (LMS) Platforms like Moodle, Canvas, and Google Classroom help educators manage coursework, track student progress, and provide resources and assignments in a centralized online location. Online Learning This encompasses e-learning courses, MOOCs (Massive Open Online Courses), and online degrees. It allows learners to access education from anywhere in the world Artificial Intelligence (AI) AI can assist in grading, provide tutoring, and offer feedback. It's also used to analyze student data to predict performance and identify areas where they might need additional support. Gamification Applying game-design elements in non-game contexts to motivate and increase user engagement. Examples include badges, leaderboards, and point systems to encourage participation and competition among students.
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    Page 04 ASSOCIATION FOREDUCATIONAL COMMUNICATIONS AND TECHNOLOGY 1977(AECT) 1.DESIGN The Process of creating instructional system, including instructional design, message design, and learner characteristics 2.DEVELOPMENT The production of instructional materials, media, and learning environment 3. UTILISATION The applications and diffusion of instructional technology tools and resources 4. MANAGEMENT The organisation, implementation, and supervision of instructional technology programs 5. EVALUATION The assessment and measurement of instructional effectiveness and learning outcomes
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    Aspect AECT 1977AECT 1994 Number of Domains 5 Domains 5 Domains (Refined and Expanded) 1. Design Broad category for instructional design and planning More detailed, including instructional strategies and learner characteristics 2. Development Focus on media production Expanded to include specific technologies: print, audiovisual, computer-based, and integrated technologies 3. Utilization General use of instructional materials and tools More detailed, covering media utilization, diffusion of innovations, policy-making, and implementation 4. Management General administration of instructional technology Expanded to include project management, resource management, delivery system management, and information management 5. Evaluation Broad assessment of instructional effectiveness More refined, including problem analysis, formative and summative evaluation, and criterion-referenced measurement Overall Focus General framework for educational technology More structured and aligned with technological advancement in the 1980s and early 1990s
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    About us studio shodweHome Startegy Contact Page 09 INTERNATIONAL SOCIETY FOR TECHNOLOGY IN EDUCATION ISTE stands for the International Society for Technology in Education. It is a nonprofit organization that focuses on advancing the use of technology in education to improve learning outcomes. ISTE provides standards, professional development, and resources to help educators integrate technology effectively in the classroom.
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    Page 06 ISTE -STUDENT: A framework to help students develop the skills they need to thrive in a digital world. These standards focus on critical thinking, collaboration, creativity, and responsible digital citizenship. EMPOWERED LEARNER • Student take an active role in their learning and set personal learning goals / They use technology to track their progress and seek feedback • Examples: A student uses an online portfolio to track improvements in writing over time ISTE - STUDENT DIGITAL CITIZEN • Students practice safe, ethical, and responsible technology use. / They protect personal data, respect digital laws, and combat misinformation • Examples: A student recognise phishing emails and understands the importance of privacy settings KNOWLEDGE CONSTRUCTOR • Student use digital tools to research, evaluate, and create knowledge. / They curate reliable sources and present information effectively • Examples: A student uses online database to research climate change and creates an infographic to share findings INNOVATIVE DESIGNER • Student analyse data, automate tasks, and break down complex problems. / They use technology to prototype, test, and refine ideas. • Examples: A student writes a simple program to organise and sort survey data.
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    Page 06 COMPUTATIONAL THINKER •Student analyse data, automate tasks, break down complex problems. / They use logic, patterns, and algorithms to solve real-world challenges. • Examples: A student writes a simple program to organise and sort survey data ISTE - STUDENT GLOBAL COLLABORATOR • Student uses technology to connect, collaborate, and learn with others worldwide. / They respect diverse perspectives and contribute to group projects. • Examples: A student participates in a virtual exchange program to collaborate with peers from another country on a science project CREATIVE COMMUNICATOR • Students uses various digital tools to express ideas creatively and effectively. / They adapt their communication style based on the audience. • Examples: A student creates a podcast series about historical events instead of writing a traditional essay.
