Learning Area One

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Learning Area One
INFORMATION AND
COMMUNICATION TECHNOLOGY
AND SOCIETY
ICT
• Teknologi Maklumat dan Komunikasi
(Information and Communication
Technology) / ICT adalah penggunaan
komputer, peranti komunikasi dan perisian
aplikasi untuk memproses, menyimpan,
mencapai semula, melindungi dan
menghantar maklumat dari mana-mana
tempat pada bila-bila masa.
Maklumat
• Maklumat merujuk pada pengetahuan yang
diperolehi dari bacaan, kajian, penyiasatan, atau
penyelidikan.
• Kita memerlukan maklumat untuk membuat
keputusan dan ramalan masa depan. Sebagai
contoh, saintis dapat mengesan pembentukan
tsunami.
• Maklumat adalah pengetahuan dan membantu
kita untuk memenuhi tugas-tugas sehari-hari.
Sebagai contoh, ramalan bursa saham.
Komunikasi
• Komunikasi adalah suatu tindakan
menghantar mesej. Ini adalah proses di
mana maklumat ditukarkan antara individu
menggunakan simbol-simbol, tanda atau
interaksi verbal.
Teknologi
• Teknologi adalah penggunaan sains,
pengalaman, pengetahuan dan sumber
daya untuk mencipta proses dan produk
yang memenuhi keperluan manusia.
Computer Generations /
Generasi komputer
• 1st generation (1940 – 1956) /
• Huge, slow, expensive, unreliable
• Presper Eckert & William Maunchly built ENIAC
(use vacuum tube/ tiub vakum)
• Problem with vacuum tube – generates great
deal of heat, burns out frequently
• Examples: ENIAC (Electronic Numerical
Integrator And Calculator), EDSAC (Electronic
Delay Storage Automatic Calculator)
• 2nd generation (1956 – 1963)
• Uses transistors which were smaller than
vacuum tubes, no need warm up time,
consumed less energy, generate less heat,
faster and more reliable.
• Famous computer scientists: John
Bardeen, Walter House Brattain, William
Shockley
• Examples: IBM 1400, UNIVAC M460, IBM
7090
• 3rd generation (1964 – 1971)
• IBM 370 series were introduced in 1964. Also
CDC 7600 and B2500
• Development of Integrated circuit / litar
bersepadu begins.
• Use silicon chips – reliable, compact, cheaper
• Hardware and software sold separately.
• First 256 bit RAM were introduced and was the
basis for development of 1K bit RAM.
• 4th generation (1971 – 1990)
• Famous computer scientists: Steve Jobs (built the
1st Apple computer), Bill Gates, Michael Dell
• Silicone chips, microprocessor, storage devices
were invented, VLSI (very large scale integration)
/ pengamiran skala amat besar
• Computer became 100 times smaller than ENIAC.
• Gain in speed, reliability and storage capacity
• Personal and software industry bloomed.
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5th generation (1991 – beyond)
Multitasking
Artificial intelligence
Examples: Pentium III, Pentium III Xeon,
Pentium IV
Penggunaan ICT dalam Kehidupan
Seharian
• Pendidikan (alat membantu pengurusan, ABM, Internet
dalam pendidikan)
• Perindustrian (kejuruteraan berbantukan komputer/
computer aid engineering (CAE), rekabentuk berbantukan komputer/
computer aided design (CAD), perkilangan berbantukan komputer /
computer aided manufacturing (CAM), automasi kilang)
• Perniagaan (urusan pengurusan –sistem inventori, akaun
dan urusan jual beli, urusan jualan)
• Perbankan (pengurusan dokumen, akaun, perkhidmatan
perbankan elektonik)
Positive impact of ICT on the
society
• The six positive impacts:
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Faster communication speed (komunikasi yang cepat)
Lower communication cost (kos komunikasi yang rendah)
Reliable mode of communication (mod komunikasi mudah)
Effective sharing of information (perkongsian mklmt efektif)
Paperless environment (persekitaran tanpa kertas)
Borderless communication (komunikasi tanpa sempadan)
Negative impact of ICT on the
society
• The two negative impacts:
• Social problems (crime, privacy, slander)
• Health problems (pekerjaan)
Hal-hal Etika dan Isu-isu
Perundangan
• Privacy/ hak keperibadian – kerahsian
• Code of Ethics/ kod etika – panduan
• Compter Ethics/ Etika komputer –
panduan penggunaan betul
• Cyber Law/ Undang-undang siber –
peraturan serta hukaman pesalah talian
• Computer Crime/ jenayah komputer –
penyalahgunaan
• Intellectual property/ harta intelektual –
ciptaan
Why ethics and law in computing is
needed?
• Respecting ownership – not steal other
people’s work either by duplicating or
distributing
• Respecting privacy and confidentiality
– refraining oneself from invading other’s
privacy without permission.
• Respecting property – do not tamper and
change electronic information.
