لا شك أن التعليم السعودي يخطو خطوات ثابتة نحو التقدم، محاولاً الاستفادة التامة من كل سبل التكنولوجيا المتاحة له، ووزارة التربية والتعليم تعي تماماً أهمية وجود التكنولوجيا داخل المنظومة التعلمية.
لا شك أن التعليم السعودي يخطو خطوات ثابتة نحو التقدم، محاولاً الاستفادة التامة من كل سبل التكنولوجيا المتاحة له، ووزارة التربية والتعليم تعي تماماً أهمية وجود التكنولوجيا داخل المنظومة التعلمية.
The document provides instructions for creating and running a basic "Hello World" Android application in Android Studio. It discusses creating a new project with an activity, adding a layout file with XML, adding a button and handling button click events either within the activity or with a separate listener class. It also covers running the app in an Android emulator, including selecting a device, launching the emulator if needed, and interacting with the app within the emulator.
This document discusses setting up an Android development environment. It recommends installing Java JDK 13, Android Studio, and using Android Studio to download SDK platforms, tools, system images and sample apps. The basic installation process involves installing JDK, Android Studio, using the SDK Manager to install components, installing USB drivers if needed, configuring devices for debugging, and starting development. It also discusses exploring the Android SDK, license agreement, popular third-party APIs, core Android tools like Android Studio, SDK Manager, AVD Manager, and using the emulator for app development and testing.
The document discusses Android infrastructure and is divided into several sections:
1. Device management covers how apps accommodate different devices and screen requirements like size, density, orientation, and resolution.
2. Battery management discusses how to view battery usage and improve availability by disabling unused functions.
3. File management is Linux-based with each app having its own protected user ID and files that cannot be accessed by other apps.
4. The user interface utilizes touch screens with icons, swipe navigation, and soft buttons along the bottom for tasks.
لا شك أن التعليم السعودي يخطو خطوات ثابتة نحو التقدم، محاولاً الاستفادة التامة من كل سبل التكنولوجيا المتاحة له، ووزارة التربية والتعليم تعي تماماً أهمية وجود التكنولوجيا داخل المنظومة التعلمية.
لا شك أن التعليم السعودي يخطو خطوات ثابتة نحو التقدم، محاولاً الاستفادة التامة من كل سبل التكنولوجيا المتاحة له، ووزارة التربية والتعليم تعي تماماً أهمية وجود التكنولوجيا داخل المنظومة التعلمية.
The document provides instructions for creating and running a basic "Hello World" Android application in Android Studio. It discusses creating a new project with an activity, adding a layout file with XML, adding a button and handling button click events either within the activity or with a separate listener class. It also covers running the app in an Android emulator, including selecting a device, launching the emulator if needed, and interacting with the app within the emulator.
This document discusses setting up an Android development environment. It recommends installing Java JDK 13, Android Studio, and using Android Studio to download SDK platforms, tools, system images and sample apps. The basic installation process involves installing JDK, Android Studio, using the SDK Manager to install components, installing USB drivers if needed, configuring devices for debugging, and starting development. It also discusses exploring the Android SDK, license agreement, popular third-party APIs, core Android tools like Android Studio, SDK Manager, AVD Manager, and using the emulator for app development and testing.
The document discusses Android infrastructure and is divided into several sections:
1. Device management covers how apps accommodate different devices and screen requirements like size, density, orientation, and resolution.
2. Battery management discusses how to view battery usage and improve availability by disabling unused functions.
3. File management is Linux-based with each app having its own protected user ID and files that cannot be accessed by other apps.
4. The user interface utilizes touch screens with icons, swipe navigation, and soft buttons along the bottom for tasks.
This document summarizes key aspects of the Android operating system, including:
1. The Android design goals are to enchant users with sleek designs, simplify their lives, and empower them to try new things.
2. Android handles memory management efficiently using techniques like only utilizing resources as needed, putting apps in sleep-like states when dormant, and using algorithms to track app usage and free memory when needed.