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    Page 06 ISTE -TEACHER: A framework for teachers to integrate technology into their teaching practices effectively. These standards encourage educators to innovate, collaborate, and empower students using digital tools. LEARNER • Educators continuously learn to improve their teaching and stay updated with new technologies. / They seek professional growth through workshops, online courses, and peer collaboration. • Examples: A teacher joins an EdTech webinar to learn how to use AI tools in lesson planning. ISTE - TEACHERS CITIZEN • Educators promote digital citizenship by teaching students to use technology ethically, responsible, and safely. / They model online responsibility, protect privacy, and address digital equity. • Examples: A teacher educates students on recognising misinformation and the importance of online safety LEADER • Educators advocate for technology use and guide students and colleagues in adopting digital learning strategies. / They create a vision for transformative learning experiences. • Examples: A student uses online database to research climate change and creates an infographic to share findings COLLABORATOR • Educators work with colleagues, students, and experts to improve learning through technology. / They use online platforms and digital tools for collaboration. • Examples: A teacher partners with an international classroom to co-develop a virtual project on climate change
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    Page 06 DESIGNER • Educatorsdesign authentic, personalized learning experiences using technology. / They create lessons that are student-centred and engaging. • Examples: A teacher uses gamification and interactive simulations to teach math concepts ISTE - TEACHER ANALYST • Educators use data and technology to assess student progress and refine instruction. / They leverage analytics and formative assessments to improve student outcomes. • Examples: A teacher uses an AI-powered grading tool to analyse student writing patterns and provide targeted feedback FACILITATOR • Educators support active, student-driven learning and encourage critical thinking and creativity. / They use technology to facilitate exploration, problem- solving and innovation. • Examples: A teacher integrates coding into a science lesson, allowing students to simulate a planetary orbit.
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    ISTE: EDUCATION LEADERS •FOCUSES ON: • EQUITY • DIGITAL CITIZENSHIP • VISIONEERING • TEAM AND SYSTEM BUILDING • CONTINUOUS IMPROVEMENT • PROFESSIONAL GROWTH ISTE Standards for Leaders supports Students Educators Coach Targeting the knowledge and behaviours required for leaders Empower teachers and coaches, and boost student learning
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    3.1 Equity and Citizenship Advocate Ensureaccess to skilled teachers • Educators skilled in technology: create authentic and engaging learning experiences a Ensure access to meet student needs • Ensure access to technology, connectivity, inclusive digital content and learning environment b Model inclusive, healthy use • Use of technology: to solve problems and strengthen community c Model safe, ethical and legal use • Use of technology • Critical examination of digital content d Use technology to increase equity, inclusion and digital citizenship practices
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    3.2 Visionary Planner Develop, sustain vision •Wide range of perspectives from community  Advance student learning and success a Build a strategic plan • Shared vision: collaboratively create a strategic plan – articulates how technology will be used to enhance learning b Evaluate plan progress • Evaluate plan  Make corrections  Measure impact  Scale effective approaches: transform learning c Engage others in establishing a vision, strategic plan and ongoing evaluation cycle: transforming learning with technology
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    3.2 Visionary Planner Communicate with stakeholders •Communicate effectively  Gather input on plan  Celebrate successes  Engage in a continuous improvement cycle d Share experience with peers • Share:  Lessons learned  Best practices  Challenges  Impact of learning with technology (Peer sharing with other leaders) e Engage others in establishing a vision, strategic plan and ongoing evaluation cycle: transforming learning with technology
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    3.3 Empowering leader Empower educators • Empowereducators –  Exercise professional agency  Build teacher leadership skills  Pursue personalized professional training a Build educator competency • Build confidence and competency of educators: putting the ISTE Student Standards and ISTE Educator Standards into practice b Create culture that empowers teachers and learners to use technology innovatively  enrich teaching and learning
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    3.4 System designer Ensure sufficient and scalable resources •Ensure resources and infrastructure – sufficient and scalable  Support effective use of technology  Able to meet future demands b Leaders build teams and systems: to implement, sustain and continually improve – use of technology  support learning Establish equitable policies • Establish equitable technology policies  support effective learning a
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    3.4 System designer Establish strategic partnerships • Supportstrategic vision • Achieve learning priorities • Improve operations d Leaders build teams and systems: to implement, sustain and continually improve – use of technology  support learning Protect student privacy and security • Ensure students and staff observe:  Effective privacy and data management policies c
