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IT and Education Based for Economic Creativity Development




  CSR Telkom-Republika, Bagimu Guru Kupersembahkan,
      Telkom-Republika,             Kupersembahkan,
                Serang Banten, 16-07-2010
                       Banten, 16-07-
who am i ?




                         Saiful Hidayat
            AVP IT Service Strategy
Directorate of Information Technology
         PT. Telekomunikasi Indonesia
                   saifulh@telkom.co.id
       Blog : www.namakuIful.com
Outline

Digital Technology Trend

  Why Should Educator Care


   Why Should Student Care


 Indigo: Creative Nation
Seperti apakah masa depan itu ?
       Dan bagaimana kita akan mempersiapakannya ?
          Inovasi dalam teknologi TIK (ICT) terkadang jauh lebih cepat dari
                                    dugaan kita
                     Star Trek vs. Real World Communication
                 Star Trek                                 Launch              Real World                   Launch
                                                            Year                                             Year
                       (Handheld) voice communication
Communicator/          devices used by many species
                       for person-to-person, person
                                                  -to-      2260    Mobile Phone                              1983
Combadge               ship, and intership
                                     -                              Mobile Phone                              1983
                       communications

                       Audio/visual device that allows
Enterprise             for face-to-face conferences                  Videophone                                1992
                                                            2150    Videophone                                1992
Viewscreen             (two-dimensional)

                       Allows two parties to converse
Holo                   as if in the same room by
                       sending holograms of each other      2373    Holo Phone
                                                                    Holo Phone                                ~2012
                                                                                                              ~2012
Communicator
                       (three-dimensional)

                       Implanted device used by  Borgs
Neural                 to connect directly to others
                                                   ’        2375    Neuro Headsets
                                                                    Neuro Headsets                              ?
                                                                                                                ?
Transceiver            minds

                       Used to convert a person or
                       object into an energy pattern,                Remains to be
Transporter            then "beam" it to a target, where    2121    Remains to be                               ?
                                                                     invented                                   ?
                       it is reconverted into matter
                                                   –                invented
                       beam me up, Scotty!
                                                                                            Source: Star Trek; A.T. Kearney
Nostalgia :
Internet 10 Tahun yang lalu
Peran Teknologi Informasi :
               Transformasi Kapabilitas
           (unleash, democratize, empower)

          Flexibility
Adaptibility of Change                  Speed
                                        Real-time process




Knowledge                 Freedom:              Cost Efficiency
Sharing Media                                   Transaction, Energy, &
                         Time, Place,           Operational
                            Form


            Creativity                  Coverage
    Open Collaboration                  Borderless
         on new ideas
Impact of Digital Technology
              Power         Bandwidth           Network          Diversity

            Moore’s Law      Gilder’s Law     Metcalfe’s       Kao’s Law
  Impact     says that         says that    Law says that       says that
    Of   = computing       X
                              Telecom BW  X
                                            the value of a X
                                                             creativity rises
Technology power doubles         triples    network is the    exponentially
               every             every       square of its         with
             18 months         12 months        nodes            diversity

               X1.3 pa           X3 pa             xnxn                x exp (d)




                                Source: Peter Fisk, Marketing Genius
Trend in Information
    Technology
What is Media convergence?
Media convergence is the process by
which different types of media content
are evolving into a single media
infrastructure/platform through the
internet.

The media infrastructure includes all of the communication
companies and channels of communications such as radio,
television, newspapers and magazines.
The Convergence of Network and Media lead to
    The Convergence of Digital Economy




                                           Adopted from : “Gerd
                                        Leonhard” media futurist
Now : Content service is in the cloud
The Convergence Device
One Screen Covers All Application
All Goes Digital
   Teknologi digital akan banyak mengubah gaya hidup kita melalui berbagai
  macam layanan digital, termasuk untuk music, video, games, books, magazine




Source: The Future of Media, Gerd Leonhard, 2009
Digital Book
Connecting Any where


                                 WiMAX
                         GSM 3G/2.5G/HSPA              WiFi
                              CDMA 1.x/EVDO

  Office, Hotel, Airport, Campus, Cafe                        Home



             WiFi                        On the Move
                                                      WiMAX + WiFi +
                                                      3G/2.5G+4G/LTE
                                                 devices enable a powerful
Telkom Hotspot at Destination                  communication service platform
Seamless Mobility - TIME
         Location, Time and Device Agnostic
                                   Find Child’s GPS
                                   Location on TV