Intellectual property protection
• Patent for inventions/ paten: utility, design,
plant patent,…
• Trademark for brand identity/ tanda
perdagangan: Words, names, symbols, devices,
images,…
• Design for product appearance: Literary and
artistic material, music, films,…
• Copyright for material/ hak cipta: particular
lines, contours, colour, shape, texture,
ornamentations,…
Privacy/ Hak keperibadian
•
Kerahsian data dan maklumat individu
atau syarikat.
• Disebar (eksploitasi) melalui:
i. Cookies – aktiviti online
ii. Profil elektronik – isi borang online
iii. Spyware – program kecil tersembunyi
Langkah lindung Privacy
• Hapuskan cookies – delete browsing
history
• Elak belian atas talian guna kad kredit
• Masukkan maklumat diri yg kurang tepat
• Jangan amal pindahturun lagu @ perisian
• Pasang perisian tembok api @ spyware
• Akaun email berasingan antara kerja dan
peribadi
Methods of authentications/
kaedah pengecaman
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2 types:
Biometric devices/ peralatan biometrik:
Fingerprint recognition
Facial recognition/ pengecaman muka
Hand geometry scanning/ pengecaman tangan
Iris scanning (the area near to the coloured area of the
pupil)
Retinal scanning (the eyeball)/ pengecaman anak mata
Voice recognition/ pengecaman suara
Signature verification system.
Callback system/ sistem panggilan semula
Methods of verification/
kaedah pengesahan
• 2 common methods:
• User identification/ pengecaman
pengguna – show passport, key-in user
name & password, show exam slip.
• Processed object/ objek dimiliki – swipe
security card to enter building, police
check the driver’s license to identify valid
driver.
Controversial content/
kandungan kontroversial
• Pornography/ pornografi – any form of
media or material that depicts erotic
behaviour and is intended to cause sexual
excitement.
• Slander/ fitnah– legal term for false and
malicious statement.
Internet filtering/
kaedah penapisan internet
• 3 common methods:
• Keyword blocking/ halangan kata kunci –
uses a list of banned words to filter access to the
site (menyenarai perkataan terlarang)
• Website / site blocking/ sekatan laman web –
uses software to prevent access to any sites on
the list (menghalang laman web terlarang)
• Web rating system/ sistem pengkelasan web
– browser gain access to a certain level of
ratings (penialaian kandungan dan dikelaskan
kepada ketelanjangan, seks, keganasan dan
normal)
Cyber law /
Undang-undang siber
• Merujuk kepada undang-undang
melindungi integriti dan keselamatan
maklumat, transaksi-transaksi dalam
talian, rahsia dan kerahsiaan maklumat,
hak harta intelek dan keselamatan data
kerajaan di internet.
Cyber law acts in Malaysia
• Digital Signature Act 1997/ Akta Tandatangan
Digital – secures electronic communications
especially on the internet.
• Computer Crimes Act 1997/ Akta Jenayah
Komputer – gives protection against misuse of
computers and computer criminal activities.
• Telemedicine Act 1997 – Ensure only qualified
medical practitioners can practice telemedicine.
• Communications and Multimedia Act 1998/
Akta Komunikasi Dan Multimedia – ensures
that information is secure, network is reliable,
and service is affordable all over Malaysia.
Computer Crimes /
Jenayah komputer
• Sebarang kegiatan jenayah yang
berkaitan dengan penggunaan komputer.
Computer Crimes /
Jenayah komputer
• Computer Fraud/ penipuan (helah email, penipuan
program, skim pelaburan, promosi jualan dan tuntutan
kepakaran bidang tertentu)– intention to take advantage
or causing loss (mainly monetarily basis)
• Copyright Infringement/ cetak rompak (salinan) –
involves illegal copy or reproduction of copyright material
by black market group
• Computer Theft/ kecurian (pindah bayaran tidak
sepatutnya, ceroboh talian data & hantar kpd destinasi
dan penerima yg salah)– unauthorized use of another
person’s property
• Computer Attack/ serangan (fizikal, elektronik &
rangkaian)– to disrupt the equipment of computer
systems …
Computer Security
• Hardware Security/ kawalan perkakasan
– measure used to protect the computer
hardware
• Software and Data Security/ kawalan
perisian dan data – measure used to
protect software and the loss of data files
• Network Security/ kawalan rangkaian –
measure used to protect the network
system.
Security Threat/
Ancaman keselamatan
i. Malicious code (kod berniat jahat)
• Virus – a program that can pass in the malicious code to other
programs by modifying them
• Trojan Horse – a program which can perform useful and unexpected
action
• Logic Bomb – that goes off when a specific condition occurs
• Trapdoor or Backdoor – a program that allows someone to access
the program with privileges
• Worm – a program that copies and spreads itself through a network
ii. Hacker (penggodam)– unauthorised person who access (hack)
into computer
iii. Natural and environmental threat (malapetaka semulajadi)
– flood, fire, earthquake
iv. Theft (kecurian)
Security Measures/
Langkah keselamatan
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Data backup/ sandaran data – a program of file duplication. It is necessary so that
they can be recovered in case of an emergency
Cryptography – process of hiding information by altering the actual information into
different representation.
