EDU302 Compilation
EDU302 Compilation
FACULTY OF EDUCATION
EDU 302
INTRODUCTION TO COMPUTER
BY ADEGBOYEGA S. M. (Ph.D) & OKORIE N. C.
Introduction
Nowadays, technology has signaled a massive change on how the entire world in the 21st century
view, perceives, communicate and participate effectively in the society. During the pre-colonial
era, communication was achieved via the use of town crying, beating of drums, shooting of guns,
burning of fires, whistling, drawing diagrams, weeping or mourning, protest or procession, etc.
The advancement of technology has improved significantly the way we communicate even in the
nearest possible way. In view of this, this chapter explores the introduction of information and
communication technology via the use of computer.
WHAT IS COMPUTER?
Computer is an electronic device which accepts data as input (this is done through some devices
such as keyboard, mouse, joystick, camera, etc), process (this is done through central processing
unit) store (if necessary) and give out the required output (this is done through some devices
such as the monitor, printer speaker, etc) known as information (a processed data) according to
specific instructions called program.
It should be noted that computer gives the result of the instructions given as output. Therefore,
computer users are to be careful of any data input into the computer system. Hence, the acronym
GIGO which means Garbage In Garbage Out. GIGO is a concept used in mathematics and
computer science meaning that the quality of the input determines the quality of the output (the
data’s quality aiming out cannot be better than what went in). The following are the three major
operations of a computer called IPO: Input, Process and Output.
DATA
INFORMATION
The computer as an input, process, output, communication and storage (IPOCS) device
CLASSIFICATION OF COMPUTER
Computer can be classified into four; Generation, Types, Size and Purpose.
Computer changed overtime, they improved in quality; speed, power, storage and efficiency.
This means that there is a progression in the generations of discoveries characterized by a
definite development.
Computer generations can be classified into; pre-colonial age to 19 th century and 20th century to
date. A lot of attempts were made to build computing devices in the pre-computer age among
which were; Abacus, slide rule, napier;s bone, pascal’s calculator, Liebniz multiplier, Jacquard’s
loom, Charles Babbage’s analytical engine and Hollerith census machine.
This is the first counting and calculating machine invented around 500 BC. It is made up of
strings or wires, frames and beads. A modern abacus consists of rings that slide over rods, but the
older one pictured around the right dates from the time when pebbles were used for counting.
The modern abacus uses slides (sliding beads; the beginning of the use of 21 st century
slides) in columns that are divided into two by a center bar which is the real representation of
five fingers in a hand. The abacus was used for arithmetic tasks such as addition and subtraction
of numbers.
Scottish mathematician and physicist John Napier, 1617, noted that multiplication (asterisk) and
division (forward and backward slash) of numbers could be performed by addition and
subtraction respectively hence, the invention of Napier’s bones.
Napier’s invention led directly to the development of ‘Slide Rule’ which was first built in
England in 1632. The slide rule is a mathematical analog computer used by the engineers and
other mathematically professionals for generations until the invention of the pocket calculator. It
is used for functions such as roots, logarithms, and trigonometry.
This was invented eleven years after Pascal’s death. Gottfried Wilhelm Leibniz was a German
mathematician who was inspired by a step counting machine called pedometer and decided to
build his own calculator instead of using a gear. He named his machine ‘Stepped Reckonner’
which could add, subtract, multiply, divide, evaluate square roots by series of additions.
Jacquard’s technology was a blessing to mill owners, but it put many loom operators out of work.
The pattern of holes in the card determines which weaving rods could pass through. This, in turn,
makes the pattern on the fabrics. Descendants of these ‘Punched cards’ have been in use ever
since it was invented.
In the early 1800s, numerical tables, such as for polynomial functions were calculated by
humans. They were actually called ‘computers’ but was filled with human errors (syntax). In
1822, a British mathematician and inventor of named Charles Babbage invented a machine
called ‘Difference Engine’ to calculate a series of mathematical values automatically. Babbage
started to build his first engine, which was composed of around 25,000 parts, weighed 15 tons
913,600kg) and stood 8 feet (2.4m) high. It was never completed, and Babbage left to pursue
another idea, a more complex ‘Analytical Engine’, which could be programmed using punch
cards-an idea for beyond his time. His invention was considered the first mechanical computers
that could calculate and print mathematical tables which were traced to be the origin of digital
programmable computer. In spite of its complex design, his plan called for a basic architecture
very similar to that of a modern computer hence, a father of computer.