    Watch Shows
    on Demand,                                   Download the
    Answer Video                                 Latest Tunes
    Call on TV


Work                                                    Watch TV on
from Home                                               Train, Program
                                                        DVR for Tonight


  Make
  Wait Time                                           Schedule a Meeting
  Productive


            Conference                      Conduct Telepresence
            Face-to-Face                    Meeting


 Keep YOU Informed, Connected, Entertained and Secure as You Move
           Through Life - at Home, at Work, and on the Go
Indonesia ICT Penetration, Internet Users and
                                                Broadband Growth




                                     #5

                                                                              10.5%    1150     3.8%
                                                                                       %




                                                                           Source : internetworldstats.com
 Source : internetworldstats.com                                           The Asian Internet Statistics were
                                                                           updated for March 31, 2009.



#1
Indonesia is also obsessed about
             mobile !
Lebih dari 50 % Pengguna Mobile
     adalah Generasi Muda
Mobile Payment
Mobile Remittance
Mobile Content
Others Mobile Content
    search location
Digital Culture
          Pengguna Internet
          Indonesia hingga 30
          juta (Internet World
          Stat, 2010)

          Pengguna Facebook di
          Indonesia mencapai
          19,5 juta (Facebook,
          Mar 2010)

          Tingkat adopsi
          pengguna-
          pengguna-an jejaring
          sosial di Indonesia yang
          sangat tinggi: blog,
          friendster, multiply,
          facebook, tweeter
Outline

Digital Technology Trend

  Why Should Educator Care


   Why Should Student Care


 Indigo: Creative Nation
It’s a New Age…..
  The Upcoming Era of Conceptual Age
ATG (affluence,                                                                  to
technology,
                                                                      CONCEPTUAL AGE
globalization)                                                          (creators & empathizers)



                                                 INFORMATION AGE
                                                    (knowledge workers)



                          INDUSTRIAL AGE
                             (factory workers)
            from
    AGRICULTURE AGE
           (farmers)



      18th century             19th century                20th century            21st century
                             Source: Daniel H. Pink, A Whole New Mind, New York, Riverhead Books, 2005
“The Next decade will be the Value Era- the refining & institutionalizing of
 the concept of value. Value isn’t just money.
 Its intellectual capital, ideas, innovation”.
                       Gordon Petrash, PWC- Intellectual Asset Management Practice
The Six Aptitudes for Conceptual Age

  Not Just…                     But Also…
                     Desain




Function Makna                DESIGN
                               Narasi


Argument                      STORY
Focus               Nilai     SYMPHONY
Logic                         EMPATHY
        Permainan             Kerjasama

Seriousness                   PLAY
Accummulation        Empati
                              MEANING
Product with Six aptitudes




DESIGN
STORY
SYMPHONY
EMPATHY
PLAY
MEANING


           www.poparttoaster.com
Mastering the skill of conceptual-
                       conceptual-
age worker
                          Design Sense
                   Storytelling abilities
                 Synthesis
                Felling for Others
            Humor
And the ability to detect the important
 of information
The Four Generations in 100 years

From “close” to “open” environment:
• Society
• Communication
• Market
• Mind
• Behavior
                                          >1980
• Value
                                1964-1980

                      1946-1964


           <1946
Generation Characteristics
   VETERANS          BABY BOOMERS                XERS               MILLENIALS
     < 1946             1946-
                        1946-1964             1965-
                                              1965-1980                 >1981

Dedicated to a job      Live to work         Work to live             Live in the
                                                                       moment
  Respectful of      Sense of optimism         Contract           Technology savvy
   authority

   Duty before         Champions of        Pragmatic world           Consistent
    pleasure              causes                                    expectations

  Patience is a         Go into debt          Self-reliant
                                              Self-                 Street smart
     virtue
   Honor and         Team and process      Attached to the          Fun is a must
    integrity            oriented               edge

  Reluctant to            Personal        Authority is casual       Give respect if
    change              gratification                             they are respected

    Patriotic        Nostalgic of youth   Versatility of skills   Diverse in nature
Worlds and Environment of the Generation

VETERANS     BABY        XERS      MILLENIALS
 < 1946    BOOMERS     1965-
                       1965-1980     >1981
           1946-
           1946-1964


 HOME       HOME        HOME         HOME

           SCHOOL      SCHOOL       SCHOOL


                       PUBLIC       PUBLIC


                                   INTERNET
Xers Generation ’65 – ’80 : Relationship with information




http://www.geocities.com/uconkie/web/pemandangan.jpg
Millennial : Relationship With Information
Challenge : How to Filter Information - Usator
Millennial =New Digital Native