Antivirus – program that protects a computer against viruses by identifying and
removing any computer viruses found in the computer memory, storage or incoming
email files.
Anti-spyware – program used to remove spyware.
Firewall / tembok api – hardware or software which functions in a networked
environment to prevent some communications forbidden by the security policies.
i. Screening router
ii. Proxy gateway
iii. Guard
Human aspect – refer to the user and also the intruder of a computer system.
i. Organisation self awareness – aware of the people they work with
ii. Organisation user self awareness – provide employee with adequate training
and importance of security and control
iii. Individual user self awareness – aware of software from unreliable sources. Do
not expose important information to stranger.
1.0 ICT and Society
Computer
Computer Crime /
Jenayah Komputer
(Fraud/ penipuan,
Theft/ pencurian,
Copyright
Infringement/
pelanggaran hak
cipta & Attacks/
pencerobohan @
serangan)
Security Threats /
Ancaman Keselamatan
(MC, Hack, Theft & NE)
Security Measures /
Langkah Keselamatan
(AV, AS, C, F, DB & HA)
Security Procedures
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Data Protection
Backup files
Detect virus and do cleanup
Warn others on virus attack.
Detecting illegal access to systems
Tcpwrappers – control access at the application level
rather than at socket level.
Tripwire – detect and report on any changes in the
thousands of strategic system files.
Preventing illegal access to system
Preventing illegal access to root
Patch – small updates to software
Learning Area Two – Computer
System
• Computer System = Hardware + Software
+ User
2.0 Computer Systems
Computer System
Hardware
Software
User
Input Decices
Output Devices
Storage
CPU/ Processor
Control Unit
2. Decode/Terjemah
-Determine what the
program is telling that
computer to do
System Software
- Computer
Information
Processing Cycle
Arithmetic
Logic Unit
Operating System
- Starting Computer
3. Execute/Laksana
-Perform the
request instruction
Machine Cycle
1. Fetch/ Capai
-Retrieve the next
program instruction from
memory
4. Store
- Store the results
Application Software
– User / task
Utility Program
- Housekeeping Tools
Computer Hardware
• Input Devices/ peranti input – texts, graphics,
audio, video
• Output Devices/ peranti output – texts,
graphics, audio, animations, video
• Storage Devices/ peranti storan – Primary /
primer (RAM – Ingatan Capaian Rawak & ROM
– Ingatan Baca Sahaja), Secondary / sekunder
(Magnetic/ magnetik, Flash/ ingatan kilat,
Optical/ optikal, ROM)
• Processor/ pemproses – the main brain in the
system unit
Software / Perisian
• Program terdiri daripada set arahan
lengkap dalam bentuk aturcara dan
prosedur yang mengawal, mengurus dan
menyokong sistem komputer serta aktiviti
pemprosesan maklumat.
• Dua jenis: Perisian Hak Milik (proprietary
software) & Perisian Sumber Terbuka
(open source software)
Computer Software
i. System Software/ perisian sistem – Operating System
(Linux, Window , Mac OS X, UNIX) & Utility program
(Antivirus, File Manager, File Compression, Diagnostic
utility)
ii. Application Software/ perisian aplikasi
- Word Processing/ pemproses perkataan – Corel Word
Perfect, Microsoft Word, Sun StarOffice Writer
Spreadsheet/ hamparan elektronik – Corel Quattro Pro,
Microsoft Excel, Sun StarOffice Calc Presentation/
persembahan – Corel Presentations, Microsoft
PowerPoint, Sun StarOffice Impress Graphics editing/
grafik – Adobe Photoshop CS2, CorelDraw, Macromedia
Freehand, Gimp Software Suite/ pangkalan data –
Microsoft Access collection of individual program sold as a
single package
Information processing diagram
Input
Process/
proses
Storage/
storan
Output
• Komputer dapat menerima data (input)
menerusi peranti-peranti tertentu seperti
keyboard. Data-data tersebut akan diproses
(proses) menjadi maklumat yang berguna oleh
CPU menerusi perisian tertentu. Maklumat
tersebut akan dipaparkan (output) menerusi
peranti seperti monitor ataupun mesin pencetak.
Maklumat tersebut juga boleh disimpan
(storan) untuk kegunaan pada masa-masa
akan datang.
Machine cycle diagram
(Control Unit)
Fetch
Store
Decode
Execute
Kitaran Mesin
Fetching (angkut) – Unit Kawalan (CU) akan
mengangkut (fetch) arahan, program dan data
dari ingatan utama (RAM)
ii. Decode (terjemah) – Unit Kawalan akan
menterjemah (decode) arahan dan pindahkan
data yang diperlukan dari memori ke Unit
Arithmetik dan Logik (ALU)
iii. Execute (laksana) – ALU akan melaksanakan
(execute) arahan arithmetik dan logik
iv. Storing (store) – ALU akan menyimpan hasil
pemprosesan ke dalam ingatan utama (RAM)
atau ke dalam storan sekunder.
i.