3. Android requires manifest files, activities, tasks, and intents to define apps and allow them to interact. Activities define app screens and tasks involve sequences of activities to accomplish goals. Intents allow apps to request cooperation from each other.
Dr. AlaaEddin Almabhouh's lecture provides an introduction to the Android operating system. It discusses Android's design goals of running on mobile devices like smartphones and tablets. Android is built on the Linux foundation and allows customization of apps and interfaces. The lecture briefly outlines Android's history, including its development by Andrew Rubin and purchase by Google. It also summarizes key aspects of Android like its open source code, major manufacturers, versions, features, and hardware platforms like smartphones, tablets, TVs and cars.
This document outlines the key learning objectives and concepts around e-commerce mechanisms, infrastructures, and tools. It describes major e-commerce activities and processes, e-marketplaces and their components, electronic catalogs and shopping carts, different types of auctions, virtual communities, social networks, and emerging technologies like Web 3.0 and 4.0.
Electronic payments allow for financial transactions to be conducted online between buyers and sellers. There are various methods of electronic payment including credit cards, electronic cash, e-wallets, and micropayments. Payment gateways act as intermediaries that process transactions between payment networks like Mastercard and Visa and certification authorities. While traditional payment systems had issues with convenience, security, eligibility, and support for small transactions, electronic payment methods address these problems and enable online commerce.
This document provides an overview of social computing and how businesses can utilize various social media and networking tools. It discusses 6 types of social computing applications for businesses: marketing, shopping, customer relationship management, human resources, and freelancing. The document also outlines the fundamentals, benefits, and risks of social commerce and how companies can do social advertising, market research, and improve customer service through social networks.
Chapter 6/Mobile Commerce and Ubiquitous Computing Technology of E-BusinessEyad Almasri
This document discusses mobile commerce and ubiquitous computing. It begins by outlining learning objectives about m-commerce applications, benefits, drivers and technologies. It then defines mobile commerce and discusses attributes like ubiquity, convenience and interactivity. Drivers include widespread devices and no need for PCs. Applications include field mobility and direct store delivery. Benefits are outlined for organizations like increased sales and customers like shopping aids. Mobile financial, enterprise and entertainment applications are described. Location-based mobile commerce is defined and infrastructure and services discussed. Barriers to location-based services are also noted.
Chapter 5/Innovative EC Systems: From E-Government to E-Learning, Collaborat...Eyad Almasri
This document discusses various topics related to innovative electronic commerce systems, including:
1. E-government initiatives to improve interactions between government and citizens, businesses, and other government entities. This includes services like online voting and benefits applications.
2. E-learning and distance learning through online education platforms. Challenges include maintaining motivation and social interaction.
3. Knowledge management systems to capture and share expertise within organizations. This includes question/answer systems, expert locators, and collaboration tools.
4. Collaborative commerce uses digital technologies to help companies work together on projects. Examples include coordinating inventory levels between retailers and suppliers.
5. Consumer-to-consumer electronic commerce where individuals can
Chapter 4/B2B E-Commerce – Technology of E-BusinessEyad Almasri
This document outlines learning objectives and concepts related to business-to-business (B2B) e-commerce. It describes the major types of B2B models including sell-side marketplaces, buy-side e-procurement, and exchanges. It also discusses characteristics of B2B transactions such as parties involved, types of goods traded, and directions of trades. Specific B2B models like private e-marketplaces, public exchanges, portals, and the use of social media and web 2.0 are explained.
Chapter 3/Retailing In Electronic Commerce: Products and Services Technology...Eyad Almasri
This document discusses various topics in electronic retailing (e-tailing) including different e-tailing business models, online travel and tourism services, the online job market, real estate and stock trading services, banking and personal finance online, and on-demand delivery of digital products and services. It also covers issues in e-tailing like disintermediation and reintermediation as well as lessons learned from failures of some e-tailers.