            Will Grow




•   Freedom
•   Customize
•   Scrutinizers
•   Integrity and Openness
•   Entertainment and play
•   Collaboration and Relationship
•   Speed
Emerging Cultural Practice
                                                           Peering

                              Paticipation
                              & Co Creation
  Openness




               Power of Us
             Make the world better through collaboration
The New Media Ecosystem

The new water cooler
“Social software”
Informal networks
Conversational media
Online diaries
Personal expression engines
When you want,
where you want,
on your terms
Audience Generated Content
Nearly 57% of
online teens are
Content Creators.
About one third
share their
artwork, photos,
stories or videos.
22% have their
own personal web
sites and 19%
have their own
web log.
Paradigm shift Trend in
      Mass Collaboration Era
Demographic Trend
• Making your experience
  irrelevant
Expertise Trend
• Making your knowledge
  irrelevant
Attention Trend
• Making your offers irrelevant
Democratic Trend
• Making your power irrrelevant
Change !
Scholl 2.0
7 Tips For Educators
  Don’t throw technology into classroom and hope for
  good things

  Cut back on lecturing

  Empower students to collaborate

  Focus on lifelong learning, not teaching to the test

  Use technology to get to know each student

  Design educational programs according to the Eight
  norms

  Reinvent Yourself as a teacher, professor, or educator
learn
 with technology

the way students

live
 with technology
the technology toolbox
Crayonpedia.org
SIAP On-line
     On-




tersedia saat ini
Social Media Powerful new Publishing/
        Distribution Platform
Mau Cari Informasi Apa Aja : Google
Bisnis : Google
FACEBOOK For “BIMBEL ONLINE “
The Dark Side of IT

3G :
Girls



         Games          • 3G Gaming marketplace
                          by 2006: $16 Billion
                         Source: 3G.co.uk, Feb. 2003


             Gambling
Berita-
Berita-Berita Tentang Sisi Gelap TI
The latest news maker




Sumber : Detik.com
Apa itu Internet
                                   Sehat?
Akses internet ke situs-situs yang bersih dari:
                  situs-
• Konten-konten asusila
  Konten-

• Malicious Software

• Phishing
    Visual
   Identity

    People
   Identity
Kenapa Internet Sehat?

Trend peningkatan pengakses internet
pornografi di Indonesia.
• Peringkat 7 dunia (tahun 2006)
• Peringkat 5 dunia (tahun 2007)
• Peringkat 3 dunia (tahun 2008)
Sumber: Internet surveyor pemerintah, Pery Umar Farouk 2009
Antisipasi ATHG Internet : Online Safety Guide
Selalu Menjaga anak-anak/pelajar
               anak-
untuk menggunakan internet secara
“aman” adalah tugas & tanggung
jawab semua pihak
Orang tua harus membimbing dan
berada dekat dengan anak-anak saat
                     anak-
mereka menggunakan internet.
Para GURU harus membantu dan
mengarahkan murid-muridnya
               murid-
untuk menggunakan Internet
seperlunya , bermanfaat dan
aman
Komunitas masyarat lainnya harus
membantu melakukan pendidikan
penggunaan internet secara aman
dan bermanfaat    DIGITAL
CULTURE
Anak-
Anak-anak dan pelajar harus belajar
untuk bertanggung jawab atas
tingkah laku mereka dengan
bimbingan keluarga, guru dan
komunitas masyarat.
Antisipasi ATHG Internet : Online Safety Tips

  Gunakan Parental Software
  yang berfungsi :
  • URL and Content Filtering.
  • Online Monitoring /
    Logging.
  • Online Time Scheduling.
  • Block Child’s/Students
    Personal Information from
    being posted / emailed.
  Gunakan browser khusus
  untuk anak-anak.
         anak-
  Gunakan opsi keamanan
  surfing Internet bagi anak-
                        anak-
  anak yang ditawarkan oleh
  ISP’s
Antisipasi ATHG Internet : Privacy
Personal Info Safety Tips
  Larang/ batasi browser’s
  cookies.
  Hanya berikan informasi
  pribadi anda kepada pihak
  yang terpercaya.
  Hanya gunakan situs yang
  terpercaya dan aman saat
  melakukan Internet Shopping.
  Lindungi dengan baik
  Informasi anda terutama
  informasi Financial , gunakan
  payment service yang
  terpercaya dan aman
  Catat setiap transaksi anda.
  Instalasi software pelindung
  privacy di komputer anda        Here's me, just online, not doing much... as
                                  you and anyone else can see
Outline