● Analytical Engine; Features and Components
In 1833, Charles Babbage moved from difference engine to a general-purpose design, the
analytic engine, which drew directly on Jacquard’s punched cards for input and a steam engine
for power, using the positions of gears and shafts to represent numbers. The analytic engine had
several features of the modern computer. The punched card was a store and a loom similar to
‘memory unit’ and ‘central processing unit’ (CPU) of modern computers. The analytical engine
also had a key function that distinguishes computers from a calculator (the conditional
statement). Hence, Charles Babbage was known as the father of computer!
It was invented in 1890 which was used for census successfully. It built a company (the
Tabulating Machine Company) which eventually became International Business Machines,
known as IBM. IBM was the biggest computer with Integrated Circuits.
● EDVAC
EDVAC simply means Electronic Discrete Variable Automatic Computer. It was a first
generation computer like ENIAC which uses a single processing unit. It was the architect of
modern day computers.
● UNIVAC
UNIVAC means Universal Automatic Computer as one of the first generation computers. It
made use of metal magnetic tape and high speed tape unit for non-volatile storage. Its
components include primary storage unit, magnetic tape and high-speed tape unit used for
both commercial purposes, numerical and textual information processing.
● DESKTOP PERSONAL COMPUTERS
This is a personal small micro computer system that the user can place it on the desk and
work with, the name desktop personal computers. It has the system unit (otherwise known as
casing contains the CPU and many other electronic components), the monitor, the keyboard
and the mouse as part of its components.
● PALMTOP COMPUTER
These are palmtop computers that are hand-held without keyboard but the screen serves as an
input device. A stylus pen is used to enter information where text can be entered manually by
writing on the screen with the stylus. It can fit inside a pocket and can used for different
activities.
The analog types of computer are mechanical, electrical, or electronic that processes data in a
continuous form. They are those that measure temperatures, humidity, wind directions, voltage,
volume, etc which are characterized with scalar quantity. Examples are voltmeter, slide rule,
mechanical integrators, temperature etc.
Analog computers are used for scientific purpose to measure the results of experiments, or to
simulate processes. It is also used for process control in industrial operations e.g in gas stations
for switching off the pump measure when a certain quantity is enriched. Analog computers are
also found in engineering for structural design, space craft control, etc.
Digital computers are electronic device that processes data in a discrete form (ON and OFF, YES
or NO). It operates on data that are expressed in binary code (using only the digits 0 and 1). A
digital computer operates by taking discrete numbers, letters and symbols as separate entities and
performing both mathematical and logical operations on them. It is used for commercial data
processing purposes. Examples are; microcomputers such as lap tops, palm tops, desk top, etc.
Hybrid computers are the types of computers that have both the features of analog and digital
computers. That is, the operations of analog and digital computer are performed on a given data.
It should be noted that the classification of computer according to size is becoming more
difficulty because of the increase in the advent of technology. For now, these are the known
classification; super, mainframe, mini and microcomputers.
● Super computers are designed to perform calculations as fast as current technology used
to solve extremely complex problems. They are used to design automobiles, aircraft, and
spacecraft in order to forecast weather and global climate. The top 10 examples are
Summit (the fattest supercomputer), Sierra, Sunway TaihuLight, Tianhe-2A, PizDaint,
Trinity, AIBridgingCloudInfrastructure (ABCI), SperMUC-NG,Titan, Sequoia.
● Mini computers are medium sized computers with a number of terminals (hub): (an area
at which electric current enters or leaves) for input and output tasks often shared by
multiple users and multi-tasking operating systems. They are very useful in super
markets, airlines, cinemas and theatres.
● Microcomputers are relatively compact type of computer in form of desk tops, tower
systems, lap tops, notebook, palm tops, etc
Special Purpose: These are computers that are custom-built or tailor-made with a specific
purpose only (strictly for one application). For example, a word processor is specially made for
production of office documents, letters, contracts, Power points for slide presentations etc. They
may include traffic control, weapon guidance systems, space invader machine, etc.
General Purpose: These are computers applied for a number of different applications such as
businesses, scientific, educational, publishing and entertainment commonly found in homes,
schools, offices, etc. They can be multi-media or internet-ready.
COMPUTER DEVICES
Computers are made up of both hardware and software components. The hardware components
of the computer system are the physical parts of the computer system that can be seen, touched
and felt. They are also known as the peripheral of a computer system. These are the input,
storage, process and output components.
Input Devices: Refers to the part of computer hardware through which data is been coded to the
computer memory for processing. Examples are:
- Keyboard
- Mouse
- Scanner
- Webcam
- Microphone
A keyboard is an input device used to enter data, commands, and instructions into a computer or
other electronic device. It consists of a layout of keys, typically arranged in a specific pattern,
that correspond to letters, numbers, symbols, and functions.
