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Ge n e r a l I n t r od u c t i on

Topic: Numbers and Operations

ICT helps pupils to enjoy and foster positive attitudes towards mathematics, thus may

help them learn and achieve better. Therefore, as teachers, the presence of new

technologies must be seen as the great opportunity for us and not to be seen as threat.

Nevertheless, though education world is now flooded with various modern technologies,

teachers still have to play their vital role in presenting knowledge. Their role is as to be

strong “back bone” to the educational system and to provide pupils with the foundations

to succeed in their learning. Therefore, with the new technologies provided, teachers

must find or design ICT teaching resources to be used in their lesson to help make

teaching and learning more meaningful and efficient.

Our group have explored several ICT teaching resources to teach the topic on Numbers

and Operations:

ACTIVstudio Professional Edition

Educational Blog

Microsoft PowerPoint

Speed Maths V3.0

WorkSheet Maker V1.0

Introduction to the ACTIVstudio

ACTIVstudio is designed specifically for presentation and learning environments,

ACTIVstudio is user friendly software which has been developed for use with the

ACTIVboard and ACTIVpen. ACTIVstudio offers many features that allow you to create

and deliver presentations, enhance material with special effects, annotate to highlight key

points, add notes and pointers incorporating additional information or audience comments,

and much more. It was designed and implemented by a team at Promethean (Blackburn,

England) led by Nigel Pearce, the project's chief architect and innovator.

ACTIVstudio provides a collection of ‘whiteboard centric’ tools. The main feature is to

allow the user (the teacher) to prepare and present flipcharts, an electronic document that

can contain a combination lines, shapes, rich text, images, video FLASH and other third

party document types. The flipchart also captures and stores any notes (termed

‘annotations’) which may be written on the surface of the whiteboard using an electronic

pen. Additionally the program allows the user to write (or ‘annotate’) directly over other

applications including Office documents and video clips.

In this software, the flipchart is the main workspace area and consists of as many

pages as you wish to create. Here, you can create or retrieve content to use in your

presentation. You can open multiple Flipcharts at the same time, allowing you to drag and

drop objects or links from one Flipchart to another. The Flipchart can be output to a printer,

or exported in a variety of formats.

Getting Started

Launching ACTIVstudio

When your computer is fully switched on, you will see the ACTIVstudio icon on

your display. Double-click on the ACTIVstudio icon with the ACTIVpen.

Getting started with the flipchart

When ACTIVstudio is first run, it always generates a new flipchart, which is sized at the

current screen resolution of your computer and ready for use at page 1. The flipchart will

remain hidden until you click on the Flipchart button. To show the hidden flipchart, select

the Flipchart button. Use this button to show and hide the Flipchart so you can

change between working in ACTIVstudio and Windows.

On the flipchart page you can perform the following tasks:

 Add backgrounds.

 Write notes and provide accompanying annotation.

 Produce freehand graphics or use those from the extensive resources library


 Import images from external applications.

 Add hyperlinks.

 Capture images and paste them to your flipchart or Clipboard.

 Display geographical maps.

 Play movies or games.

As you become more familiar with ACTIVstudio, you will discover more features. Use

your imagination to develop these ideas and extend this list much further.

Guidelines for using ACTIVstudio

Displays the Flipchart title and page number. When the Flipchart
window is not maximised, you can click and drag the title bar to drag
Flipchart title bar the Flipchart to another position on the screen.

The Flipchart is your main workspace area, in which you open, prepare
and deliver your presentation. The Flipchart is displayed in the Flipchart
Flipchart window.

Allows you to access a range of tool buttons and menu functions. You
can also create program and file shortcuts and put them in a third
Main Toolbox toolbox column called the Shortcut bar to provide easy access links to
external programs and files.

These provide you with additional functions specific to the Flipchart

Title bar buttons window.