Digital Technology Trend

  Why Should Educator Care


   Why Should Student Care


 Indigo: Creative Nation
The 21st Century Student
Active learner
Creative
                 New connection   New communities   New Content
Mobile
Multitasking
Collaborative
Producers
Millennial wants to learn…
with technology
With one another
Online
In their time
In their place
Doing things that matter
And FUN
Learning With Fun…example




       IndiSmart Is a TELKOM brand, as TELKOM’s commitment in the ICT
       development for Indonesia Next Generation Education.
       IndiSmart A learning content as the result of business incubation, the
       cooperation between TELKOM and Industry & Business Incubator ITB

                                      www.indi-
                                      www.indi-smart.com
Creative Industry Potential


 Knowledge-                          1 People for 1/more Industry
  Creative



     Skilled
                                   10,000 People for 100 Industries
     Worker



     Labor
                                 1,000,000 People for 100 Industries
   Intensive


http://mrsedenk.files.wordpress.com/2008/04/kickandy1.jpg
Outline

Digital Technology Trend

  Why Should Educator Care


   Why Should Student Care


 Indigo: Creative Nation
Indigo Initiatives




Inisiatif terpadu Telkom Group untuk mendukung
industri & komunitas kreatif yang sehat di Indonesia
Indigo (Indonesia Digital Community)
         (Indonesia       Community)
Mendorong “Valuetainment Creativity”
              “Valuetainment Creativity”
Digital Creative
             Opportunity
                                       6.000.000
         125.000.000                   D’Massive RBT Transaction
         Mobilephone Users


       6.000.000
                            Digital Music
       3G Mobile Users

                             28%
                             Broadband Users Growth

21.000.000
Indonesian Facebook Users               25.000.000
                                        Internet Users
Indigo Planet:
     Digital Community and Creativity Building

  • Kampung digital
                                                •   Santri Indigo
         • Blog fest
                                                •   Game course
     • MyFlexiLAND     communicate    learn
                                                •   Indigo workshop
      • Video share       & share     & grow    •   Jurnalism




 • Music production
• Music performance                             •   Pasar kreasi
      •Indigo Centre                            •   Indigo competition
       • Game arena
                       work hard     create &
                                                •   Indigo award
                         & fun       innovate
                                                •   Speedytrek

  Pleasant Environment
Creative, Knowledge, &
                                                        Social Enterpreneur

                                                        Design, Branding, &
                                                        Innovation for national &
                                                        International market
 Commodities Trade                                      Driven by Choice
 Micro-Enterpreneurs
                                                        10% of Enterprises
 Production for                                          6,5% of GDP
 Local market

 Diven by Necessity

 90% of Enterprises
 5% of GDP




British Council:
• Multimedia sector, high-tech on-line and software will grow
                     high-     on-
•Indonesian are very strong in fashion, visual design, graphical design, and music
Indigo Planet : Infrastructure
                       Digital Content & Applications


           Digital Content & Applications
    Game   Education     Music   Animation    Schools   Govt       SMEs

                             Digital Payment

                         Digital Payment
                        Digital Asset Management
    copyright Digital Asset
                  directory            media
                                     Management                portal
    protection     services                  server
                         Broadband & Broadcast

             Broadband & Broadcast
Indigo Planet : Creative Centre

              INTER
               NET


            SPHER
              E
GAM         DIGITA
 E            L           F&B
            LOUNG
              E
              MOVI
               E&
              MUSI
               C
Indigo : Content Incubation & Community Engagement


                                                               http://www.pasarkreasi.com

                                                               http://Speedytrek.telkomspeedy.com

                                                               http://game.telkomspeedy.com
Game   Edutaiment      Music      Animation   Graphic Design




                    Photography
Business Incubation:
              Indigo Fellowship




 Creative      Business Ideas     Seed Capital




Workshop &     Digital Creative    Successful
 Coaching        Playground       Digitalpreneur
Fellowship Business Incubation
         Mei 09
                          Idea Fellowship
         Mei 09                             Okt 09       Apr 10

                                  Creative Fellowship
                                                           Mei 10               Okt 10

                                                                       Business Fellowship


                  Development
                                                                    Assistance &         formation of
                  of Business     Preparation
Competition                       of business        Selection &     business               legal       complete
                  Management         plans
  Winners                                            evaluation     consulting            business      incubation
                  Capabilities    (assistance)
                                                                    (5 months)             entities
                   (training)