RAM
Ingatan Capaian Rawak
• RAM adalah bersifat meruap yang
bermaksud program dan data akan hilang
apabila komputer dimatikan. Tetapi data
dan program boleh dibaca atau disimpan
di dalam RAM
Data representation/
Perwakilan Data
• 8 bits/ bit = 1 byte/ bait = 1 character/ aksara
• Bit – adalah unit utama elektronik bagi data digital.
Ia ditulis dalam bahasa asas dua sebagai “1” atau
“0”.
• Bait – satu set bit yang mewakili satu aksara
tunggal. Sebuah bait terdiri dari 8 bit.
• Aksara – sebarang huruf, nombor atau simbol
adalah bersaiz 8 bit yang bersamaan 1 bait.
Ringkasan
1 Bit = 0 dan 1 (On / Off)
1 Bait = 8 Bit
8 Bit = 1 aksara (character) ASCII dan
EBCDIC
16 Bit = 1 aksara (charater) UNICODE
Ukuran Data
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BIT (0 dan 1)
BAIT (8 Bit)
KILOBAIT (1024 Bait)
MEGABAIT (1024 Kilobait)
GIGABAIT (1024 Megabait)
TERABAIT (1024 Gigabait)
Unit Ukuran Kelajuan Jam /
clock speed
Megahertz (MHz) – merujuk kepada
seribu pusingan kitaran pemproses
maklumat dalam sesaat.
ii. Gigahertz (GHz) – merujuk kepada bilion
kitaran pemproses maklumat dalam
sesaat.
i.
Character codes/
Kod Aksara
ASCII (American Standard Code for Information Interchange)
• Pronounced as ASK-KEY
• Most widely used coding system to represent data
• Used mostly in PC and midrange server.
• Uses 7 out of 8 bits in the character.
EBCDIC (Extended Binary Coded Decimal Interchange Code)
• Pronounced as EB-SEE-DIC
• Primarily used in mainframe computers and high-end server
Unicode
• Support all the world language including Asian Language
• Example: Chinese, Japanese, Korean
• Uses 16 bits instead of the usual 8 bit per character.
Component of motherboard /
Komponen Utama Papan Induk
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Central Processing Unit (CPU) – control the operations of the computer. It interpret
and carries basic instructions that operate a computer. It have 2 subcomponent that
is Control Unit (CU) and Arithmetics Logic Unit (ALU).
Expansion Slot/ Slot pengembangan – sockets where the circuit board or the
adapter card can be inserted into the motherboard.
RAM Slot/ slot ingatan RAM – slot where computer memory (RAM) is placed on the
computer’s motherboard.
Ports – the point where perihpherals attaches to a system unit.
i. Serial port – connect a device to the system unit by transmitting data one bit at a
time.
ii. Parallel port – connect devices by transferring information more than one bit at a
time.
iii. Universal Serial Bus (USB) port – socket on a computer or peripheral devices
into which a USB cable is plugged in. Can connect up to 127 different peripherals
together with a single connector.
iv. FireWire port – connect multiple types of devices that requires faster data
transmission speeds. Can daisy-chain connect up to 63 devices to one FireWire port.
v. Connectors – a connector joints a cable to a peripheral.
User Interface /
Antaramuka pengguna
• Command-line user interface / pacuan perintah –
requires user to type commands or press special keys
on the keyboard to enter data and instructions that
instruct the operating system what to do. It has to be
typed one line at a time.
• Menu driven Interface / pacuan menu – provides
menus as means of entering commands.
• Graphical User Interface (GUI) / antaramuka
pengguna bergrafik – provides interface by means of
clicking icon that represent computer resources.
Jenis-jenis Pelantar (Platform)
untuk Sistem Pengoperasian
Platform PC atau keserasian IBM –
DOS, Windows 98, ME, XP, Vista, 7
ii. Platform Apple – Mac OS, Mac OS X
iii. Platform Pelbagai (Cross-platform) –
Linux (Linux Suse, Ubuntu, Redhat,
Fedora, Slackware), Free BSD
i.
Function of operating system
• Starting a computer/ menghidupkan dan
mematikan komputer – warm boot, cold boot
• Proving a user interface/ menyediakan
antaramuka pengguna – Command line, Menu
Driven, GUI
• Managing data and programs/ mengurus
data dan program
• Managing memory/ mengurus ingatan utama
• Configuring Devices/ konfigurasi perkakasan
Learning Area Three
Computer Networks and Communications
Computer Network /
Rangkaian Komputer
• LAN – covers a small region of space,
typically a single building (kwsn relatifnya
kecil – sekolah, bangunan pjbt)
• MAN – is a collection of LANs with the
same geographical area (e.g. – same city /
kampus universiti , bandaraya)
• WAN – can be collections of LANs and / or
MANs (e.g. – a country or even beyond
the border)
Network Architecture /
Senibina Rangkaian
• Client/Server/ pengguna dan pelayan –
Network in which the shared files and
applications are stored in the server but
network user (client) can still store files on
their individual PCs.