This is Use the area

a colored Menu button
behind to access
the Flipchart page.key
You functions
can changeof
color ofACTIVstudio.
this to suit a particular Flipchart color scheme using the Fill
Menu Buttontool, or by altering the Flipchart settings.
World colour
The Flipchart Button allows you to show or hide your
currently open flipcharts. This feature enables you to easily
Provideschange betweentoworking
easy access a useful in
setACTIVstudio or in
of tools to use a Windows
with your Flipchart
Flipchart tool strip Flipchart button application.
and allows you to navigate through your Flipchart.
The Colour Palette allows you to select different colours to
use for your annotations, drawing lines and shapes,
Colour palette filling objects,
Drag objects etc
to the Flipchart Trashcan to delete them from the page.
Flipchart trashcan The Flipchart Trashcan can be switched off in the Flipchart settings.
The Title bar allows you to position the toolbox on the
Introduction screen wherever you feel most comfortable working with
it, or to move it away from a certain area while delivering
Title bar your presentation.
to the Use the roll up/down button to hide the toolbox so that it
uses less space on the screen.
Toolbox Roll up/down button Use the roll in/out button to display the Shortcut Bar on
the right hand side of your Main Toolbox.
Roll in/out button
The Annotate Over Desktop feature allows you to make
notes, comments or simply draw on top of an image of
Annotate over your Windows application.
Use the Pen Width Indicator to select a different size for
your eraser, highlighter or pen tools. To change the size,
ensure the eraser, highlighter or pen tool is selected.
Pen width indicator
These are a selection of tools, which are already added to
Default Tools the Main Toolbox for you when you open ACTIVstudio.
Introduction to the Tool strip

Page Backward / Page Forward

Use these buttons to navigate through your flipchart pages.

Page Selector
Use the Page Selector to view thumbnails of your flipchart
pages and select a page to work on.

Page Organizer
Use the Page Organizer to arrange your flipchart pages.

Page Reset
Use the Page Reset to revert your current page back to the
last saved version. Only works on Flipcharts that have
already been saved.

Resource Library
Use the Resources button to access a wide range of
resources to use in your presentations.

Suitability of the Flipchart with the topic Numbers and


(1) The Power Tools provides various tools that can be used to teach Numbers

and Operations.

 Dice tool is used to generate random numbers and incorporate games in

numeracy activities.

Example: In teaching Numbers and Operations it can be used in playing ‘snake

and ladder’ game to learn the concept of addition and subtraction.

 Floating calculator tool allows you to perform mathematical calculations.

Example: It can be used to check or confirm for answers when doing the


(2) Great use of items in the Resource Library that is useful in teaching numbers

and operations.

Example: Images and Objects.

All of the images/objects shown are useful materials that can be used to teach Numbers

and Operations. It can be projected in the classroom so that it can be shared by the whole-

class. With the ready to use images and objects, teacher can reduce the problems of time

and money constraints in preparing the teaching aids. It also helps enhance teaching and

learning processes as pupils will be eager to learn with the interactive instructions and


(3) With the combinations of all the features available in the software (ACTIVstudio),

teachers can design an interesting and effective interactive Maths lesson. Using this

software also allows teachers to manage lesson effectively as lesson materials can be

arranged accordingly.

Advantages of using ACTIVstudio in general are:

 To vary the method of teaching primary Maths in Brunei, by emphasising the use of

ICT in teaching and learning Maths as to provide pupils with opportunity to make

sensible use of ICT which is one of the specific objective of the Mathematics


 To provide an interactive teaching and learning experiences thus making lesson more

interesting and therefore help motivate pupils to have positive attitudes towards

learning Maths.

Using Blog in teaching and learning Maths


 Using a blog makes learning independent of time and place – from teaching at a

certain time in a certain place to teaching anytime and anywhere. Blogs and other

asynchronous media give learners time to reflect.

Asynchronous media Synchronous media

 Blogs  Chat.
 Websites  Video conference.
 Internet database for sharing slides,  Phone conference.
photos, videos and online games.
 Wikis

 Using a blog makes education demand oriented and participant-centered – from one

way teaching and supply orientation to participation buy everyone. Learners are self


o Strong desire to learn

o Want to discover

o Act proactively

o Take initiatives

o Want to set own goals

o Need freedom

o Individual feedback

 Using a blog encourages learners to be active throughout the course period.

 Using a blog helps learners to improve their writing competences and thinking skills.

 Using a blog makes education more informal.

 Using a blog involves also external people.

 Using a blog reduces costs:

o Rooms

o Paper

o Pencil/pens

o Control

o Transportation.

Using interactive mathematical games from the internet


Most of the interactive games which you can find in the websites cannot be downloaded

therefore sometimes teachers have to buy these educational games from the websites


However, by using internet links which can be linked through your blog, it will become

easier for the pupils to try and practice their mathematics skills as well as having fun

learning mathematics according to what they had learned in the classroom.