6. Enter key
7. Space bar
1. Wired keyboards
2. Wireless keyboards
3. Mechanical keyboards
4. Membrane keyboards
5. Ergonomic keyboards
6. Gaming keyboards
A mouse is a computer input device that allows users to interact with a computer's graphical user
interface (GUI) by moving a pointer or cursor on the screen. It is a pointing device that detects
two-dimensional motion and translates it into corresponding movement on the screen.
1. A housing or body
1. Wired mouse
2. Wireless mouse
3. Optical mouse
4. Laser mouse
6. Trackball mouse
7. Gaming mouse (with additional features and precision)
The mouse has become an essential input device for computers, making it easier and more
intuitive for users to interact with graphical user interfaces and navigate digital environments.
These devices work together to enable the computer to perform tasks, store data, and
communicate with users and other devices.
Storage Devices: Refers to the part of the computer hardware that keeps information for future
use. The two storage units are the primary and secondary.
Examples are:
- Flash Drive
Processing Devices: Refers to the part of computer hardware through which all processing task
place in the central processing unit. The CPU comprises of CU (Control Unit), ALU (Arithmetic
Logic Unit), and Main storage ( MS ).
Examples are:
-Central Processing Unit ( CPU )
A central processing unit (CPU) is the primary component of a computer that executes most
commands from the computer's hardware and software ¹. It is also known as the processor,
computer processor, microprocessor, central processor, and "the brain of the computer. The CPU
is responsible for:
- Executing instructions by directing the coordinated operations of the Arithmetic Logic Unit
(ALU), registers, and other components
- Control Unit
The CPU plays a crucial role in the functioning of a computer, and its design and implementation
have evolved over time.
MEMORY DEVICES
Memory devices in a computer system are components that store data for processing, instructions
for execution, and programs for temporary or permanent use. The different types of memory
devices are ¹ ² ³:
- *Primary Memory*: Holds data and instructions for processing and is responsible for storing
the programs and data that the CPU uses. It is also known as main memory, internal storage,
RAM (Random Access Memory) and semiconductor memory.
- *Secondary Memory*: Holds data and programs not currently in use and provides long-term
storage. It is also known as auxiliary memory, backup memory and is slower than primary
memory. Examples include hard disks, floppy disk, magnetic tapes and optical disks.
- *Cache Memory*: Serves as a buffer between the main memory and CPU. It stores the data and
programs that the CPU uses most frequently. It is a type of high-speed semiconductor memory.
Output Devices: Refers to the unit where users get the feedback of their inputs. That is, it is a unit
where the results of the operation or processing performed on data are made available to the user.
The results can either be in hardcopy (from the printer) or softcopy (from the computer screen).
Examples are:
- Monitor
- Speakers
- Printer
- Plotter
Output devices are hardware components that receive data from a computer and display or
produce the output in a human-readable or audible format. Examples of output devices include:
1. Monitors (Display Screens)
2. Printers
3. Speakers
4. Headphones
5. Plotters
6. Projectors
7. Braille Readers
8. Graphics Plotters
9. Sound Cards
COMMUNICATION DEVICES
2. Network Interface Cards (NICs): Connect to local area networks (LANs) or wide area
networks (WANs).
8. Serial Ports (COM ports): Connect to serial devices (e.g., printers, scanners).
10. USB (Universal Serial Bus) Controllers: Connect to USB devices (e.g., flash drives,
printers).
These communication devices enable data transfer, internet access, and network connectivity,
facilitating communication between the computer and external devices or networks.
Power supply devices in a computer are responsible for providing power to all the components,
converting Alternating Current (AC) from the mains to Direct Current (DC) for use by the
computer. The main power supply devices in a computer are:
1. Power Supply Unit (PSU): Converts AC power to DC power for the computer's components.
3. Voltage Regulator Module (VRM): Regulates the voltage supply to the CPU and other
components.
4. Power Connectors: Connect the PSU to the motherboard, hard drives, and other components.
5. Battery (CMOS Battery): Powers the BIOS settings and clock when the computer is turned
off.
- Converts AC to DC power
The PSU is a critical component, and its failure can lead to computer malfunction or damage.
COOLING DEVICES
Cooling devices in a computer are responsible for dissipating heat generated by the computer's
components, ensuring reliable operation and preventing overheating damage. The main cooling
devices in a computer are:
1. Fans:
- CPU fans: Attached to the CPU heat sink to cool the processor.
2. Heat Sinks:
- CPU heat sink: Absorbs heat from the processor and dissipates it to the air.
- GPU heat sink: Absorbs heat from the graphics processing unit.
