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Discovering Computers ©2016 Instructor’s Manual Page 1 of 18

Discovering Computers:
Tools, Apps, and the Impact of Technology ©2016
Chapter Three: Computers and Mobile Devices: Evaluating Options for
Home and Work
A Guide to this Instructor’s Manual:
We have designed this Instructor’s Manual to supplement and enhance your teaching experience through classroom
activities and a cohesive chapter summary.

This document is organized chronologically, using the same heading in red that you see in the textbook. Under each
heading you will find (in order): Lecture Notes that summarize the section, Figures and Boxes found in the section, if
any, Teacher Tips, Classroom Activities, and Lab Activities. Pay special attention to teaching tips, and activities geared
towards quizzing your students, enhancing their critical thinking skills, and encouraging experimentation within the
software.

In addition to this Instructor’s Manual, our Instructor’s Resources also contain PowerPoint Presentations, Test Banks,
and other supplements to aid in your teaching experience.

For your students:


Our latest online feature, CourseCasts, is a library of weekly podcasts designed to keep your students up to date with
the latest in technology news. Direct your students to http://coursecasts.course.com, where they can download the
most recent CourseCast onto their mp3 player. Ken Baldauf, host of CourseCasts, is a faculty member of the Florida
State University Computer Science Department where he is responsible for teaching technology classes to thousands of
FSU students each year. Ken is an expert in the latest technology and sorts through and aggregates the most pertinent
news and information for CourseCasts so your students can spend their time enjoying technology, rather than trying to
figure it out. Open or close your lecture with a discussion based on the latest CourseCast.

Table of Contents
Chapter Objectives
108: Computers and Mobile Devices
108: Mobile Computers and Desktops
116: Servers
117: Terminals
120: Supercomputers
121: Cloud Computing
122: Mobile Devices
131: Game Devices
132: Embedded Computers
134: Putting It All Together
134: Ports and Connections

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139: Protecting Hardware


142: Health Concerns of Using Technology
End of Chapter Material
Glossary of Primary Terms
Glossary of Secondary Terms

Chapter Objectives
Students will have mastered the material in Chapter Three when they can:
 Describe the characteristics and uses of gamepads, joysticks and wheels, dance pads,
laptops, tablets, desktops, and all-in-ones and motion-sensing controllers
 Describe the characteristics and types of  Identify uses of embedded computers
servers  Differentiate a port from a connector,
 Differentiate among POS terminals, ATMs, identify various ports and connectors, and
and self-service kiosks differentiate among Bluetooth, Wi-Fi, and
 Describe cloud computing and identify its NFC wireless device connections
uses  Identify safeguards against hardware theft
 Describe the characteristics and uses of and vandalism and hardware failure
smartphones, digital cameras, portable and  Discuss ways to prevent health-related
digital media players, e-book readers, and injuries and disorders caused from
wearable devices technology use, and describe ways to design
 Describe the characteristics of and ways to a workplace ergonomically
interact with game devices, including

108: Computers and Mobile Devices


LECTURE NOTES
 Use Figure 3-1 to recall the definitions of computer and mobile device from Chapter 1
 Discuss the aspects of computers and mobile devices to be reviewed in this chapter, from their
features, functions, and purchasing guidelines to the connection of peripheral devices,
protection against theft and failure, and the minimizing of health risks during their use

FIGURES and TABLES: Figure — 3-1

BOXES
1. BTW: Peripheral Devices. Offer the definition (and examples of) peripheral devices and remind
students that additional information is available on this subject.

CLASSROOM ACTIVITIES
1. Class Discussion: Every student is aware of, and most students probably are very comfortable with,
computers and mobile devices. Throughout this chapter, encourage students to share their experiences
with the kinds of computers and mobile devices described in the text.

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2. Quick Quiz:
1) What is a computer? (Answer: an electronic device, operating under the control of instructions
stored in its own memory, that can accept data (input), process the data according to specified
rules, produce information (output), and store the information for future use)
2) What is a mobile device? (Answer: a computing device small enough to hold in your hand)

3. Critical Thinking: What are some of the essential aspects of the daily lives of your students that are
made possible by computers and mobile devices?

