Introducing Today’s Technologies Overview

futureskills313 6 views 13 slides Oct 24, 2025
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About This Presentation

Introducing Today’s Technologies


Slide Content

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Hassan Qamar
Chapter 1:
Slide i

Introducing Today’s Technologies

I. Digital Literacy and Technology Overview

Digital literacy involves having a current knowledge and understanding of computers, mobile
devices, the web, and related technologies.
It is crucial to keep up with technological changes to remain digitally literate.
The chapter overview details objectives related to various technology components, security,
applications, communication, societal uses, and different types of technology users.

II. Computers and Devices

A. Computers
A computer is defined as an electronic device that operates under the control of instructions
stored in its own memory.
The computer process involves accepting data (input), processing it, and producing information
(output).
Examples of computer types include:
✓ Laptop
✓ Tablet
✓ Desktop and All-in-One
✓ Server

B. Mobile and Game Devices
 The source lists several mobile and game devices:
 Smartphone
 Digital camera
 Portable and digital media player
 E-book reader
 Wearable device
 Game device

III. Data, Input, Output, Memory, and Storage

A. Input Devices (Accepting Data)
Keyboard: Contains keys pressed to enter data and instructions into a computer or mobile
device.

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Pointing device: An input device that allows a user to control the pointer (a small symbol on the
screen).
Voice input: Enables users to speak data instructions, available on some mobile devices and
computers.
Video input: Enables capturing live full-motion images, available on some mobile devices and
computers.
Scanner: A light-sensing input device that converts printed text and images into a form the
computer can process.

B. Output Devices (Producing Information)
An output device is any hardware component that conveys information from a computer or
mobile device to one or more people.
Printer: An output device that produces text and graphics on a physical medium, such as paper
or other material.
A 3-D printer can print solid objects, including clothing, prosthetics, eyewear, implants, toys,
parts, and prototypes.
Display: An output device that visually conveys text, graphics, and video information.
Speakers: Allow users to hear audio such as music, voice, and other sounds. Examples include
earbuds and headphones.

C. Memory and Storage
Memory: Consists of electronic components that store instructions waiting to be executed and
the data needed by those instructions.
Storage media: A computer keeps data, instructions, and information on storage media.
Storage device: Records (writes) and/or retrieves (reads) items to and from storage media.
Examples of storage media/devices include:
✓ Hard Disk
✓ Solid-State Drive
✓ USB Flash Drive
✓ Memory Card
✓ Optical Disc
✓ Cloud Storage

IV. The Web and Internet

Internet: A worldwide collection of computer networks that connects millions of businesses,
government agencies, educational institutions, and individuals.
World Wide Web (web): A global library of information available to anyone connected to the
Internet.

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Webpage: An electronic document; the web consists of a worldwide collection of these
documents.
Website: A collection of related webpages.
Web server: A computer that delivers requested webpages to your computer.
Browser: Software that enables users with an Internet connection to access and view webpages
on a computer or mobile device.
Search engine: Software that finds information related to a specific topic, such as websites,
webpages, images, videos, news, and maps.
Online social network: Encourages registered users to share their interests, ideas, stories,
photos, music, and videos with other members.

V. Programs and Apps (Software)

Software (also called a program) tells the computer what tasks to perform and how to perform
them.
Software includes System Software (such as the Operating system and Tools) and Applications
(Apps).
Installing a program is the process of setting up the program to work with the computer, mobile
device, printer, and/or other hardware.
After installation, a user can run the program and interact with it through its user interface.
A software developer (or developer or programmer) is someone who develops programs/apps or
writes the instructions that direct the computer or mobile device to process data into information.

VI. Communications and Networks

A. Communications Technologies
A communications device is hardware capable of transferring items to and from
computers/devices and transmission media.
Examples of communications technologies used by individuals in the course of a day include:
Chat rooms, Email, Fax, FTP, GPS, Instant messaging, Internet, Newsgroups, Mobile data
services, Videoconference, Voice mail, VoIP, Wireless Internet access points, and Wireless
messaging services.
Examples of wireless communications technologies are: Wi-Fi, Bluetooth, and Cellular radio.

B. Networks
A network is a collection of computers and devices connected together, often wirelessly, via
communications devices and transmission media.
Home Networks are used to:
❖ Connect to the Internet.
❖ Share a single high-speed Internet connection.