Parents can also be involved when helping their children to use the internet. This will

enhance the pupil’s motivation to learn mathematics and make it more fun to learn.


1) These online games are suitable for all ages from primary 1 until primary 6.

2) By using hyperlink to these online games, it would be easier for teacher, parents

and pupils to go straight away to the website without the hassle of searching for it

on the search engine.

Getting Started

1) Log in into your Blogger Account.

2) Click on New Post.

3) Put the title e.g. Fun Maths

4) On the posting screen you can put e.g. Fun Maths 1

5) Go to the website that you want. Highlighted the URL that you want your pupil to

play with, “right click” and then “copy.”

6) Go back to the posting screen and highlighted Fun Maths 1, “click” the Hyperlink


7) “Paste” the URL and “click” OK.

8) On the posting screen, this will come out:


>Fun Maths 1</a>

9) You can add more and repeat the process again and again.

10) After you already done, click the button “Publish Post”.

11) It then will give you the option to “view blog”, take a look on your blog and please

try to use the link. It will link to the website that you want.

Some examples of online games:

Variety of math Games

Adding Games (

Calculator Chaos (

Arithmetiles (

Math Baseball Flash Game


Math Baseball Flash Game is one of the interactive games which can be downloaded

from the internet.


1) Please go to and click “Math


2) Click “download math baseball now!”

3) Click “No thanks, please bring me to my page.”

4) Or straight away go to

5) Click “download: PC Version.”

6) Please save the file in your desktop or laptop.

7) When it already downloaded, please install it.

8) Click the “math baseball icon.”

9) Choose the options.

10) You can start playing.


1) It makes learning mathematics more fun for the children.

2) It can be use offline, no expire date and free.

3) Parents at home also can help their children playing this game.



Speed Math 3.0 is software created for the purpose of teaching the four operations. This

software has been designed for ease of use, fast setup, and interactivity. It’s full audio-

visual and multimedia features have been built into the program to make the teaching of

basic arithmetic an enjoyable learning experience for the primary school pupils. It uses a

racing-game concept to teach the basic elementary mathematical operations. By using

Speed Math, it can change the usual difficult and tedious learning experience with math

and makes the subject easy to understand and grasp, by using a logical step-by-step

process that is both interesting and fun to use for the primary school children.

Speed Math uses a race car theme to teach the mathematical operation. The correct

answers move the car step-by-step along a series of courses; if the answer is wrong the

user can either try again or move on to the next question. This provides a less stressful

learning environment where pupils practice their operation skills in an enjoyable and fun

situation. The functions include four problem types with several levels of difficulty. The

trial version of this software only provides simple addition problems.

The operation problems are range from easy to more challenging where it involves

double digits that are more appropriate for older pupils or the high achievers. With this,

teacher can easily select the level of difficulty which is appropriate to their pupils’ level

of ability. Therefore it is easy for teachers to provide different types of problems

according to pupils’ cognitive level.

General Features of Speed Math 3.0

 five types of cars to race, of which pupils can choose their own car.

 excellent graphical scenery,

 unique questions through random number generation,

 more than 100 levels of play

 Addition, Subtraction, Multiplication and Division problem types

 Adjustable with 5 levels of difficulty

 High resolution graphics

 Fully multimedia based with audio-visual output.

How to use Speed Maths 3.0

The Speed Math software can be used as an activity during the developmental stage of

the lesson or as an enrichment activity at the end of the lesson. It also can be used to

foster mental calculation among the pupils. This software is applicable to be used on

Windows 98/Me/2000/XP/Vista.

Below are some of the important buttons and windows which users need to be familiar

with before using this game software:

RACING TRACK SCREEN where the race is conducted, once the car reaches the end of

the track the level is complete and the next level begins automatically.

SELECT CAR allows users to choose the five different types of vehicles to be used in the

game race. Pupils may choose red racing car, a bus, a truck, green racing car or school


RACE LEVEL WINDOW displays the players’ level, when ten questions are answered the

program automatically progresses to the next level.

Starting the race

Step 1: Choose difficulty level

The first step in starting the race is by clicking the ‘difficulty level’ on the option menu

and drag the pointer on which level the student or teacher wanted to try.

Step 2: Choose problem type and click ‘START RACE!’