                                                         Fail           Fail                 Fail




              Partner :
Our business portfolio (T.I.M.E)

    Telecom.                                                                  Media
Fixed Wireline                                                            Pay TV
Fixed Wireless
Cellular

Broadband Access                         Information
Satellite
                                       IT Services
                                     (Data Centre ,App Serv              Edutainment
                                        Provider ,Call Centre&
                                        BPO, e-Payment)
                                                                          Portal
                                                                          E-Commerce
                                                                          Content



                                           Customers
                 Retail/Individual        SME              Enterprise   Wholesale
                                                                                       85
Thank You
Saiful Hidayat
AVP IT Service Strategy
Directorate of Information Technology
PT. Telekomunikasi Indonesia
saifulh@telkom.co.id
www.namakuIful.com
Facebook : saiful hidayat
Twitter : iful270
Linkedin : saiful hidayat
Slideshare : saiful hidayat/iful270
Russian
                                                                                             Gracias
                                                                                                Spanish
                                                                     Japanese




              Obrigado                                      Terima Kasih
                  Brazilian Portuguese




Grazie Merci
 Italian     French
                                 Danke   German
                                                                   Thank You                              Arabic
                                                                                   English




                                                                            Thai

                                             Traditional Chinese
Internet Sehat

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Saiful hidayat surfing in the digital broadband era thru being creative thinker - it and education based for economic creativity development - csr telkom-republika, bagimu guru kupersembahkan - serang banten-16072010