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❖ Access photos, music, videos, and other content.
❖ Share devices.
❖ Play multiplayer games.
❖ Connect game consoles to the Internet.
❖ Subscribe to and use VoIP.
❖ Interact with other devices in a smart home.
❖ Business Networks are used to:
❖ Facilitate communications.
❖ Share hardware.
❖ Share data, information, and software.

VII. Digital Safety and Security

It is important for users to protect their computers and mobile devices.
Digital security risks and concerns mentioned include:
Viruses and Other Malware
o Privacy
o Health Concerns
o Environmental Issues
o Green computing involves reducing the electricity consumed and environmental waste
generated when using a computer.
o Strategies for green computing include:
o Recycling.
o Using energy efficient hardware and energy saving features.
o Regulating manufacturing processes.
o Extending the life of computers.
o Immediately donating or properly disposing of replaced computers.

VIII. Technology Uses and Users

A. Technology Uses in Society
Technology is used in various sectors, including:
 Education
 Government
 Finance
 Retail
 Entertainment
 Health Care
 Science
 Travel

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 Publishing
 Manufacturing

B. Types of Technology Users
The sources identify five types of technology users:
 Home User
 Small/Home Office User
 Mobile User
 Power User
 Enterprise User

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Chapter 2,
Slide ii


Detailed Notes: Connecting and Communicating Online

I. Chapter Objectives Overview
The chapter addresses key topics related to connecting and communicating online.
Internet Fundamentals: Discuss the evolution of the Internet, briefly describe various broadband
Internet connections, describe the purpose of an IP address and its relationship to a domain name.
Web Use: Describe features of browsers, identify the components of a web address, and describe
ways to compose effective search text.
Social Networking: Explain benefits and risks of using online social networks.
Website Functionality: Describe uses of various types of websites and explain how the web
uses graphics, animation, audio, video, and virtual reality.
Communication Services: Explain how email, email lists, instant messaging, chat rooms, online
discussions, VoIP, and FTP work.
Behavior: Identify the rules of netiquette.

II. The Internet
The Internet is defined as a worldwide collection of networks that connects millions of
businesses, government agencies, educational institutions, and individuals.

Evolution of the Internet
Origin: The Internet originated as ARPANET in September 1969.
Original Goals:
• Allow scientists at different physical locations to share information and work together.
• Function even if part of the network were disabled or destroyed by a disaster.
Growth: In 1984, ARPANET had more than 1,000 individual computers linked as hosts. Today,
millions of hosts connect to the Internet.

III. Connecting to the Internet

Connection Types
Wired Connections: A computer or device physically attaches via a cable or wire to a
communications device.
Types include Cable Internet service, DSL (digital subscriber line), and Fiber to the Premises
(FTTP).
Wireless Connections: Computers without a communications device use a wireless modem or
other communications device to enable connectivity.

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Types include Wi-Fi (wireless fidelity), Mobile broadband, Fixed wireless, and Satellite Internet
Service.
Hot Spot: A wireless network that provides Internet connections to mobile computers and
devices.
ISP (Internet service provider): A business that provides individuals and organizations access
to the Internet free or for a fee.

Internet Addressing and Data Transfer
Bandwidth: Represents the amount of data that travels over a network.
Bandwidth units include Megabyte (MB) and Gigabyte (GB).
IP Address: A sequence of numbers that uniquely identifies each computer or device connected
to the Internet.
Domain Name: A text-based name that corresponds to the IP address.
DNS Server: Translates the domain name into its associated IP address.

IV. The World Wide Web (WWW
The Web: Consists of a worldwide collection of electronic documents, known as webpages.
Website: A collection of related webpages and associated items.
Web Server: A computer that delivers requested webpages to your computer.
Web 2.0: Refers to websites that provide ways for users to share personal information, allow
users to modify website content, and provide applications through a browser.

Browsers and Web Apps
Browser: An application that enables users with an Internet connection to access and view
webpages on a computer or mobile device.
Current browsers typically support tabbed browsing.
Home Page: The first page that a website display.
Web Address or URL: The unique address of a webpage.
Web App: An application stored on a web server that is accessed through a browser.
Web app hosts usually provide cloud storage (storage for users’ data and information on their
servers).