Second step is, the player should choose problem type he/she wanted to do whether

he/she wants to do addition, subtraction, multiplication or division. After selecting the

problem type, the player may then start to play by clicking the ‘start race!’ button.

Step 3: Answer the given questions

The question will appear at the box as shown above, the player will be required to type

the answer on the empty box next to it and when he/she finish typing the answer, he/she

may click the ‘CHECK MY ANSWER’ button to see whether the answer he/she typed

was correct or wrong. If the answer is correct, the car will move forward. If the answer is

wrong, the car will stay.

 What will happen if the player typed in the wrong answer?

If the player typed in the wrong answer, he/she will be given two options to

continue the game by either deleting the answer and type the correct answer in it

again or he/she can just straight away click the ‘NEXT QUESTION!’ button to

answer the next questions.

After completing ten questions, it will automatically moved on to the next level which

also require the user to complete 10 other sets of questions which is more difficult then

the previous level.

WorkSheet Maker 1.0


WorkSheet Maker is an off-line worksheet generation tool designed to help teachers to

generate worksheet exercises faster.

By using this software, teachers can develop worksheet questions on variety of topics

such as addition, subtraction, multiplication, division, MDAS with fractions, algebra,

statistics, number series, factors, prime factors, measuring angles, Roman numerals,

greater than and less than, addition tables, multiplication tables, number words and digits,

and tracing words and numbers and so on. Therefore, teacher can easily generate

worksheet that is suitable for their lesson. This software is applicable to be used on

Windows 98/2000/XP/2003 Serve.

Guidelines to windows, tools and buttons on Worksheet Maker 1.0

The three main features:

 The Main Toolbox which consists of 6 buttons:

1. VIEW ALL: To view worksheet generator windows of all topics and levels

2. HIDE ALL: To hide worksheet generator windows

3. PRE-SCHOOLERS: To open worksheet generator window for pre-


4. GRADE SCHOOL: To open worksheet generator window for Primary one

to six.

5. HIGH SCHOOL: To open worksheet generator window for secondary


6. EXIT: To exit from WorkSheet Maker 1.0

 Worksheet Generator Window which consists of:

1. OPTIONS: To set the number of questions

2. SETTINGS: Types of operation teachers need to select

[addition/subtraction/multiplication/division]. Teachers can also select all.

3. DECIMAL OPTIONS: To choose the number of decimal places if the

teacher wants to create decimal operations.

4. VERTICAL FORMAT: To set up how the worksheet will look like either:


 Worksheet Preview Window which consists of 5 action buttons:

1. PRINT WORKSHEET: To print the worksheet

2. PRINT ANSWER KEY: To print the answer key only

3. SAVE WORKSHEET: To save the worksheet [in jpg. format only]

4. SAVE ANSWER KEY: To save the answer key sheet

5. CLEAR WORKSHEET: To clear the worksheet, if teacher wants to

start over and make a new one.

Microsoft Office PowerPoint 2003


PowerPoint is a high-powered software tool used for presenting information in a

professional and dynamic slide show format. Text, charts, graphs, sound effects,

animations and video are just some of the elements PowerPoint can incorporate into the

presentations with no difficulty.

A quick user guide on how to use PowerPoint

To initiate PowerPoint, click on the Start menu, then All Programs and choose Microsoft

Office PowerPoint 2003 from the program list or you may double click the Microsoft

PowerPoint shortcut icon from the desktop. The first display of a new blank slide is then


In order to get a remarkable slide backdrop, you may click on the Format menu, and then

choose Slide Design. Doing so will display a range of design templates section built into

the PowerPoint that can be chosen. Another procedure that you can do is by clicking on

the Format menu, then Background and selects the preference colour you like or you may

attach picture from your existing files to be your slide background.

Besides from that, PowerPoint allows you to alter the layout of a slide without shifting

the whole slide. You may select the Format menu and choose Slide Layout. Doing so will

displays the slide layout section in the task panel. Click on the layout that you favor. The

current slide will automatically apply the layout. The new layout will be applied to the

current slide without upsetting the slide's contents.

Moreover, to add text to the title of a slide, click in the box that reads Click to add title.