Chapter 1/ Overview of Electronic Commerce Technology of E-BusinessEyad Almasri
The document provides an overview of electronic commerce (EC), defining key terms like EC, e-business, and different EC models. It describes the content and framework of EC, including classifications of transactions between businesses, consumers, and governments. The document also discusses e-commerce 2.0 concepts like social commerce and virtual worlds, as well as the digital economy and how organizations can support EC. It covers EC business models, benefits and limitations, and concludes with a high-level summary.
أهمية تعليم البرمجة للأطفال في العصر الرقمي.pdfelmadrasah8
في العصر الرقمي الحالي، أصبحت البرمجة مهارة أساسية تتجاوز كونها مجرد أداة تقنية، بل تعد مفتاحًا لفهم العالم المتصل بالإنترنت والتفاعل معه. تعليم البرمجة للأطفال ليس مجرد تعلم لغة البرمجة، بل هو تطوير لمجموعة واسعة من المهارات الأساسية التي يمكن أن تساعدهم في المستقبل.
تعزيز التفكير المنطقي وحل المشكلات
البرمجة تتطلب التفكير المنطقي وحل المشكلات بطرق منهجية. عند تعلم البرمجة، يتعلم الأطفال كيفية تحليل المشكلات وتقسيمها إلى أجزاء أصغر يمكن إدارتها. هذه المهارات ليست مفيدة فقط في مجال التكنولوجيا، بل تمتد إلى مختلف جوانب الحياة الأكاديمية والمهنية.
تحفيز الإبداع والابتكار
من خلال البرمجة، يمكن للأطفال تحويل أفكارهم إلى واقع ملموس. سواء كان ذلك بإنشاء لعبة، أو تطوير تطبيق، أو تصميم موقع ويب، يتيح لهم البرمجة التعبير عن إبداعهم بشكل فريد. هذا يحفز الأطفال على التفكير خارج الصندوق وتطوير حلول مبتكرة للتحديات التي يواجهونها.
توفير فرص مستقبلية
مع تزايد الاعتماد على التكنولوجيا في جميع القطاعات، ستكون مهارات البرمجة من بين الأكثر طلبًا في سوق العمل المستقبلي. تعلم البرمجة من سن مبكرة يمنح الأطفال ميزة تنافسية كبيرة في سوق العمل ويزيد من فرصهم في الحصول على وظائف متميزة في المستقبل.
تنمية مهارات العمل الجماعي والتواصل
تعلم البرمجة غالبًا ما يتضمن العمل في فرق ومشاركة الأفكار والمشاريع مع الآخرين. هذا يساهم في تنمية مهارات العمل الجماعي والتواصل الفعّال لدى الأطفال. كما يساعدهم على تعلم كيفية التعاون والتفاعل مع الآخرين لتحقيق أهداف مشتركة.
فهم أفضل للتكنولوجيا
تعلم البرمجة يساعد الأطفال على فهم كيفية عمل التكنولوجيا من حولهم. بدلاً من أن يكونوا مجرد مستخدمين للتكنولوجيا، يصبحون قادرين على تحليلها وفهم الأساسيات التي تقوم عليها. هذا الفهم العميق يمنحهم القدرة على التفاعل مع التكنولوجيا بطرق أكثر فعالية وكفاءة.
تعليم البرمجة للأطفال في العصر الرقمي ليس رفاهية، بل ضرورة لتأهيلهم لمستقبل مشرق. من خلال تطوير مهارات التفكير المنطقي، الإبداع، والتواصل، يتم إعداد الأطفال ليكونوا مبتكرين وقادة في العالم الرقمي المتطور. البرمجة تفتح لهم أبوابًا واسعة من الفرص والتحديات التي يمكنهم تجاوزها بمهاراتهم ومعرفتهم المتقدمة.
This document summarizes key aspects of the Android operating system, including:
1. The Android design goals are to enchant users with sleek designs, simplify their lives, and empower them to try new things.