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    3.5 Connected learner Participate in PLNs •Professional Learning Networks (PLNs)  Participate regularly: collaboratively learn with and mentor other professionals b Leaders: • Model and promote continuous professional learning for themselves and others Stay current on innovation in learning • Set goals: remain current on • Emerging technologies for learning • Innovations in pedagogy • Advancements in the learning sciences a
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    3.5 Connected learner Navigate continuous development • Developskills needed to: • Lead and navigate change • Advance systems • Promote mindset of continuous improvement  how technology can improve learning d Leaders: • Model and promote continuous professional learning for themselves and others Engage in reflective practice • Use technology to: regularly engage in reflective practices  support personal and professional growth c
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    ISTE: Coaches 4.1 Change Agent Createa shared vision Ensure equitable use of tool Cultivate supportive coaching culture Coaches: inspire educators and leaders to use technology • Using technology to learn and accelerate transformation through the coaching process. • Meeting the needs of each learner. • Create equitable and ongoing access to meaningful learning • Encouraging educators and leaders to achieve a shared vision and meet individual goals. Recognise high-impact teaching • Recognise educators acro ss the organization who use technology effectively to enable high- impact teaching and learning Maximise potential of energy • Connect • Leaders, • Educators, • Instructiona l support, • Technical support, • Domain experts • Solution providers  Maximize potential of technology for learning.
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    ISTE: Coaches 4.2 Connected learner Deepenexpertise through professional learning Participate in PLNs Commit to continuous improvement Coaches: model the Student and Educator standards • Pursue professional learning: deepens expertise with the ISTE Standards • Serve as a model for educators and leaders • Actively participate in professional learning networks • Enhance coaching practice • Keep current with emerging technology, innovations in pedagogy and the learning • Identify ways to improve their coaching practice • Establish shared goals with educators • Reflect on successes • Continually improve coaching and teaching practice.
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    ISTE: Coaches 4.3 Collaborator Personalised supportfor educators Evaluate effectiveness of tools for learning Identify relevant learning content with educators • Planning and modeling the effective use of technology  improve student learning • Partner with educators to evaluate the efficacy: • To inform procurement decisions and adoption • improve instructional practice and learning outcomes • Partner with educators to identify digital learning content that is: Culturally relevant, Developmentally appropriate Aligned to Cultivate coaching relationship • Establish trusting and respectful coa ching relationships t hat encourage educators to explore new instructional strategies Coaches: establish productive relationships with educators
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    ISTE: Coaches 4.4 Learning Designer Modelinstructional design principles Collaborate to accommodate learner needs Support effective assessment • Model use of instructional design principles with educators • Create effective digital learning environments • Collab. with educators: • Design accessible and active digital learning environments  Accommodate learner variability • Design learning experiences and environments that meet the needs and interests of all students • Help educators use digital tools  Provide timely feedback  Support personalized learning Collaborate on learning design • Develop authentic, active learning experiences  Foster student agency  Deepen content mastery  Allow students to demonstrate competency Coaches: model and support educators
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    ISTE: Coaches 4.5 Professional learning facilitator EvaluatePD impact Build capacity Design quality professional learning Coaches: plan, provide and evaluate the impact of professional learning for educators and leaders • Evaluate the impact of professional learning • Continually make improvements  to meet the schoolwide vision • Using technology for high- impact teaching and learning • Build the capacity of educators, leaders and instructional teams to put the ISTE Standards into practice  by facilitating active learning and providing meaningful feedback • Use of technology to advance teaching and learning. • Design based on needs assessments and frameworks for working with adults • Supports their cultural, social- emotional and learning needs
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    ISTE: Coaches 4.6 Data-driven decisionmaker Support student data use Help educators interpret data Facilitate data collection and analysis Coaches: model and support the use of qualitative and quantitative data • Partner with educators • Empower students to use learning data: a) Set their own goals b) Measure their progress • Support educators to interpret qualitative and quantitative data • Inform their decisions and support individual student learning • Inform their own instruction and professional learning • Securely collecting, protecting and analysing student data.