  • 1. IT and Education Based for Economic Creativity Development CSR Telkom-Republika, Bagimu Guru Kupersembahkan, Telkom-Republika, Kupersembahkan, Serang Banten, 16-07-2010 Banten, 16-07-
  • 2. who am i ? Saiful Hidayat AVP IT Service Strategy Directorate of Information Technology PT. Telekomunikasi Indonesia saifulh@telkom.co.id Blog : www.namakuIful.com
  • 3. Outline Digital Technology Trend Why Should Educator Care Why Should Student Care Indigo: Creative Nation
  • 4. Seperti apakah masa depan itu ? Dan bagaimana kita akan mempersiapakannya ? Inovasi dalam teknologi TIK (ICT) terkadang jauh lebih cepat dari dugaan kita Star Trek vs. Real World Communication Star Trek Launch Real World Launch Year Year (Handheld) voice communication Communicator/ devices used by many species for person-to-person, person -to- 2260 Mobile Phone 1983 Combadge ship, and intership - Mobile Phone 1983 communications Audio/visual device that allows Enterprise for face-to-face conferences Videophone 1992 2150 Videophone 1992 Viewscreen (two-dimensional) Allows two parties to converse Holo as if in the same room by sending holograms of each other 2373 Holo Phone Holo Phone ~2012 ~2012 Communicator (three-dimensional) Implanted device used by Borgs Neural to connect directly to others ’ 2375 Neuro Headsets Neuro Headsets ? ? Transceiver minds Used to convert a person or object into an energy pattern, Remains to be Transporter then "beam" it to a target, where 2121 Remains to be ? invented ? it is reconverted into matter – invented beam me up, Scotty! Source: Star Trek; A.T. Kearney
  • 5. Nostalgia : Internet 10 Tahun yang lalu
  • 6. Peran Teknologi Informasi : Transformasi Kapabilitas (unleash, democratize, empower) Flexibility Adaptibility of Change Speed Real-time process Knowledge Freedom: Cost Efficiency Sharing Media Transaction, Energy, & Time, Place, Operational Form Creativity Coverage Open Collaboration Borderless on new ideas
  • 7. Impact of Digital Technology Power Bandwidth Network Diversity Moore’s Law Gilder’s Law Metcalfe’s Kao’s Law Impact says that says that Law says that says that Of = computing X Telecom BW X the value of a X creativity rises Technology power doubles triples network is the exponentially every every square of its with 18 months 12 months nodes diversity X1.3 pa X3 pa xnxn x exp (d) Source: Peter Fisk, Marketing Genius
  • 8. Trend in Information Technology
  • 9.
  • 10. What is Media convergence? Media convergence is the process by which different types of media content are evolving into a single media infrastructure/platform through the internet. The media infrastructure includes all of the communication companies and channels of communications such as radio, television, newspapers and magazines.
  • 11. The Convergence of Network and Media lead to The Convergence of Digital Economy Adopted from : “Gerd Leonhard” media futurist
  • 12. Now : Content service is in the cloud
  • 13. The Convergence Device One Screen Covers All Application
  • 14.
  • 15. All Goes Digital Teknologi digital akan banyak mengubah gaya hidup kita melalui berbagai macam layanan digital, termasuk untuk music, video, games, books, magazine Source: The Future of Media, Gerd Leonhard, 2009
  • 17. Connecting Any where WiMAX GSM 3G/2.5G/HSPA WiFi CDMA 1.x/EVDO Office, Hotel, Airport, Campus, Cafe Home WiFi On the Move WiMAX + WiFi + 3G/2.5G+4G/LTE devices enable a powerful Telkom Hotspot at Destination communication service platform
  • 18. Seamless Mobility - TIME Location, Time and Device Agnostic Find Child’s GPS Location on TV Watch Shows on Demand, Download the Answer Video Latest Tunes Call on TV Work Watch TV on from Home Train, Program DVR for Tonight Make Wait Time Schedule a Meeting Productive Conference Conduct Telepresence Face-to-Face Meeting Keep YOU Informed, Connected, Entertained and Secure as You Move Through Life - at Home, at Work, and on the Go
  • 19. Indonesia ICT Penetration, Internet Users and Broadband Growth #5 10.5% 1150 3.8% % Source : internetworldstats.com Source : internetworldstats.com The Asian Internet Statistics were updated for March 31, 2009. #1
  • 20. Indonesia is also obsessed about mobile !
  • 21. Lebih dari 50 % Pengguna Mobile adalah Generasi Muda
  • 25. Others Mobile Content search location
  • 26. Digital Culture Pengguna Internet Indonesia hingga 30 juta (Internet World Stat, 2010) Pengguna Facebook di Indonesia mencapai 19,5 juta (Facebook, Mar 2010) Tingkat adopsi pengguna- pengguna-an jejaring sosial di Indonesia yang sangat tinggi: blog, friendster, multiply, facebook, tweeter
  • 27. Outline Digital Technology Trend Why Should Educator Care Why Should Student Care Indigo: Creative Nation
  • 28. It’s a New Age….. The Upcoming Era of Conceptual Age ATG (affluence, to technology, CONCEPTUAL AGE globalization) (creators & empathizers) INFORMATION AGE (knowledge workers) INDUSTRIAL AGE (factory workers) from AGRICULTURE AGE (farmers) 18th century 19th century 20th century 21st century Source: Daniel H. Pink, A Whole New Mind, New York, Riverhead Books, 2005 “The Next decade will be the Value Era- the refining & institutionalizing of the concept of value. Value isn’t just money. Its intellectual capital, ideas, innovation”. Gordon Petrash, PWC- Intellectual Asset Management Practice