4. Heat Pipes: Transfer heat from the component to the heat sink or radiator.
5. Thermal Paste: Applied between the component and heat sink to improve heat transfer.
- Reduce temperatures
- Prevent overheating
Output devices are essential for communicating the results of computer processing to users, and
they come in various forms and sizes to suit different needs and applications.
Softcopy refers to a digital or electronic copy of a document, image, or other data, as opposed to
a physical or printed copy (hardcopy). Softcopy is an intangible representation of information
that exists only in digital form, and it can be easily edited, modified, and shared electronically.
Hardcopy refers to a physical or printed copy of a document, image, or other data. It is a tangible
representation of information that exists in the physical world, as opposed to a digital or
electronic copy ( softcopy ).
2. Photographs or prints
3. Drawings or artwork
4. Maps or charts
8. Brochures or pamphlets
9. Posters or flyers
1. Tactile experience
i. Softcopies are outcomes/results from the computer screen while hardcopies are
outcomes/results in a physical world. ii. Softcopies are easy to edit and update while
hardcopies are difficult to edit or update.
iii. Softcopies are quick to share and distribute while hardcopies are not easily shared and
distributed.
iv. Softcopies can be easily backed up and recovered while hardcopies are not easily backed up
and can be lost.
v. Softcopies reduces Paper usage while hardcopies are in weight and bulk.
vi. Softcopies take up minimal storage space while hardcopies requires large storage space.
V. BOOTING
Booting is the process of starting up a computer or device, from powering it on to loading the
operating system and making it ready for use. It involves a series of steps that take place
automatically, including:
1. Power-on self-test (POST): The computer performs a self-test to check hardware components.
2. BIOS (Basic Input/Output System) or UEFI (Unified Extensible Firmware Interface)
initialization: The computer loads the BIOS or UEFI firmware, which configures hardware
settings.
3. Boot loader selection: The computer selects a boot loader program (e.g., GRUB, Windows
Boot Manager).
4. Boot loader execution: The boot loader loads the operating system kernel into memory.
5. Operating system initialization: The operating system (e.g., Windows, macOS, Linux)
initializes and loads system services, drivers, and applications.
6. Login prompt: The computer displays a login screen, prompting the user to enter credentials
(username and password).
1. Cold boot: A full shutdown and startup, where the computer is powered off and then
powered back on.
2. Warm boot: A restart or reboot, where the computer is already powered on and is
restarted without a full shutdown.
Booting is an essential process that enables computers to operate and perform tasks.
BOOTING PROCESS
The booting process is the sequence of steps that a computer takes to start up and become
operational. Here is a detailed overview of the booting process:
- The computer powers on and performs a self-test to check hardware components such
as the CPU, memory, and peripherals.
- The POST checks for any issues or errors and displays an error message if necessary.
- The computer loads the BIOS or UEFI firmware from storage (e.g., ROM, flash
memory).
- The BIOS/UEFI sets up the hardware, configures settings, and prepares for the boot
loader.
- The BIOS/UEFI selects a boot loader program (e.g., GRUB, Windows Boot Manager)
from the available options.
- The boot loader loads the operating system kernel into memory.
- The boot loader may also load additional components, such as device drivers or system
files.
5. Operating System Initialization:
- The operating system (e.g., Windows, macOS, Linux) initializes and loads system
services, drivers, and applications.
- The operating system sets up the user interface, configures settings, and prepares for
user interaction.
6. Login Prompt:
- The computer displays a login screen, prompting the user to enter credentials (username
and password).
- The user logs in, and the operating system grants access to the computer and its
resources.
7. System Initialization:
- The operating system completes any remaining setup tasks, such as loading additional
drivers or applications.
- The computer is now fully operational, and the user can interact with it.
Note: This is a general overview, and the specific steps may vary depending on the computer
architecture, operating system, and firmware.
VI. TROUBLESHOOTING
Troubleshooting is the process of identifying, analyzing, and resolving problems or issues with a
system, product, or process. It involves a systematic approach to identify the root cause of a
problem, and then implementing a solution to fix it.
3. Mechanical systems
4. Automotive repair
5. Medical equipment
7. Industrial processes
3. Attention to detail
4. Knowledge of the system or product
Computer Hardware
Computer hardware refers to the physical components of a computer system. These components are
essential for the computer to function and perform tasks. Hardware can be categorized into several
types based on their roles and functionalities.
1. Central Processing Unit (CPU)
• Definition: The brain of the computer, responsible for executing instructions and processing
data.
Components: Arithmetic Logic Unit (ALU): Performs arithmetic and logical operations.
Control Unit (CU): Directs operations of the processor.
Registers: Small, fast storage locations.
2. Memory
• Primary Memory (RAM): Temporary storage used by the CPU to store data and
instructions that are currently in use. It's volatile, meaning it loses its data when the computer is
turned off.