2. Android handles memory management efficiently using techniques like only utilizing resources as needed, putting apps in sleep-like states when dormant, and using algorithms to track app usage and free memory when needed.
3. Android requires manifest files, activities, tasks, and intents to define apps and allow them to interact. Activities define app screens and tasks involve sequences of activities to accomplish goals. Intents allow apps to request cooperation from each other.
Dr. AlaaEddin Almabhouh's lecture provides an introduction to the Android operating system. It discusses Android's design goals of running on mobile devices like smartphones and tablets. Android is built on the Linux foundation and allows customization of apps and interfaces. The lecture briefly outlines Android's history, including its development by Andrew Rubin and purchase by Google. It also summarizes key aspects of Android like its open source code, major manufacturers, versions, features, and hardware platforms like smartphones, tablets, TVs and cars.
This document outlines the key learning objectives and concepts around e-commerce mechanisms, infrastructures, and tools. It describes major e-commerce activities and processes, e-marketplaces and their components, electronic catalogs and shopping carts, different types of auctions, virtual communities, social networks, and emerging technologies like Web 3.0 and 4.0.
Electronic payments allow for financial transactions to be conducted online between buyers and sellers. There are various methods of electronic payment including credit cards, electronic cash, e-wallets, and micropayments. Payment gateways act as intermediaries that process transactions between payment networks like Mastercard and Visa and certification authorities. While traditional payment systems had issues with convenience, security, eligibility, and support for small transactions, electronic payment methods address these problems and enable online commerce.
This document provides an overview of social computing and how businesses can utilize various social media and networking tools. It discusses 6 types of social computing applications for businesses: marketing, shopping, customer relationship management, human resources, and freelancing. The document also outlines the fundamentals, benefits, and risks of social commerce and how companies can do social advertising, market research, and improve customer service through social networks.
Chapter 6/Mobile Commerce and Ubiquitous Computing Technology of E-BusinessEyad Almasri
This document discusses mobile commerce and ubiquitous computing. It begins by outlining learning objectives about m-commerce applications, benefits, drivers and technologies. It then defines mobile commerce and discusses attributes like ubiquity, convenience and interactivity. Drivers include widespread devices and no need for PCs. Applications include field mobility and direct store delivery. Benefits are outlined for organizations like increased sales and customers like shopping aids. Mobile financial, enterprise and entertainment applications are described. Location-based mobile commerce is defined and infrastructure and services discussed. Barriers to location-based services are also noted.
Chapter 5/Innovative EC Systems: From E-Government to E-Learning, Collaborat...Eyad Almasri
This document discusses various topics related to innovative electronic commerce systems, including:
1. E-government initiatives to improve interactions between government and citizens, businesses, and other government entities. This includes services like online voting and benefits applications.
2. E-learning and distance learning through online education platforms. Challenges include maintaining motivation and social interaction.
3. Knowledge management systems to capture and share expertise within organizations. This includes question/answer systems, expert locators, and collaboration tools.
4. Collaborative commerce uses digital technologies to help companies work together on projects. Examples include coordinating inventory levels between retailers and suppliers.
5. Consumer-to-consumer electronic commerce where individuals can
Chapter 4/B2B E-Commerce – Technology of E-BusinessEyad Almasri
This document outlines learning objectives and concepts related to business-to-business (B2B) e-commerce. It describes the major types of B2B models including sell-side marketplaces, buy-side e-procurement, and exchanges. It also discusses characteristics of B2B transactions such as parties involved, types of goods traded, and directions of trades. Specific B2B models like private e-marketplaces, public exchanges, portals, and the use of social media and web 2.0 are explained.
Chapter 3/Retailing In Electronic Commerce: Products and Services Technology...Eyad Almasri
This document discusses various topics in electronic retailing (e-tailing) including different e-tailing business models, online travel and tourism services, the online job market, real estate and stock trading services, banking and personal finance online, and on-demand delivery of digital products and services. It also covers issues in e-tailing like disintermediation and reintermediation as well as lessons learned from failures of some e-tailers.