• Peer-to-Peer (P2P)/ rakan-ke-rakan –
network with all the nodes are acting as
both serves and clients.
Client/Server /
pengguna dan pelayan
Client
Client
Client
Client
Printer
Server
Client
Client
Client
Client
Client
Peer to peer /
rakan ke rakan
Client
Client
Client
Client
Client
Client
Network Topology /
Topologi Rangkaian
• Bus Topology –main physical pathway or
central cable/ kabel tunggal belakang
where all other devices are connected to it
Backbone
Network Topology
• Ring Topology – all computers and other
devices are connected in a loop (or a
circle/ bulatan)
Node
Node
Node
Node
Node
Network Topology
• Star Topology – a central host (usually a
hub or a switch) which acts as the centre,
and all nodes connect to the host. /
bersifat komputer pelanggan-pelayan.
Node
Node
HUB
Node
Node
Network Standard
• 802.3 – Ethernet LAN: physical cabling
• 802.7 – Broadband LAN: provides
specifications for the design, installation
and testing needed for broadband
transmission.
• 802.8 – Fibre-Optic LAN and MAN
• 802.11 – Wireless LAN: uses the 2.4 GHz
frequency to transmit data up to 2 Mbps
Protocols
• HTTP: used to access, send and receive
Hypertext Markup Language files (HTML) on the
internet / pindah maklumat mll WWW
• SMTP: used for transferring e-mail between
computers / terima & hantar e-mail
• FTP: for allowing files to be copies between
devices/ pindah fail mll internet
• TCP: ensures the delivery of information packets
across network./ satu jenis peraturan komunikasi
antara kumpulan komputer dalam suatu jaringan
• IP: providing logical addressing called IP address
to route information between network/ sistem
pernomboran
Network Communication Technologies /
Jenis-jenis Teknologi Komunikasi Rangkaian
• Internet – gabungan rangkaian komputer seluruh dunia /
rangkaian awam
• Intranet – internal network that uses Internet technologies. It is
a small version of the internet that exist within an organization /
perkongsian maklumat syarikat dan sumber pengkomputeran
kalangan kakitangan syarikat shj dgn katalaluan dan nama
pengguna
• Extranet – private network that uses Internet protocols to
securely share part of a business’s information / perkongsian
maklumat atau operasi perniagaan dgn pembekal, pembuat, rakan
kongsi, pelanggan atau perniagaan lain pada tahap keselamatn
tinggi mll firewall, sijil digital dan kaedah penyulitan (encryption)
Transmission medium/
Media penghantaran @ transmisi
• Physical transmission medium – usually
uses wires / dengan kabel – kabel pasangan
terpiuh (twisted pair cable – RJ 45 / >100m),
kabel sipaksi (coaxial), kabel fiber optik (fibre
optic)
• Wireless transmission medium – uses
air to transmit data / tanpa kabel –
infrared (IR), gelombang radio
(bluetooth, wireless-fidelity (WiFi)), satelit
Perisian Rangkaian
• Mengawal dan menyelaras aktiviti antara
komputer dalam rangkaian
• Sistem pengoperasian rangkaian –
mengawal dan mengurus semua aktiviti
yang dijalankan oleh pelbagai komputer di
sepanjang rangkaian. Contoh: Microsoft
windows server (MW 2000 server, MW
NT server), Apple server & UNIX.
Perisian Pengguna
Perisian pelayar web – capai dan
interaksi dgn dokumen hiperteks
ii. Emel pengguna – hantar, terima dan
urus email
iii. File Trasfer Protocol (FTP) pengguna
– hubung antara dua komputer dalam
proses pindah fail berskala besar
i.
Learning Area Four – Multimedia
• Definition of Multimedia - Presentation of
information by using a combination of text,
audio, graphics, video and animation. /
Integrasi, gabungan dan persembahan
secara teratur elemen-elemen teks, grafik,
audio, video dan animasi di dalam satu
atau lebih kombinasi.
Interactivity/ interaktiviti
• Komunikasi yang berlaku antara seorang
pengguna dan aplikasi multimedia atau
program.
• Komunikasi di sini merujuk kepada
kawalan pengguna terhadap kandungan
sesuatu aplikasi multimedia.
• Komunikasi boleh jadi satu atau dua hala.
Interactivity/ interaktiviti
• Linear interactivity/ linear (sehala) – the
user is a passive receiver. User does not
have control over the multimedia content.
Only one way communication.
• Non-linear interactivity/ tidak linear
(dua hala) – the user is an active receiver.
User has control over the multimedia
content. Two way communication occurs.