• Secondary Memory: Permanent storage for data and programs. Includes devices like hard
drives, SSDs, and optical discs.
3. Storage Devices
• Hard Disk Drives (HDD): Use magnetic storage to store data.
• Solid State Drives (SSD): Use flash memory to store data, faster than HDDs.
• Optical Discs: CDs, DVDs, and Blu-ray discs used for storing data.
4. Input Devices
• Keyboard: For entering text.
• Mouse: Pointing device.
• Scanner: Converts physical documents to digital format.
• Microphone: For audio input.
5. Output Devices
• Monitor: Displays visual output from the computer.
• Printer: Produces physical copies of digital documents.
• Speakers: Output audio.
6. Motherboard
• Definition: The main circuit board that houses the CPU, memory, and other essential
components.
Components: Bus: A communication system that transfers data between components.
Chipset: Manages data flow between the processor, memory, and peripherals.
7. Peripheral Devices
• External Devices: Include external hard drives, USB drives, and external monitors.
• Networking Devices: Routers, modems, and network cards.
9. Cooling Systems
• Purpose: To dissipate heat generated by the CPU, GPU, and other components.
• Types: Air cooling (fans) and liquid cooling.
Computer Software
Computer software refers to the programs and operating systems that run on the hardware and enable
users to perform tasks.
1. System Software
• Operating Systems (OS): Software that manages hardware and software resources.
Examples include Windows, macOS, Linux, and Unix.
• Utility Programs: Software that provides maintenance and performance tasks like antivirus,
disk cleanup, and system diagnostics.
2. Application Software
• Definition: Programs designed to perform specific tasks for users.
Types: Productivity Software: Word processors, spreadsheets, and presentation software
(e.g., Microsoft Office, Google Workspace).
Graphics Software: Programs for creating and editing images and videos (e.g., Adobe
Photoshop, Illustrator).
Communication Software: Email clients, chat applications, and video conferencing tools
(e.g., Outlook, Slack, Zoom).
Web Browsers: Software for accessing the internet (e.g., Google Chrome, Mozilla Firefox).
Games and Entertainment: Software for playing games and multimedia (e.g., Steam, media
players).
3. Programming Software
• Definition: Tools used by developers to write, test, and maintain software programs.
Examples: Compilers: Translate code from high-level programming languages to machine
language (e.g., GCC for C/C++).
Integrated Development Environments (IDEs): Provide comprehensive facilities to
programmers (e.g., Visual Studio, Eclipse).
4. Middleware
• Definition: Software that acts as a bridge between the OS and application software,
especially in a networked environment.
• Examples: Database middleware, application servers.
5. Firmware
• Definition: Low-level software programmed into read-only memory, providing control for
specific hardware functions.
• Examples: BIOS, UEFI.
2. Dependency
• Hardware: Requires software to operate.
• Software: Requires hardware to function.
3. Modification
• Hardware: Changes typically involve replacing or upgrading components.
• Software: Changes involve updating or modifying code.
4. Lifespan
• Hardware: Subject to wear and tear, may become obsolete.
• Software: Can be updated and improved over time.
5. Interaction
• Hardware: Executes physical tasks.
• Software: Executes logical tasks and processes data.
INTERNET AND OPEN EDUCATION RESOURCES
By OJO B. A. Y.
5 R’s of OER
Retain, Reuse, Revise, Remix, and Redistribute the content. Students are expected to explain
each of these.
1. Reuse: The first R stands for "Reuse." This means that users of OER have the right to
reuse the content for various purposes without any restrictions. They can take the material
and integrate it into their own educational resources, modify it to suit specific needs, and
adapt it for different contexts.
2. Revise: The second R stands for "Revise." This principle allows users to adapt, modify,
or alter the OER to improve its content or make it more suitable for a particular audience.
Educators can customize the resources to match their teaching style or to better address
the unique requirements of their students.
3. Remix: The third R stands for "Remix." It means that users can combine different OER
or portions of OER to create new and original learning materials. This freedom
encourages creativity and innovation, as educators can mix and match various resources
to design comprehensive and engaging learning experiences.
4. Redistribute: The fourth R stands for "Redistribute." This principle grants users the right
to share OER with others. They can copy, host, and distribute the resources to colleagues,
students, or the broader community. This enables the widespread dissemination of
knowledge and fosters collaborative learning environments.
5. Retain: The fifth R stands for "Retain." This principle ensures that users have the right to
make copies of the OER for personal use or future reference. Users can retain the content
even if they stop using a particular platform or educational system, thus promoting
continuous access to knowledge.