108: Mobile Computers and Desktops


LECTURE NOTES
 Define personal computer
 Review some of the operating systems used by personal computers
 Define mobile computer
 Use Figure 3-2 to review the components of a personal computer
 Use Figure 3-3 to explain the differences between traditional and ultrathin laptop computers and
include the term notebook computer in your discussion
 Use Figure 3-4 to explain the differences between slate and convertible tablets
 Use Figure 3-5 to explain what a phablet is
 Use Figure 3-6 to explain what a handheld computer is and how it is used
 Use Figure 3-7 to explain the components of desktops and all-in-one computers

FIGURES and TABLES: Figures — 3-2, 3-3, 3-4, 3-5, 3-6, 3-7

BOXES
1. BTW: Discuss the term PC and how this term is used.

2. Secure IT 3-1: Avoid Malware Infections. Discuss in detail the guidelines that students should follow
to avoid malware infections on their computers and mobile devices, when visiting websites, using social
media and email, and the like.

3. Consider This: What is inside a personal computer? Discuss the electronic components of a personal
computer and include definitions of motherboard, processor (or CPU), and memory in your discussion.

4. Internet Research: What is a computer chip? Encourage students to experiment with using the
following search terms in their favorite search engine: computer chip.

5. BTW: Technology Innovator. Invite students to make sure they are familiar with Samsung and
remind students that additional information is available on this subject.

6. Ethics and Issues 3-1: What Punishment for Webcam Spying Is Appropriate? Discuss the use of
webcams and other similar technology for spying, and encourage students to engage in this debate, from
the perspective of both an individual and a corporate entity, like Google with regard to the Google
Street View product.

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7. BTW: Ultrabooks. Define ultrabook and remind students that additional information is available on
this subject.

8. BTW: Pens. Discuss the pens used by some devices and remind students that additional information is
available on this subject.

9. Consider This: What is a phablet? Use Figure 3-5 to explain what a phablet is.

10. Mini Feature 3-1: Mobile Computer Buyer’s Guide. Review the considerations for the purchase of a
mobile computer.

11. BTW: Monitor Speakers. Discuss the integration of speakers into computer monitors, and remind
students that additional information is available on this subject.

12. BTW: Dell. Discuss Dell and its founder Michael Dell and remind students that additional
information is available on this subject.

13. Consider This: Who uses desktops? Review some of the professions that continue to make use of
desktops for a variety of different reasons and purposes. Define gaming desktop and workstation.14.
Internet Research: Which movies use computer animation? Encourage students to experiment with
using the following search terms in their favorite search engine: movies using computer animation.

15. BTW: High-Tech Talk. Discuss how touch screens use capacitive, resistive, surface wave, and other
technologies to sense touch and remind students that additional information is available on this subject.

16. Mini Feature 3-2: Desktop Buyer’s Guide. Review the considerations for the purchase of a desktop
computer.

CLASSROOM ACTIVITIES
1. Class Discussion: Ask students about their experience with handheld computers as described in the
text. What industries or experiences have particularly benefited from the advent of handheld
computers? What activities could not be done without them?

2. Assign a Project: Ask students to research phablets online. For what purposes are they particularly
suited?

3. Quick Quiz:
1) To what does the system unit refer in a desktop? (Answer: the case that contains and protects
the motherboard, hard disk drive, memory, and other electronic components of the computer
from damage)
2) The term form factor refers to the resolution of a computer monitor. True or false? (Answer:
False)
3) What is an all-in-one desktop? (Answer: a desktop without a tower that instead houses the
screen and system unit in the same case)
4) A slate tablet contains a phy
5) sical keyboard. True or false? (Answer: False)

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4. Critical Thinking: Though desktops once dominated the computer market, the advent of laptops and
mobile devices have changed the game. Beyond the examples provided in the text, under what
circumstances (either professional or personal) do desktops remain the computer of choice?