Linear vs Tidak Linear
Linear
Komunikasi sehala
(pengguna pasif)
Kandungan disusun
secara jujukan
Tiada butang navigasi
dan pautan
Filem / movie
Tidak Linear
Komunikasi dua hala
(pengguna aktif)
Kandungan multimedia
berbentuk hypertext
Ada butang navigasi dan
pautan
Permainan komputer,
perisian kursus, maklumat
mesin KIOS, buku
elektronik
Medium of delivery/ medium
penyampaian
• Web-based/ berasaskan web (Internet,
Perisian Pelayar Web)
• CD-based/ berasaskan CD (CD, DVD,
Cakera Blu-ray)
Berasaskan Web vs Berasaskan CD
Web
Gambar dan video digunakan
adalah dalam ukuran resolusi
rendah
CD
Elemen video, grafik dan audio
digunakan adalah dalam bentuk
kualiti yang lebih tinggi
Kandungan multimedia dipaparkan Kandungan multimedia disimpan
pada laman sesawang dapat
secara kekal dan tidak boleh
dikemaskini
diubah
Maklumat multimedia boleh
dikemaskini mengikut peredaran
masa dengan mudah dan lebih
murah
Maklumat multimedia tidak boleh
diubah atau dikemaskini, oleh itu
ia cepat luput.
Elemen-elemen Multimedia
Elemen Multimedia
Dinamik
Elemen Mulitimedia
Pegun / statik
Audio
Teks
Video
Grafik
Animasi
Elemen-elemen Multimedia
i.
ii.
iii.
iv.
v.
Teks – elemen asas multimedia/ berbentuk perkataan, ayat dan
pernyataan/ jenis teks, warna, saiz dan warna latar/ sebagai
pautan (hiperteks).
Grafik – pelbagai persembahan imej atau paparan visual yang
tidak bergerak/ membantu menerangkan maklumat lebih tepat
dan berkesan/ grafik bitmap (imej sebenar dirakam dengan
kamera digital), grafik vektor (lukisan dalam komputer).
Audio – sebarang jenis rakaman suara, suara latar, muzik, kesan
khas audio/ audio analog, audio digital.
Video –
Animasi – proses menjadikan imej pegun dilihat sebagai imej
yang kelihatan seolah-olah seperti bergerak/ fungsi: elemen
penegasan, alat keceriaan dan mesej dapat disampai lebih
pantas
Multimedia Elements and File
formats
• Text: *doc, *.txt, *.rtf
• Graphics: *.jpg, *.gif, *.tiff, *.bmp, *.png,
*.psd
• Audio: *.wav, *.midi, *.aif/aiff, *.au, *.wma,
*.mp3
• Video: *.avi, *.mov, *.mpeg, *.wmv
• Animation: *.swf, *.gif, *.swi
Perisian Pengarangan
• Konsep kerangka masa (time frame)
– elemen multimedia dipersembah dan
disusun pada sepanjang garis masa.
• Konsep ikon (icon) – guna simbol ikon
menyusun elemen multimedia dan memberi
arahan.
• Konsep Kad (card) – berkonsep
timbunan kad seperti mana muka surat pada
buku.
Web editor/ penyunting web
- Web editor – program digunakan
membangunkan laman web menggunakan
HTML (Hypertext Markup Language)
i. What You See Is What You Get (WYSIWYG)/
bercirikan WYSIWYG – CoffeeCup HTML
editor, Macromedia Dreamweaver, Microsoft
Frontpage, Adobe GoLive
ii. Text-based/ berasaskan teks – notepad,
PSPad
User Interface Principle
• -User interface is a way a computer program
communicates with the person who is using it.
• Consistency – keseragaman rekabentuk
• Clarity – kejelasan label
• Context – konteks/ isi kandungan
• Navigation – navigasi/ butang
• Search – carian kata kunci
• Personalisation – persendirian
• Learnability – boleh belajar/ mklmt sokongan
• Flexibility – fleksibal/ kuasa pengguna
Multimedia production team
•
•
•
•
Project Manager/ pengurus projek
Subject Matter Expert / pakar isi kandungan
Graphics Artist/ pereka grafik
Audio-Video Technician/ juruteknik audio
video
• Instructional Designer/ pereka pengajaran
• Programmer/ pengaturcaraan
Multimedia Production Phases
(ADITEP)
• Analysis Phase/ analisis
• Design Phase/ rekabentuk (carta alir,
papan cerita)
• Implementation Phase/ pelaksanaan (alat
pengarangan)
• Testing Phase/ pengujian (senarai semak)
• Evaluation Phase/ penilaian (bebas ralat)
• Publishing Phase/ penerbitan (web, CD)
Casper Screen Design Principle
• -screen design refers to how the multimedia
program will look when it is displayed on the
computer screen.