The 5 R's of OER are essential in supporting the open education movement, promoting
collaboration, reducing costs, and enabling educators and learners to actively participate in the
creation and distribution of educational resources. By following these principles, OER can
enhance the accessibility and effectiveness of education on a global scale.
The openness of OER allows learners and educators to access, adapt, and distribute educational
resources without financial barriers or legal restrictions. OER promote equitable access to
education by reducing costs, increasing availability, and fostering collaboration and knowledge
sharing among educators and learners. The open nature of OER also encourages pedagogical
innovation, customization, and adaptation to suit the specific needs of learners and educational
contexts.
OER play a significant role in expanding educational opportunities, particularly in areas where
traditional educational resources may be scarce or unaffordable. By leveraging the power of
technology and open licensing, OER support the principles of openness, inclusivity, and
collaboration in education, ultimately striving for a more accessible and effective learning
experience for all.
Certainly, Open Educational Resources (OER) are freely accessible educational materials that
can be used, reused, and shared. Here are five examples of OER:
1. Open Textbooks: These are openly licensed textbooks available online for free. They
cover various subjects and are designed to be used by students, educators, and self-
learners. Examples include the OpenStax textbooks and the University of Minnesota's
Open Textbook Library.
2. Open Courseware: Universities and educational institutions often publish course
materials like lecture notes, assignments, and syllabi as OER. MIT's Open Course Ware
(OCW) is a well-known example, offering free access to a wide range of course
materials.
3. Open Journals: OER can also include scholarly research published in open-access
journals. These journals provide free access to research articles, fostering wider
dissemination of knowledge. The Directory of Open Access Journals (DOAJ) lists
numerous open-access journals.
4. Open Educational Platforms: There are platforms that host a variety of OER resources,
including videos, interactive simulations, and quizzes. Khan Academy and Coursera offer
a mix of free and paid content, with some courses and resources available for free.
5. Open Media Resources: These resources include images, videos, animations, and audio
files that can be used for educational purposes. Wikimedia Commons is a well-known
repository of open media content, and platforms like Flickr and YouTube might also host
openly licensed materials.
Open Educational Resources (OER) are educational materials that are freely available for use,
sharing, and modification. These resources can include textbooks, lecture notes, videos,
interactive modules, assessments, and other learning materials. OER are typically released under
an open license, such as Creative Commons, which grants permissions for users to retain, reuse,
revise, remix, and redistribute the content.
Here are some key aspects and benefits of Open Educational Resources:
1. Accessibility: OER provide free and open access to educational materials, making
education more accessible to learners worldwide. They remove barriers to learning by
eliminating the need for costly textbooks and proprietary resources.
2. Affordability: OER can significantly reduce the financial burden on students. By
replacing expensive textbooks and commercial resources with freely available materials,
learners can save money on educational expenses.
3. Customization and Adaptability: OER allow educators to customize and adapt the content
to suit the specific needs of their learners. Educators can modify, remix, and combine
different OER to create personalized learning resources that align with their teaching
goals and student requirements.
4. Collaboration and Sharing: OER encourage collaboration and knowledge sharing among
educators. Educators can contribute their expertise and resources to the OER community,
benefiting others and fostering a culture of sharing and collaboration.
5. Pedagogical Innovation: OER provide opportunities for pedagogical innovation and
experimentation. Educators can explore new instructional approaches, incorporate
multimedia resources, and design interactive learning experiences using OER.
6. Currency and Timeliness: OER can be more up-to-date and timely than traditional
textbooks, as they can be easily revised and updated by educators and subject matter
experts. This ensures that learners have access to the most current information and
knowledge.
7. Global Community: OER contribute to the formation of a global community of educators
and learners who collaborate, exchange ideas, and improve educational resources
together. This global network allows for diverse perspectives, insights, and contributions
to the development and improvement of OER.
8. Sustainability: OER promote sustainability in education by reducing the environmental
impact associated with traditional textbook production, distribution, and disposal. By
utilizing digital resources, OER contribute to a more environmentally friendly and
sustainable educational ecosystem.
9. Open Licensing: Open licenses, such as Creative Commons licenses, enable legal sharing
and adaptation of OER. They provide clear permissions and guidelines for users, ensuring
that the content can be freely and legally used while respecting the rights of the original
creators.
10. Support for Lifelong Learning: OER support lifelong learning by providing resources that
can be accessed and utilized by learners of all ages. Learners can engage with OER to
acquire new knowledge, enhance their skills, and pursue personal and professional
development throughout their lives.
The widespread adoption and use of OER have the potential to transform education by increasing
access, fostering collaboration, and promoting innovative and learner-centered approaches to
teaching and learning.