Searching the Web
Web Search Engine: Software that finds websites, webpages, images, videos, news, maps, and
other information related to a specific topic.
Subject Directory: Classifies webpages in an organized set of categories, such as sports or
shopping, and related subcategories.
Search Operators: Can be used to help refine a search.

Web Publishing

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Web publishing is the creation and maintenance of websites.
The steps involved are: Plan the website, Design the website, Create the website, Host the
website, and maintain the website.

Types of Websites
The sources list many types of websites, including:
❖ Search engine ❖ Online social network
❖ Informational and research ❖ Media sharing
❖ Bookmarking ❖ News, weather, sports, and other
mass media
❖ Educational ❖ Business, governmental, and
organizational
❖ Blogs ❖ Wiki and collaboration
❖ Health and fitness ❖ Science
❖ Entertainment ❖ Banking and finance
❖ Travel and tourism ❖ Mapping
❖ Retail and auctions ❖ Careers and employment
❖ E-commerce ❖ Portals
❖ Content aggregation ❖ Website creation and management

V. Digital Media on the Web

Multimedia: Any application that combines text with media.
Graphic: A visual representation of context information.
Graphic formats include BMP, GIF, JPEG, PNG, and TIFF.
Infographic: A visual representation of data and information, designed to communicate quickly,
simplify complex concepts, or present patterns or trends.
Animation: The appearance of motion created by displaying a series of still images in sequence.
Audio: Includes music, speech, or any other sound.
Audio is typically compressed to reduce file size.
A media player is used to listen to audio on a computer.
Video: Consists of images displayed in motion.
Virtual Reality (VR): The use of computers to simulate a real or imagined environment that
appears as a three-dimensional space.
Plug-in, or add-on: A program that extends the capability of a browser.

VI. Other Internet Services

Email: The transmission of messages and files via a computer network.
An email program allows users to create, send, receive, forward, store, print, and delete email
messages.
An email list is a group of email addresses used for mass distribution of a message.

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Instant Messaging (IM) Services: Notify you when established contacts are online and allow
the exchange of messages or files, or joining a private chat room with them.
Chat: A real-time typed conversation that occurs on a computer or mobile device with many
other online users.
Chat Room: A website or application that permits users to chat with others who are online at the
same time.
Online Discussion: An online area in which users have written discussions about a particular
subject.
VoIP (Voice over IP): Enables users to speak to other users via their Internet connection.
FTP (File Transfer Protocol): An Internet standard that permits file uploading and downloading
to and from other computers on the Internet.
Many operating systems include FTP capabilities.
An FTP server is a computer that allows users to upload and/or download files using FTP.

VII. Netiquette
Netiquette is defined as the code of acceptable Internet behavior.

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Chapter 3,
Slide iii


I. Computers and Mobile Devices

A. Mobile Computers and Desktops
Types of computers and mobile devices include laptops, tablets, desktops, servers, terminals,
smartphones, digital cameras, e-book readers, portable and digital media players, wearable
devices, game devices, and embedded computers.

i. Personal Computer (PC): A mobile computer or desktop that can perform all of its
input, processing, output, and storage activities by itself. It is intended to be used by one
person at a time.
ii. Mobile Computer: A portable personal computer designed so that a user can easily carry
it from place to place.
iii. Laptop (Notebook computer): A thin, lightweight mobile computer featuring a screen in
its lid and a keyboard in its base.
iv. Tablet: A thin, lighter-weight mobile computer that has a touch screen.
v. Handheld computer: A computer small enough to fit in one hand.
vi. Desktop (Desktop computer): A personal computer designed for a stationary location,
where all components fit on or under a desk or table.

B. Servers
✓ Server: A computer dedicated to providing one or more services to other computers or
devices on a network.
Types: Rack server, Blade server, and Tower server.
✓ Virtualization: The practice of sharing or pooling computing resources, such as servers
and storage devices.
✓ Server virtualization uses software to enable a physical server to emulate the hardware
and computing capabilities of one or more virtual servers.
✓ Server farm: A network consisting of several servers housed together in a single
location.
✓ Mainframe: A large, expensive, powerful server that can handle hundreds or thousands
of connected users simultaneously.