• Contrast/ kontras
• Alignment/ barisan @ susunan lurus
• Simplicity/ kesederhanaan
• Proximity/ berhampiran
• Emphasis/ penegasan
• Repetition/ pengulangan
Learning Area Five
• Program/ aturcara – satu set/ siri arahan untuk
sebuah komputer melaksanakan sesuatu tugas.
• Programming/ pengaturcaraan – proses
atau aktiviti menaip/ menulis set arahan atau perintah
mengarahkan komputer melaksanakan tugas.
• Programmer/ pengaturcara – seseorang
mencipta program komputer.
• Programming language/ bahasa
pengaturcaraan – arahan/ kod yang akan ditukar
ke arahan mesin binari melalui pengompil atau pentafsir.
Generations of programming
language
• Low Level Programming Language/ Aras Rendah
i. 1GL (Machine Language) – written in binary codes and each
statement are corresponds to one machine action.
ii. 2GL (Assembly Language) – human readable notation for
machine language used to control specific computer operations.
Written using symbolic instructions codes that are meaning
abbreviations or mnemonics.
• High Level Programming Language/ Aras Tinggi
i. 3GL (Procedural language) – uses a series of English-like words
that are closer to human language to write instructions. Examples:
PASCAL, FORTRAN, BASIC, COBOL, C, C++, ADA
ii. 4GL (Non-procedural language) – enables user to access data
in a database. Limited to a very specific application. Examples: SQL,
NOMAD, FOCUS
iii. 5GL (Visual programming / Natural language) – provides a
visual or graphics interface. Examples: Prolog and Mercury
Programming approaches
• Structured programming/ berstruktur
(top-down approach) – map out the
overall program structure into separate
subsection from top to bottom.
• Object oriented programming (OOP) –
combines data with functions to create
objects. The object has relationships with
one another. Example: Smalltalk, Java,
Visual Basic, C++
Translator/ Penterjemah
• Compiler/ pengompil (keseluruhan) – source code 
machine language. (Extra info: translate high level
programming language to assembler or machine language.
Example: COBOL, FORTRAN, C, C++)
• Interpreter/ pentafsir (baris demi baris) – interpret and
execute program directly from its source without compiling
it first. Execute in real time when user execute it.
• Assembler/ penghimpun (bhs perhimpunan kepada bhs
mesin) – computer program for translating assembly
language into machine language. Example: MACRO-80
Assembler and Microsoft MASM
Basic element / Elemen asas
• Constant/ pemalar – the value never change at any time during the course of a
program
• Variables/ pemboleh ubah – value inside may change at any time during the
course of a program
• Data type/ jenis data
•
i. Integer: Is an whole number (18, 79, 101, -6, -20)
ii. Double: Numbers with decimal or contains fractional part (14.1, - 3.5, 200.10)
iii. String: Any value that contains a sequence of characters (Ahmad, sekolah)
iv. Boolean: consist either True or False value
v. Currency: For currency use (RM, USD, Yen)
Operators/ pengoperasi – symbol or notation that tells a computer to perform
certain actions or operation
i. Mathematical operators: plus (+), minus (–), multiply (*), divide (/)
ii. Relation operators: equal to (=), greater than (>), less than (<), greater than or
equal to (>=), less than or equal to (<=)
iii. Logical operators: AND, OR, NOT
• Contol structures/ struktur kawalan
i. Sequence control/ jujukan – urutan
ii. Selection control/ pilihan – situasi dan input pengguna
iii. Repetition control/ pengulangan
Flow Chart
• Terminator – beginning or end of a program
• Flow line and arrowhead – connect symbols
and indicate the sequences of operation.
• Input / output – shows either an input operation
or output operation
• Process – shows process to be carried out
• Decision – shows a decision to be made
Terminator
Input/output
Process
Decision
Control Structure
• Sequence control/ jujukan – linear execution
of codes within the program (in sequence order)
• Selection control/ pilihan – execution of codes
involving decision making based on the situation
given. There will be decision symbol present in
the control.
• Repetition control/ pengulangan – execution
of codes where the codes are repeated while
condition remains true. The arrowhead in the
flow chart usually will return the part of the
decision to repeat the process for true condition.
Program development phase
• Problem analysis phase/ analisis – temuramah, mslh
• Program design phase/ rekabentuk – kod pseudo, carta alir &
lakar antaramuka
• Coding phase/ pengkodan – taip aturcara
• Testing and debugging phase/ pengujian & penyahpijatan –
bebas dan betulkan ralat
- Three types of error/ ralat
(a) Syntax error/ ralat sintak – caused by wrong spelling, case sensitive,
punctuation and wrong words in command.
(b) Logic error/ ralat logik – expected output and actual output do no
match for any set of data.
(c) Run-time error/ ralat masa-larian – occurs while the program is
running or executing.
• Documentation phase/ pendokumentasian – laporan program,
manual pengguna
Learning Area Six
• Information System (IS)
Definition
• Data – raw material that are not organized, and
has little value (tidak disusun dan nilai kecil)
• Information/ maklumat – processed data
that are organized, meaningful and useful. (fakta
tersusun, bermakna dan berguna)
• Information System/ sistem maklumat –
a set of related components that collects data,
processes data and provides information.