  • 29. The Six Aptitudes for Conceptual Age Not Just… But Also… Desain Function Makna DESIGN Narasi Argument STORY Focus Nilai SYMPHONY Logic EMPATHY Permainan Kerjasama Seriousness PLAY Accummulation Empati MEANING
  • 30. Product with Six aptitudes DESIGN STORY SYMPHONY EMPATHY PLAY MEANING www.poparttoaster.com
  • 31.
  • 32. Mastering the skill of conceptual- conceptual- age worker Design Sense Storytelling abilities Synthesis Felling for Others Humor And the ability to detect the important of information
  • 33. The Four Generations in 100 years From “close” to “open” environment: • Society • Communication • Market • Mind • Behavior >1980 • Value 1964-1980 1946-1964 <1946
  • 34. Generation Characteristics VETERANS BABY BOOMERS XERS MILLENIALS < 1946 1946- 1946-1964 1965- 1965-1980 >1981 Dedicated to a job Live to work Work to live Live in the moment Respectful of Sense of optimism Contract Technology savvy authority Duty before Champions of Pragmatic world Consistent pleasure causes expectations Patience is a Go into debt Self-reliant Self- Street smart virtue Honor and Team and process Attached to the Fun is a must integrity oriented edge Reluctant to Personal Authority is casual Give respect if change gratification they are respected Patriotic Nostalgic of youth Versatility of skills Diverse in nature
  • 35. Worlds and Environment of the Generation VETERANS BABY XERS MILLENIALS < 1946 BOOMERS 1965- 1965-1980 >1981 1946- 1946-1964 HOME HOME HOME HOME SCHOOL SCHOOL SCHOOL PUBLIC PUBLIC INTERNET
  • 36. Xers Generation ’65 – ’80 : Relationship with information http://www.geocities.com/uconkie/web/pemandangan.jpg
  • 37. Millennial : Relationship With Information Challenge : How to Filter Information - Usator
  • 38. Millennial =New Digital Native Will Grow • Freedom • Customize • Scrutinizers • Integrity and Openness • Entertainment and play • Collaboration and Relationship • Speed
  • 39. Emerging Cultural Practice Peering Paticipation & Co Creation Openness Power of Us Make the world better through collaboration
  • 40. The New Media Ecosystem The new water cooler “Social software” Informal networks Conversational media Online diaries Personal expression engines When you want, where you want, on your terms
  • 41. Audience Generated Content Nearly 57% of online teens are Content Creators. About one third share their artwork, photos, stories or videos. 22% have their own personal web sites and 19% have their own web log.
  • 42.
  • 43.
  • 44.
  • 45. Paradigm shift Trend in Mass Collaboration Era Demographic Trend • Making your experience irrelevant Expertise Trend • Making your knowledge irrelevant Attention Trend • Making your offers irrelevant Democratic Trend • Making your power irrrelevant
  • 47. Scholl 2.0 7 Tips For Educators Don’t throw technology into classroom and hope for good things Cut back on lecturing Empower students to collaborate Focus on lifelong learning, not teaching to the test Use technology to get to know each student Design educational programs according to the Eight norms Reinvent Yourself as a teacher, professor, or educator
  • 48. learn with technology the way students live with technology
  • 50.
  • 52. SIAP On-line On- tersedia saat ini
  • 53. Social Media Powerful new Publishing/ Distribution Platform
  • 54. Mau Cari Informasi Apa Aja : Google
  • 56.
  • 58.
  • 59. The Dark Side of IT 3G : Girls Games • 3G Gaming marketplace by 2006: $16 Billion Source: 3G.co.uk, Feb. 2003 Gambling
  • 61. The latest news maker Sumber : Detik.com
  • 62. Apa itu Internet Sehat? Akses internet ke situs-situs yang bersih dari: situs- • Konten-konten asusila Konten- • Malicious Software • Phishing Visual Identity People Identity
  • 63. Kenapa Internet Sehat? Trend peningkatan pengakses internet pornografi di Indonesia. • Peringkat 7 dunia (tahun 2006) • Peringkat 5 dunia (tahun 2007) • Peringkat 3 dunia (tahun 2008) Sumber: Internet surveyor pemerintah, Pery Umar Farouk 2009
  • 64.
  • 65.
  • 66. Antisipasi ATHG Internet : Online Safety Guide Selalu Menjaga anak-anak/pelajar anak- untuk menggunakan internet secara “aman” adalah tugas & tanggung jawab semua pihak Orang tua harus membimbing dan berada dekat dengan anak-anak saat anak- mereka menggunakan internet. Para GURU harus membantu dan mengarahkan murid-muridnya murid- untuk menggunakan Internet seperlunya , bermanfaat dan aman Komunitas masyarat lainnya harus membantu melakukan pendidikan penggunaan internet secara aman dan bermanfaat DIGITAL CULTURE Anak- Anak-anak dan pelajar harus belajar untuk bertanggung jawab atas tingkah laku mereka dengan bimbingan keluarga, guru dan komunitas masyarat.