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    ISTE: Coaches 4.7 Digital citizen advocate Supportothers in protecting personal data Evaluate online content Foster inclusive, balanced use • Empower educators, leaders and students to make informed decisions To protect their personal data, To curate the digital profile they intend to reflect • Recognise the responsibilities and opportunities essential in living in a digital world • Coaches collaborate with educators, leaders and students • Foster inclusive online spaces • Foster healthy balance in their use of technology Encourage civic engagement • Encourage educators and students to use technology to address community challenges Coaches: model digital citizenship and support educators and students • Coaches support educators and students To critically examine the sources and accuracy of online content To evaluate underlying assumptions, biases, and perspectives
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    ISTE: COMPUTATIONAL THINKING Components 1.Computational Thinking (Learner) Educators continually improve their practice by developing an understanding of computational thinking and its application as a cross-curricular skill. Educators develop a working knowledge of core components of computational thinking, such as decomposition, gathering and analyzing data, abstraction, algorithm design, and the impacts of computing on people and society. 2. Equity Leader (Leader) All students and educators have the ability to be computational thinkers and CS learners. Educators proactively counter stereotypes that exclude students from opportunities to excel in computing and foster an inclusive and diverse classroom culture that incorporates and values unique perspectives; build student self-efficacy and confidence around computing; address varying needs and strengths; and address bias in interactions, design and development methods. 3. Collaborating Around Computing (Collaborator) Effective collaboration around computing requires educators to incorporate diverse perspectives and unique skills when developing student learning opportunities, and recognize that collaboration skills must be explicitly taught to lead to better outcomes. Educators work together to select tools and design activities and environments that facilitate these collaborations and outcomes.
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    ISTE: COMPUTATIONAL THINKING Components 4.Creativity & Design (Designer) CT skills can empower students to create computational artifacts that allow for personal expression. Educators recognize that design and creativity can encourage a growth mindset, and work to create meaningful CS learning experiences and environments that inspire students to build their skills and confidence around computing in ways that reflect their interests and experiences. 5. Integrating Computational Thinking (Facilitator) Educators facilitate learning by integrating computational thinking practices into the classroom. Since computational thinking is a foundational skill, educators develop every student’s ability to recognize opportunities to apply computational thinking in their environment.
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    Set professional learning goals Learnhow & when to use computation Leverage CT experts & resources Develop a growth mindset Recognize inequities & opportunities of CT ISTE: COMPUTATIONAL THINKING a) Computational Thinking: Learner
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    Nurture student CT confidence Create culturally responsive learning Fosterinclusive practices Drive equitable student participation Communicate impact of computing ISTE: COMPUTATIONAL THINKING b) Equity Leader
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    Formulate computational solutions Support student collaboration Collaborate to createcross- discipline activities ISTE: COMPUTATIONAL THINKING c) Collaborating Around Computing (Collaborator)
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    Design activities with datain mind Design authentic learning activities Teach human- centred design Promote varied viewpoints & agency ISTE: COMPUTATIONAL THINKING d) Creativity & Design (Designer)
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    Account for learner variability Empower student choice Vary instructional approaches Usealternative assessments ISTE: COMPUTATIONAL THINKING e) Integrating Computational Thinking (Facilitator)
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    INTRODUCTION Early Development (1960s-1990s) • Programmedinstructions • Teaching machines Digital Transformation (2000s-2020s) • Introduction of digital projectors • Exposure to e-learning platforms • Cloud storage Current Trend (2020s-beyond) • Artificial Intelligence (AI) • Virtual and Augmented Reality • Blockchain in education • Hybrid & blended learning
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    Hybrid and Flexible Learning ArtificialIntelligence (AI) Gamification Microlearning Blockchain Project-Based learning with Technology Coding Initiative and Computational Thinking Data-Driven Learning Augmented Reality (AR) and Virtual Reality (VR) Global Collaboration in Digital Education