(pengumpulan data, pemprosesan data dan memberikan
maklumat)
Component of IS /
Komponen sistem maklumat
•
•
•
•
•
Data/ data
Hardware/ perkakasan
Software/ perisian
People/ pengguna
Procedures/ prosedur
Types of IS/ Jenis2 sstm mklmt
• Management Information System/ sstm pgrsn mklmt (MIS) – provide
regular information about the daily activities of a business to the
manager/ mbr mklmt berkala kegiatan harian sbh perniagaan kpd
pengurus.
• Transaction Processing System/ sstm pmproses transaksi (TPS) –
record business transaction and keep track of the daily transaction in the
database./ mencatat & menjejaki transaksi perniagaan
• Decision Support System/ sstm skgn kptsn (DSS) – provides
managers with information to make the best decisions. It also helps to
analyse information, recognize problems and making decisions./ sedia
mklmt untuk pengurus mbt kptsn terbaik
• Executive Information System/ sstm mklmt esekutif (EIS) – helps
top-level managements to plan strategies. It is also used to forecast
future trends./ bantu phk pgrsn atasan rancang strategi dlm mbt ramalan
trend masa depan.
• Expert System/ sstm pakar (ES) – store knowledge and make logical
suggestions for the user./ mympn pengetahuan dan mbt cdgn logik bg
pengguna.
Hierarchy of Data
• Bits  Bytes  Fields  Records  Files  Database
• Bit – smallest unit of data the computer can store. It is in binary digit
(1 and 0).
• Byte/ Bait – 8 bits = 1 byte = 1 character.
• Field/ Medan (kategori khusus maklumat dalam jadual)– smallest
unit of meaning information in the database. It is also unit of data
consist of one or more characters. Example: field that describe
Name, Class, Address
• Record/ Rekod (sekumpulan medan berkaitan) – collection of
related fields. Example: Data about a student [Name, StudentID,
Age]
• File/ Fail (sekumpulan data disusun dlm lajur dan baris) – collection
of related records.
• Database/ Pangkalan data – Structured collection of information on
a specific subjects./ satu sistem simpanan data yg tersusun.
Benefits of using database
• Minimise data redundancy / mengurangkan
pengulangan data – no need to repeat recording
the same data.
• Data Integrity is assured / meningkatkan
ketepatan data – changes of data in database
will be automatically for all files.
• Data can be shared / perkongsian data– allow
ease of sharing data especially over the network.
• Information can be easily accessed /
memudahkan capaian data -
Features of table, query, form and
report.
• Table/ jadual – stores a collection of
information about specific topic.
• Query/ kuiri – request for a specific data
from a database
• Form/ borang – interface to enter
information.
• Report/ laporan – summary of information
from the database.
Primary key and foreign key
• Primary key/ kunci utama – these keys
must not be null values, and it is unique. It
helps to avoid duplication
• Foreign key/ kunci asing – the field that
matches the primary key in another table.
It may have duplicate values.
Kunci Utama
• Medan unik mewakili setiap rekod dalam
sebuah jadual.
• Kekunci ini tidak boleh memiliki nilai null.
• Setiap jadual mesti ada minima satu
kunci utama.
• Contoh: No. IC, No. Surat Beranak, No.
Pasport
Fungsi Kunci Utama
• Memastikan tiada pertindihan antara rekod
lama dan rekod baru.
• Memberikan identiti unik bagi setiap rekod.
• Menjadikan data yang disimpan adalah utuh.
• Mengelak penyimpanan rekod berulangan.
Kunci Asing
• Medan dalam jadual kedua yang
berpadanan dengan medan kunci utama
dalam jadual pertama.
• Nilai kunci asing boleh berulang-ulang.
Phases of System Development
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•
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•
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•
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Analysis Phase/ analisis
Design Phase/ rekabentuk
Implementation Phase/ mengkodkan sistem
Testing Phase/ pengujian
Documentation Phase/ pendokumentasian
Maintenance Phase/ penyenggaraan
3 types of maintenance:
i. Corrective maintenance – to repair error in the system design.
ii. Perfective maintenance – to improve a computer program.
iii. Preventive maintenance – aim for future breakdowns and
failures.
Data manipulation
• Update – to correct inaccurate data and to change old data with
new data
• Insert – to add new records in the file when new data are obtained.
• Delete – to remove a record from a file when it is no longer needed
• Retrieve – to obtain specific information from the tables in order to
refer or make changes the information.
• Sort – To arrange the records according to ascending or descending
order based on a specific field.
• Filter – to exclude unwanted records from being retrieved by using
certain condition or criteria in a query.
• Search – To find specific records that fulfills the user’s requirements.
Prepared by
En Kho Ah Tau
ICT Teacher
SMK Pusa
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