C. Terminals
i. Terminal: A computer, usually with limited processing power, that allows users to send
data to and/or receive information from a server (host computer).

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ii. Thin client: A terminal that looks like a desktop but possesses limited capabilities and
components.
iii. POS terminal (Point-of-Sale): Used in most retail stores to record purchases, process
credit or debit cards, and update inventory.
iv. ATM (Automated teller machine): A self-service banking terminal that connects to a
host computer through a network.
v. Self-service kiosk: A freestanding terminal that typically includes a touch screen for user
interaction.

D. Supercomputers
• Supercomputer: Defined as the fastest, most powerful computer—and also the most
expensive. It is capable of processing many trillions of instructions in a single second.

E. Cloud Computing
• Cloud computing: Refers to an environment that provides resources and services
accessed via the Internet.

F. Mobile Devices and Players

i. Smartphone: An Internet-capable phone that usually includes a variety of apps, such as a
calendar, address book, calculator, notepad, and browser. Many feature touch screens,
while some have built-in mini keyboards.
 SMS (Short Message Service): Supports mobile-to-mobile, mobile-to-email, mobile-to-
provider, and web-to-mobile communication.
 MMS (Multimedia Message Service): Supports mobile-to-mobile and mobile-to-email
communication.
i. Digital camera: A mobile device used to take photos and store the photographed images
digitally.
Types: Smart digital camera, Point-and-shoot camera, and SLR camera.
ii. Resolution: The number of horizontal and vertical pixels in a display.
iii. Portable media player: A mobile device used to store, organize, and play or view digital
media.
iv. Digital media player (Streaming media player): A device, generally used in a home,
that streams digital media from a computer or network to a television, projector, or other
entertainment device.
v. E-book reader (E-reader): A mobile device used primarily for reading e-books and
other digital publications.
vi. Wearable device (Wearable): A small, mobile computing device designed specifically
to be worn by a consumer.

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G. Game Devices and Embedded Computers
Game console: A mobile computing device designed for single-player or multiplayer video
games.
Handheld game device: A small mobile device that contains a screen, speakers, controls, and
game console all in one unit.
Game controllers: Include gamepads, joysticks and wheels, dance pads, and motion-sensing
controllers.
Embedded computer: A special-purpose computer that functions as a component within a larger
product. They are found in consumer electronics, automobiles, home automation devices, process
controllers and robotics, and computer devices and office machines.

II. Ports and Connections

i. Port: The point where a peripheral device attaches to or communicates with a computer
or mobile device to send or receive data.
ii. Connector: A component that joins a cable to a port. A connector attaches to the port on
the computer/mobile device, and another connector attaches to the port on the peripheral
device.
iii. USB port (universal serial bus port): A port capable of connecting up to 127 different
peripheral devices together with a single connector.
iv. Wireless Connections: Instead of cables, some peripheral devices utilize wireless
communications technologies. These technologies include Bluetooth, Wi-Fi, and NFC.
v. Port replicators and docking stations offer flexibility for mobile users connecting
peripheral devices instead of using ports directly on the mobile computer.

III. Protecting Hardware

IV. Safeguards Against Theft and Vandalism
To minimize the chances of theft, security measures employed by companies and schools include
physical access controls, alarm systems, physical security devices, security or device-tracking
apps, and requiring identification.

B. Hardware Failure and Protection
 Causes of failure: Failures can result from aging hardware, random events like electrical
power problems (undervoltage or overvoltage/power surge), or errors in programs/apps.
 Surge protector (Surge suppressor): Uses electrical components to provide a stable
current flow and minimize the chance of an overvoltage reaching the electronic equipment.
 Uninterruptible power supply (UPS): A device containing surge protection circuits and
one or more batteries that can provide power during a temporary or permanent loss of power.

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IV. Health Concerns and Ergonomics

 Repetitive strain injury (RSI): An injury or disorder affecting the muscles, nerves,
tendons, ligaments, and joints.
 Computer vision syndrome (CVS): A technology-related health condition that affects
eyesight.
 Ergonomics: An applied science devoted to incorporating comfort, efficiency, and safety
into the design of items in the workplace.
 Technology addiction: A condition that occurs when the technology consumes
someone’s entire social life.