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    3 • Used to personalise learning. •Century Tech and Squirrel AI suggests suitable learning that tailor the weaknesses and strengths of students. GLOBAL EDUCATIONAL TECHNOLOGY DEVELOPMENT • The combination of face-to- face and online learning. • University such as Harvard and Stanford offer courses online and hybrid learning. • Elements of game is implemented to engage higher students’ participation and motivation. • Kahoot!, Quizziz, Wordwall and Classcraft enable teachers to do interactive quizzes. • An approach where contents are divided into smaller parts, usually into a short video or quiz. • Duolingo and Linked In Learning help students to learn new skills faster. • Used to store and verify academic records safely. • MIT distributes digital diploma using blockchain technology to ensure originality and reliability. Hybrid and flexible learning Artificial Intelligence (AI) Gamification Microlearning Blockchain
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    3 • A lotof schools have been introducing coding and computational thinking into the school curriculums – 21st century learning skills. • UK introduced coding in the curriculum since 2014. GLOBAL EDUCATIONAL TECHNOLOGY DEVELOPMENT • Students carry out projects creatively using technology devices. • Students use Scratch to create animation or portable application. • Data analysis is used to evaluate students’ achievement and increase the effectiveness of teaching process. • Knewton and Dreambox uses data to give suggestions that tailor students’ needs. • AR and VR create better and interactive learning experiences. • Students are able to use VR to explore historical sites or carry out Science experiments virtually. • A lots of countries cooperate in developing digital education. • Google and UNESCO collaborate to provide technology courses to teachers in developing countries. Project-Based Learning with Technology Coding Initiative and Computational Thinking Data-Driven Learning Augmented Reality (AR) and Virtual Reality (VR) Global Collaboration in Digital Education
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    Pelan Pembangunan Pendidikan Malaysia (PPPM) PelanDigital Pendidikan Online Learning Platform Hybrid and Flexible Learning Internet and Devices Initiative Digital Content Development Teachers Training Augmented Reality (AR) and Virtual Reality (VR) Coding and Computational Thinking Initiative Collaboration with Technological Companies Technology Project- Based Learning
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    Pelan Pembangunan Pendidikan Malaysia(PPPM) 2013-2025 Emphasises the importance of integrating technology into education - increase learning quality.
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    Pelan Digital Pendidikan To fastendigital transformation in education system – usage of digital devices, online platform and technological infrastructure development.  Schools integrate PBL with technology – students utilise technology to produce creative projects.  i.e. Students use Scratch to create animation or portable application. Technology Project- Based Learning
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    Online Learning Platform DELIMa (Digital Educational Learning Initiative Malaysia) - Access to materials i.e. ebooks, videos and interactive application.  Google Classroom and Microsoft Teams – Assign tasks and conduct online classes.
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    Hybrid and Flexible Learning Combination of face-to- face session and online session.  Activities include sharing videos, online quizzes and forums.  Program Jaringan PRIHATIN - Government provides free internet access to students and teachers. - B40: receives laptops or tablets.  Program Cerdik - Government and NGO provide internet access and devices to students in need. Internet and Devices Initiative
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    Digital Content Development  MOEand local educational institutions develop digital contents such as eBooks and interactive applications.  i.e. TV Pendidikan
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    Teachers Training  MOE implements trainingprogrammes to increase teacher skills in using technology.  i.e. PLC, Program Guru Digital  MOE introduces coding and computational thinking in the curriculum via RBT and Asas Komputer.  i.e. mydigitalmaker Coding and Computational Thinking Initiative
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    Augmented Reality (AR) andVirtual Reality (VR)  Some schools in Malaysia apply AR and VR to enhance learning experience.  i.e. Students use AR/VR to explore Science, History and Geography concepts interactively.
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    Collaboration with Technological Companies MOE collaborates with companies such as Google, Microsoft and Intel to provide devices and digital learning platforms.  i.e. Google offers free access to Google Workspace for schools in Malaysia.
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    SIGNIFICANCE • Makes educationmore accessible to people worldwide Accessibility • Makes learning more engaging and fun Engagement • Automation of administrative tasks and grading systems allows educators to focus more on teaching and less on paperwork Efficiency
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    REFERENCES 3. EDUCATION LEADERS.(2024, JULY 15). ISTE. HTTPS://ISTE.ORG/STANDARDS/EDUCATION-LEADERS 4. COACHES. (2024, JULY 15). ISTE. HTTPS://ISTE.ORG/STANDARDS/COACHES COMPUTATIONAL THINKING COMPETENCIES. (2024). ISTE. HTTPS://ISTE.ORG/STANDARDS/COMPUTATIONAL-THINKING- COMPETENCIES