DISADVANTAGES OF OER
While Open Educational Resources (OER) offer numerous advantages, there are also some
potential disadvantages that should be considered. These disadvantages include:
1. Quality Concerns: As OER are created and shared by a wide range of contributors, the
quality and accuracy of the materials can vary. Not all OER may undergo the same
rigorous review and editing processes as traditional educational resources, which can lead
to inconsistencies and inaccuracies in the content.
2. Lack of Standardization: The lack of standardization in OER can make it challenging for
educators and learners to find and assess high-quality resources that align with specific
learning objectives or curriculum requirements. The abundance of available OER can
result in a fragmented landscape where it may be difficult to identify the most suitable
resources for a particular educational context.
3. Technical Requirements: OER that rely on digital technologies may require access to
specific software, hardware, or internet connectivity. In areas with limited technology
infrastructure or inadequate access to devices and the internet, using and benefiting from
OER can be a challenge.
4. Copyright and Licensing Issues: While OER are released under open licenses that grant
permissions for use, modification, and sharing, navigating copyright and licensing issues
can still be complex. Some OER may contain third-party content, such as images or
multimedia, that may have specific usage restrictions or require additional permissions to
use in certain contexts.
5. Sustainability: Creating and maintaining high-quality OER requires ongoing resources,
time, and effort. Without sustainable funding or support, OER initiatives may struggle to
maintain the longevity and relevance of the resources. The lack of financial incentives for
creators and contributors can also affect the sustainability of OER projects.
6. Digital Divide: The digital divide refers to the unequal access to digital technologies and
internet connectivity. In regions or communities with limited access to technology or
reliable internet connections, the benefits of OER may not be fully realized. This digital
divide can exacerbate existing educational inequalities.
7. Pedagogical Guidance: OER often provide content but may not include comprehensive
pedagogical guidance or instructional strategies. Educators may need to invest additional
time and effort in adapting OER to fit their teaching methodologies and learning
objectives.
8. Overwhelming Quantity: The sheer volume of available OER can be overwhelming for
educators and learners. The process of searching, evaluating, and selecting appropriate
resources from the vast pool of OER can be time-consuming and challenging, requiring
significant effort to curate and organize the materials effectively.
9. Lack of Offline Access: While OER are often accessible online, the reliance on internet
connectivity can be a limitation in environments with limited or unreliable internet
access. Learners and educators may face difficulties accessing OER in offline or low-
bandwidth settings.
10. Perceived Value: Some individuals, including learners and employers, may still place
higher value on traditional educational resources, such as printed textbooks or accredited
courses, over OER. The perception of OER as less credible or lacking official recognition
can influence its acceptance and adoption.
It's important to note that these disadvantages are not inherent to all OER initiatives or resources
only but many OER projects and communities actively address these challenges and work
towards improving the quality, accessibility, and usability of the OER. With careful
consideration and implementation strategies, the disadvantages of OER can be mitigated,
enabling the benefits of open education to be fully realized.
INTERNET
The Internet is built upon the principles of open standards, protocols, and a decentralized
architecture. It relies on various technologies, including routers, switches, fiber-optic cables,
wireless networks, and satellite links, to facilitate the transmission and routing of data packets.
1. Global Reach: The Internet spans across the entire globe, connecting people,
organizations, and devices in different geographical locations. It has no physical
boundaries and allows for communication and collaboration on a global scale.
2. Connectivity: The Internet enables devices to connect and communicate with one
another. Computers, smartphones, tablets, servers, IoT (Internet of Things) devices, and
other network-enabled devices can all be connected to the Internet.
3. Communication and Information Exchange: The Internet provides a platform for various
communication methods, including email, instant messaging, video conferencing, and
social media. It allows individuals to exchange information, share files, and communicate
in real-time across vast distances.
4. World Wide Web (WWW): The World Wide Web, often referred to as the web, is a
system of interconnected hypertext documents and resources that are accessible through
the Internet. It consists of web pages, websites, multimedia content, and hyperlinks that
enable users to navigate and access information.
5. Services and Applications: The Internet hosts a wide range of services and applications
that enhance connectivity and enable various online activities. These include search
engines, online shopping platforms, social media networks, video streaming services,
cloud computing, online banking, and many others.
6. Information and Knowledge Repository: The Internet serves as a vast repository of
information and knowledge. Websites, online databases, digital libraries, and educational
resources are readily accessible, allowing users to search, retrieve, and access information
on virtually any topic.
7. Collaboration and Social Interaction: The Internet facilitates collaboration and social
interaction among individuals and groups. Online communities, social media platforms,
discussion forums, and collaborative tools enable people to connect, share ideas,
collaborate on projects, and engage in virtual communities of interest.