Next, type the text you want to be used as a title. Do not press ENTER at the end of the

line unless you wish to place another line of text in the title. It is highly recommended

that you add a title to every slide to make it easier to navigate through your slide show if


Likewise, to place in pictures to your slide, you can click on Insert menu, then Picture,

and select the picture source either from Clip Art, from file, Auto Shapes et cetera. On the

other hand, to add sound in the presentation, you may choose the desired slide for sound

insertion in Normal View. You may click the Insert menu, then Movies and Sounds and

finally select Sound from Clip Organizer or Sound from File. Choose an option from the

dialog box asking when the clip should be played. As the result, a speaker icon will be

located on the slide.

Texts and pictures that you have inserted in the slides can be made moving by clicking

the Slide Show menu and then select Custom Animation. Choose an element in the slide,

and then click Add Effect to add animation.

Furthermore, you can add a hyperlink to your presentation and then use it to go to a

variety of locations — for example, a specific slide within the presentation, a different

presentation altogether, a Microsoft Word or Excel spreadsheet, or an Internet or e-mail

address by clicking the Insert menu, and then select Hyperlink. From the Insert Hyperlink

box, if you are clicking the Place in This Document, you are linking one slide to another

slide and; choosing Existing File or Webpage on the other hand will connect your

existing file or webpage from your drive C into your slide. Then click OK and the text

chosen to display should appear underlined on the slide.

Last but not least, PowerPoint too allows you to embed Shockwave Flash Object (.swf)

which in this case the object is the interactive Mathematics game into the presentation.

You may first click the View menu, Toolbars and then select the Control Toolbox. Look

for hammer icon and click it. Next, search for Shockwave Flash Object from the long list

and select it. Drag your mouse to form a rectangle on the slide. When you let go of the

mouse, you will see a box with a large X through the rectangle. You may resize the box

depending on your preference. This box is where the object will be remained.

On your mouse, click the right hand side of it, and select Properties. Set EmbedMovie to

True to make sure that your Flash movie always stays with your presentation. Paste .swf

file into the Movie URL text box. For instance:


dividermachine.swf. Click ENTER and go to the slide show and see if the object is

successfully inserted in your slide.

After considering each of the matter explained above, you can create PowerPoint

presentation and activities easily.

Examples of activities that can be used for teaching and learning mathematics are:

1. Interactive Quiz

To create an interactive quiz, firstly you need to generate questions that are going

to be inserted. Then select appropriate heading for the quiz. Put in the questions as

well as the alternatives for the answers. Hyperlink the answers given to other slide

that shows whether the answer selected by pupils is correct or wrong. After all has

been prepared, you may launch the quiz to the whole class or as a group quiz.

2. Read Numbers

This activity is created to enhance pupils’ mastery of number as well as their

listening skill as it involves inserting audio file. Numbers are introduced and the

number names are shown. Pupils may read the number based on the number itself

or read the number names provided. They can also navigate to the audio icon

easily in order to hear the pronunciation of the number names correctly.

3. Hyperlink activities

Games from the internet are useful if you have internet connection in the

classroom or at home. For this matter, using PowerPoint is an option if you have

no internet connection. Games can be saved as html files and then hyperlink those

files into the PowerPoint to be used offline as shown below:

• OPERATIONS maths magician.html file

This first hyperlink links the presentation to the Are you a Math Magician

game extracted from

web/games/mathmagician/mathsadd.html which can be activated offline. This

game fosters pupils’ understanding of operations basically about addition.

Pupils may select addition facts they need to engaged throughout the game or

they may choose mixed level so they have the chance to challenge their mind

of different addition facts to be solved in the given time.

• Recognise Number Names Blastoff1.html file

This link hyperlink the PowerPoint presentation to the Number Names 1-20

game; also can be operated offline; extracted from

The game requires pupils to master numbers up to twenty and also the number

names. The aim of the game is for pupils to launch the appropriate spaceship

whenever the number name matches the spaceship’s number. If there are no

matches then pupils may click the next button for the new number name.

4. Embedded items from other webpage

This is another choice that you can use to insert games if those games cannot be

run in an offline mode or if the computer does not have the required program to

run them. You may embed those shockwave flash object games into the

PowerPoint with the steps mentioned above easily.

• Ambleweb Addition Machine is a game used to test pupils’ knowledge

regarding addition facts which is taken from

• Ambleweb Subtraction Machine is another game used to test pupils’

knowledge about subtraction facts taken from


• Ambleweb Division Machine is another game that can be used to test pupils’

about division facts. This game is imported from



Three games mentioned above all have a similar feature that is to test pupils

on Number Operations. The game has three levers from which pupils can

select the difficulty level of the questions; level 1 for easy, level 2 for medium

difficulty and level 3 for the more challenging questions.