Chapter 1/ Overview of Electronic Commerce Technology of E-BusinessEyad Almasri
The document provides an overview of electronic commerce (EC), defining key terms like EC, e-business, and different EC models. It describes the content and framework of EC, including classifications of transactions between businesses, consumers, and governments. The document also discusses e-commerce 2.0 concepts like social commerce and virtual worlds, as well as the digital economy and how organizations can support EC. It covers EC business models, benefits and limitations, and concludes with a high-level summary.
أهمية تعليم البرمجة للأطفال في العصر الرقمي.pdfelmadrasah8
في العصر الرقمي الحالي، أصبحت البرمجة مهارة أساسية تتجاوز كونها مجرد أداة تقنية، بل تعد مفتاحًا لفهم العالم المتصل بالإنترنت والتفاعل معه. تعليم البرمجة للأطفال ليس مجرد تعلم لغة البرمجة، بل هو تطوير لمجموعة واسعة من المهارات الأساسية التي يمكن أن تساعدهم في المستقبل.
تعزيز التفكير المنطقي وحل المشكلات
البرمجة تتطلب التفكير المنطقي وحل المشكلات بطرق منهجية. عند تعلم البرمجة، يتعلم الأطفال كيفية تحليل المشكلات وتقسيمها إلى أجزاء أصغر يمكن إدارتها. هذه المهارات ليست مفيدة فقط في مجال التكنولوجيا، بل تمتد إلى مختلف جوانب الحياة الأكاديمية والمهنية.
تحفيز الإبداع والابتكار
من خلال البرمجة، يمكن للأطفال تحويل أفكارهم إلى واقع ملموس. سواء كان ذلك بإنشاء لعبة، أو تطوير تطبيق، أو تصميم موقع ويب، يتيح لهم البرمجة التعبير عن إبداعهم بشكل فريد. هذا يحفز الأطفال على التفكير خارج الصندوق وتطوير حلول مبتكرة للتحديات التي يواجهونها.
توفير فرص مستقبلية
مع تزايد الاعتماد على التكنولوجيا في جميع القطاعات، ستكون مهارات البرمجة من بين الأكثر طلبًا في سوق العمل المستقبلي. تعلم البرمجة من سن مبكرة يمنح الأطفال ميزة تنافسية كبيرة في سوق العمل ويزيد من فرصهم في الحصول على وظائف متميزة في المستقبل.
تنمية مهارات العمل الجماعي والتواصل
تعلم البرمجة غالبًا ما يتضمن العمل في فرق ومشاركة الأفكار والمشاريع مع الآخرين. هذا يساهم في تنمية مهارات العمل الجماعي والتواصل الفعّال لدى الأطفال. كما يساعدهم على تعلم كيفية التعاون والتفاعل مع الآخرين لتحقيق أهداف مشتركة.
فهم أفضل للتكنولوجيا
تعلم البرمجة يساعد الأطفال على فهم كيفية عمل التكنولوجيا من حولهم. بدلاً من أن يكونوا مجرد مستخدمين للتكنولوجيا، يصبحون قادرين على تحليلها وفهم الأساسيات التي تقوم عليها. هذا الفهم العميق يمنحهم القدرة على التفاعل مع التكنولوجيا بطرق أكثر فعالية وكفاءة.
تعليم البرمجة للأطفال في العصر الرقمي ليس رفاهية، بل ضرورة لتأهيلهم لمستقبل مشرق. من خلال تطوير مهارات التفكير المنطقي، الإبداع، والتواصل، يتم إعداد الأطفال ليكونوا مبتكرين وقادة في العالم الرقمي المتطور. البرمجة تفتح لهم أبوابًا واسعة من الفرص والتحديات التي يمكنهم تجاوزها بمهاراتهم ومعرفتهم المتقدمة.