8. E-commerce and Online Services: The Internet has revolutionized commerce, allowing
businesses to offer products and services online. E-commerce platforms enable online
shopping, electronic payments, and digital transactions, transforming the way business is
conducted.
9. Information Security and Privacy: As the Internet has grown, ensuring information
security and privacy has become increasingly important. Measures such as encryption,
firewalls, secure protocols, and user authentication systems are employed to protect data
and user privacy.
The Internet has had a profound impact on nearly every aspect of society, including
communication, education, commerce, entertainment, healthcare, research, and governance. Its
widespread adoption has transformed the way we live, work, and interact, opening up new
opportunities and challenges in the digital age.
1. Access to vast resources: The internet provides unlimited access to educational resources,
including online libraries, databases, and educational websites.
3. Improved research skills: The internet helps students develop essential research skills,
including finding, evaluating, and citing online sources.
4. Increased connectivity: The internet enables global connectivity, facilitating collaboration and
communication among students, teachers, and experts worldwide.
5. Personalized learning: The internet allows for personalized learning experiences tailored to
individual students' needs, abilities, and learning styles, promoting more effective learning
outcomes.
The internet has transformed the education sector, providing unprecedented opportunities for
knowledge acquisition, personal growth, and discovery, thereby redefining the way we learn and
engage with information.
INFORMATION AND COMMUNICATION TECHNOLOGY IN
EDUCATION
Information and communication technologies (ICTs) — which include radio and television, as
well as newer digital technologies such as computers and the Internet, have been proven as
potentially powerful tools for educational change and reform. When used appropriately, different
ICTs can help expand access to education, strengthen the relevance of education to the
increasingly digital workplace, and raise educational quality by helping make teaching and
learning into an active process connected to real life.
Concepts of ICT
"ICT stand for information and communication technologies and is defined, as a "diverse set of
technological tools and resources used to communicate, and to create, disseminate, store, and
manage information."
"ICT implies the technology which consists of electronic devices and associated human
interactive materials that enable the user to employ them for a wide range of teaching – learning
processes in addition to personal use." These technologies include computers, the Internet,
broadcasting technologies (radio and television), and telephony.
"ICT is that technology which uses the information to meet human need or purposes including
processing and exchanging."
"Information and communications technology (ICT) in education is the processing of
information and its communications facilities and features that variously support teaching,
learning and a range of activities in education."
All these definitions combine Communication technology and Information technology that have
thin line between them but cannot do away without each other. When these technologies are
applied in the field of education, it is termed as ICT in education. The term too can be used as the
connotation to the term Educational; technology because it also uses any hardware and software
approaches that can enhance yield better learning outcomes.
USES IN EDUCATION
ICT is being utilized in every part of life. Due to the increasing importance of the computer,
students-the future citizens cannot afford to keep themselves aloof from this potential medium.
In education, use of ICT has become imperative to improve the efficiency and effectiveness at all
levels and in both formal and non-formal settings. Education even at school stage has to provide
computer instruction. Profound technical knowledge and positive attitude towards this
technology are the essential prerequisites for the successful citizens of the coming decades.
It can be used for the following purposes:
1. To broadcast material, online facility or CD-ROM can be used as sources of information
in different subjects;
2. To facilitate communication for learners with special needs;
3. To use electronic toys to develop spatial awareness and psycho-motor control;
4. To use the online resource like, email, Chat, discussion forum to support collaborative
writing and sharing of information.
5. To facilitate video-conferencing or other form of Tele conferencing to involve wide
range of students from distant Geographic areas.
6. For Blended learning by combining conventional classroom learning with E-leaming
learning systems
7. To process administrative and assessment data.
8. To exchange and share ideas -among teachers for the professional growth.
9. To carry out internet-based research to enhance , educational process
Technology should be used to address areas where system capacity is poor, schools are
teachers’ practices and students’ performance in all subject areas, improve school
Regular and reliable data are essential to planning and policy, financial management,
Estimating full capital and operating expenses of technology projects in schools requires
consideration of all equipment and activities needed to ensure that hardware (and
software) are installed, operated, maintained, repaired and replaced, and that teachers and
other personnel have the skills and resources they need to use their new tools to meet
project goals.
The proliferation of new tools and new approaches is accelerating in both developed and
In-service teacher professional development is frequently among the most important and
frequently cut across several sectors and entail great expense as well as technical and
should begin during the first phase of project design. In most circumstances, it is
methods typically require collecting baseline data or collecting data from control-group
samples. Advanced planning, budgeting and preparation are essential if these measures
Establishing policies, plans, and central agencies to shape the use of technology in
education can help ensure that initial expenditures and activities support government