Pupils may then respond to the question or if they are not satisfied with the

question shown, they can click the lever for another similar question. There is

also a box provided where pupils can type in the answer and check their

answer by clicking the red check button. Pupils can also see their score

whether they got the answer right or wrong, which is also displayed in the


• Sum Sense is a game taken from

web/games/SumSense/sumadd.html that involves single digit addition where

pupils can drag and drop cards to the correct position to make the sum make

sense. Pupils can also select the number of question they wish to answer as

well as the time they need to complete the question ranging from 2-99

questions and 1-10 minutes respectively. When the sum is sensible to the

pupil, then they may click the red next button to check the sum. If they got the

arrangement correct, well done will appear but if they got it wrong, try again

will be shown.

• Shark Numbers is a useful game imported from where pupils can learn

about place value. This game offers pupil to learn place value for numbers up

to 59. Pupils are asked to count the units and count the tens to come up with

the right answer. If pupils are sure then they can click to the bubble that shows

the right answer. When the answer is correct, pupils can see a dolphin but if

the answer is wrong, a shark will come to sight that will attack the boat.

• The Ambleweb Totally Mental Machine is a game taken from

tml to test pupils’ mental arithmetic skills through 10 questions ranging from

simple arithmetic to word problems. After completing each question, pupil can

respond in the box and hit the green arrowhead to move on to the next

question. After all questions are answered, pupils can see their score and they

can click rewind button to start over with new questions.

• Number Track is another game extracted from where

pupils can practice sequencing numbers up to 20. There are 4 buttons from

which pupils can select. Green button is for level 1 from which pupils can try

to locate 5 numbers in the correct place, blue button is for level 2 where pupils

need to place 10 numbers in the correct location, red button for level 3 where

pupils need to arrange the whole track and lastly the orange button for explore

where pupils may make their own problem and play around with the track.

• The Mental Maths Fridge Magnet Game is imported from

l/flash2.shtml allows pupils to perform multiplication facts in an interactive

way such that they can drag and drop fridge magnet numbers to solve

multiplication problem. This game has two levels, level A where pupils must

find out the answer and level B where pupils need to complete the question.

Other than that pupils can also play with or without clock. To check the

answer, pupils can hit the check button on the screen. When pupils got the

wrong answer, the box will appear red and they may retry the question.

Advantages of using PowerPoint

PowerPoint is suitable for classes with multiple intelligences and different learning styles

because pupils in a classroom has different ability and diverse preference in their way of

learning. Moreover, with the use of PowerPoint in teaching would help to keep pupil’s

attention as it is presented in an interesting manner.

Furthermore, PowerPoint programme is user friendly such that we can use it repeatedly in

the classroom. We can do editing, add in any new information or put in any changes to be

done as to improve the next lesson. Teacher can organise notes carefully as PowerPoint

presentation can be printed to be given to pupils as well as to be kept by teacher.

Other than that, teacher can easily import sources from other programme and websites to

be inserted into the PowerPoint. Lastly, PowerPoint can be used in many ways in the

classroom such that it can be used in the initial teaching, drill and practice of certain

facts, review of previous lesson, giving tests, independent study and game.


As stated in the new mathematics curriculum (2006), one of the specific objectives is to

provide pupils with the opportunity to make sensible use of ICT. As to reach the

objective, why not try to use the ICT resources that we have suggested to teach Numbers

and Operations. It is user-friendly, fun and helps teachers to vary the methods of teaching

mathematics, to be more creative, innovative and efficient. The use of ICT in teaching

and learning mathematics also can boost up pupils’ motivation to learn mathematics and

thus this can help them learn and achieve better in mathematics.

"Sehubungan dengan ini, adalah mustahak bagi guru-guru selaku

pendidik untuk memainkan peranan yang lebih dinamik, berpandangan
jauh serta 'creative”

Sultan’s Titah in conjunction of Teachers Day Celebration 2002

As being stressed out by His Majesty in his Titah, it is important that teachers as

educators, to play an important and more dynamic role, to be more open-minded and

creative. This includes by applying teaching techniques based on the new and latest

teaching methods and ICT. Therefore, teachers need to take a big step in order to increase

their knowledge and skills in ICT and to make education as ‘life-long learning’. (SPN 21)