  • 67. Antisipasi ATHG Internet : Online Safety Tips Gunakan Parental Software yang berfungsi : • URL and Content Filtering. • Online Monitoring / Logging. • Online Time Scheduling. • Block Child’s/Students Personal Information from being posted / emailed. Gunakan browser khusus untuk anak-anak. anak- Gunakan opsi keamanan surfing Internet bagi anak- anak- anak yang ditawarkan oleh ISP’s
  • 68. Antisipasi ATHG Internet : Privacy Personal Info Safety Tips Larang/ batasi browser’s cookies. Hanya berikan informasi pribadi anda kepada pihak yang terpercaya. Hanya gunakan situs yang terpercaya dan aman saat melakukan Internet Shopping. Lindungi dengan baik Informasi anda terutama informasi Financial , gunakan payment service yang terpercaya dan aman Catat setiap transaksi anda. Instalasi software pelindung privacy di komputer anda Here's me, just online, not doing much... as you and anyone else can see
  • 69. Outline Digital Technology Trend Why Should Educator Care Why Should Student Care Indigo: Creative Nation
  • 70. The 21st Century Student Active learner Creative New connection New communities New Content Mobile Multitasking Collaborative Producers
  • 71. Millennial wants to learn… with technology With one another Online In their time In their place Doing things that matter And FUN
  • 72. Learning With Fun…example IndiSmart Is a TELKOM brand, as TELKOM’s commitment in the ICT development for Indonesia Next Generation Education. IndiSmart A learning content as the result of business incubation, the cooperation between TELKOM and Industry & Business Incubator ITB www.indi- www.indi-smart.com
  • 73. Creative Industry Potential Knowledge- 1 People for 1/more Industry Creative Skilled 10,000 People for 100 Industries Worker Labor 1,000,000 People for 100 Industries Intensive http://mrsedenk.files.wordpress.com/2008/04/kickandy1.jpg
  • 74. Outline Digital Technology Trend Why Should Educator Care Why Should Student Care Indigo: Creative Nation
  • 75. Indigo Initiatives Inisiatif terpadu Telkom Group untuk mendukung industri & komunitas kreatif yang sehat di Indonesia Indigo (Indonesia Digital Community) (Indonesia Community) Mendorong “Valuetainment Creativity” “Valuetainment Creativity”
  • 76. Digital Creative Opportunity 6.000.000 125.000.000 D’Massive RBT Transaction Mobilephone Users 6.000.000 Digital Music 3G Mobile Users 28% Broadband Users Growth 21.000.000 Indonesian Facebook Users 25.000.000 Internet Users
  • 77. Indigo Planet: Digital Community and Creativity Building • Kampung digital • Santri Indigo • Blog fest • Game course • MyFlexiLAND communicate learn • Indigo workshop • Video share & share & grow • Jurnalism • Music production • Music performance • Pasar kreasi •Indigo Centre • Indigo competition • Game arena work hard create & • Indigo award & fun innovate • Speedytrek Pleasant Environment
  • 78. Creative, Knowledge, & Social Enterpreneur Design, Branding, & Innovation for national & International market Commodities Trade Driven by Choice Micro-Enterpreneurs 10% of Enterprises Production for 6,5% of GDP Local market Diven by Necessity 90% of Enterprises 5% of GDP British Council: • Multimedia sector, high-tech on-line and software will grow high- on- •Indonesian are very strong in fashion, visual design, graphical design, and music
  • 79. Indigo Planet : Infrastructure Digital Content & Applications Digital Content & Applications Game Education Music Animation Schools Govt SMEs Digital Payment Digital Payment Digital Asset Management copyright Digital Asset directory media Management portal protection services server Broadband & Broadcast Broadband & Broadcast
  • 80. Indigo Planet : Creative Centre INTER NET SPHER E GAM DIGITA E L F&B LOUNG E MOVI E& MUSI C
  • 81. Indigo : Content Incubation & Community Engagement http://www.pasarkreasi.com http://Speedytrek.telkomspeedy.com http://game.telkomspeedy.com Game Edutaiment Music Animation Graphic Design Photography
  • 82.
  • 83. Business Incubation: Indigo Fellowship Creative Business Ideas Seed Capital Workshop & Digital Creative Successful Coaching Playground Digitalpreneur
  • 84. Fellowship Business Incubation Mei 09 Idea Fellowship Mei 09 Okt 09 Apr 10 Creative Fellowship Mei 10 Okt 10 Business Fellowship Development Assistance & formation of of Business Preparation Competition of business Selection & business legal complete Management plans Winners evaluation consulting business incubation Capabilities (assistance) (5 months) entities (training) Fail Fail Fail Partner :
  • 85. Our business portfolio (T.I.M.E) Telecom. Media Fixed Wireline Pay TV Fixed Wireless Cellular Broadband Access Information Satellite IT Services (Data Centre ,App Serv Edutainment Provider ,Call Centre& BPO, e-Payment) Portal E-Commerce Content Customers Retail/Individual SME Enterprise Wholesale 85
  • 86. Thank You Saiful Hidayat AVP IT Service Strategy Directorate of Information Technology PT. Telekomunikasi Indonesia saifulh@telkom.co.id www.namakuIful.com Facebook : saiful hidayat Twitter : iful270 Linkedin : saiful hidayat Slideshare : saiful hidayat/iful270
  • 87. Russian Gracias Spanish Japanese Obrigado Terima Kasih Brazilian Portuguese Grazie Merci Italian French Danke German Thank You Arabic English Thai Traditional Chinese