LAB ACTIVITIES
1. Assign students the task of researching the purchase of a desktop computer using the guidelines in
the text and ask them to report on their recommendations. As an additional component of this activity,
give them a specific professional role (e.g., game developer, multimedia designer) and ask them to factor
the requirements of that role into their research and their ultimate recommendation.

2. Assign students the task of researching the purchase of a mobile computer using the guidelines in the
text and ask them to report on their recommendations. As an additional component of this activity, give
them a specific professional role (e.g., salesperson) and ask them to factor the requirements of that role
into their research and their ultimate recommendation.

116: Servers
LECTURE NOTES
 Define server
 Discuss the variety of services provided by servers
 Use Table 3-1 to review the range of dedicated servers available to perform a variety of different
functions
 Define the following servers: application, backup, database, domain name, file, FTP, game, home,
list, mail, network, print, and web
 Use Figure 3-8 to review the different server form factors: rack, blade, and tower
 Define virtualization and server virtualization
 Use Figure 3-9 to explain what a server farm is
 Define mainframe

FIGURES and TABLES: Figures — 3-8, 3-9; Table — 3-1

BOXES
1. Consider This: Which server should you use? Review the examples of form factors in the text in
terms of which is the best match for a given situation.

TEACHER TIPS
Server virtualization is an interesting development in information technology which may be of interest
to students. Some industry observers offer that server virtualization has become popular in part because
the IT industry has had to shift from deploying new services and applications to focusing instead on
managing existing infrastructure and that as a result, the rate of innovation for new capabilities and
software has slowed down. To compensate for this, many organizations are using virtualization to
radically simplify the administration of their existing servers. This takes the form of reducing
operational overhead in staffing, power, backup, hardware, and software maintenance.

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CLASSROOM ACTIVITIES
1. Class Discussion: The growing movement toward decentralization in business, coupled with the
increasing power of servers, has led to a recent trend away from mainframe computers and toward
servers. Ask students what advantages servers might have over larger computers, such as mainframes,
for a business.

2. Class Discussion: As cloud computing gets more popular, this phenomenon has had one unintended
consequence. The Environmental Protection Agency notes that the nation's data centers are consuming
more than 100 billion kilowatt-hours, which costs more than $7 billion each year—a rate that is double
what they consumed six years ago. Discuss with students the implications of this phenomenon in terms
of green computing.

3. Group Activity: Present students with a variety of examples of corporate situations and ask students
to suggest which form factor of server would be optimal for those situations.

4. Group Activity: If the school has a server or mainframe in a central computing center, arrange for a
guided tour.

5. Quick Quiz:
1) Which of the following is a server housed in a slot on a metal frame? (a) rack (b) blade (c) tower
(d) virtual (Answer: a)
2) Cloud computing uses server virtualization. True or false? (Answer: True)
3) What is virtualization? (Answer: the practice of sharing or pooling computing resources, such as
servers or storage devices)
4) A tower server is a server in the form of a single circuit board. True or false? (Answer: False)

117: Terminals
LECTURE NOTES
 Define terminal and thin client
 Use Figure 3-10 to define POS terminal
 Explain what a bar code reader is
 Explain what it means for a POS terminal to be Internet capable
 Use Figure 3-11 to define ATM and PIN
 Use Figure 3-12 to define kiosk and use Table 3-2 to review some of the functions of self-service
kiosks (in particular DVD kiosks, as shown in this figure)

FIGURES and TABLES: Figures — 3-10, 3-11, 3-12; Table — 3-2

BOXES
1. BTW: Technology Trend. Discuss Bitcoin as a digital currency and remind students that additional
information is available on this subject.

2. Secure IT 3-2: ATM Safety. Review all these guidelines for keeping students from being the victims of
criminal activity regarding their usage of ATMs. Define the term skimmer.

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3. Internet Research: What is a mobile boarding pass? Encourage students to experiment with using the
following search terms in their favorite search engine: mobile boarding pass.

CLASSROOM ACTIVITIES
1. Now You Should Know: Have students visit this chapter’s premium content for practice quiz
opportunities.

120: Supercomputers
LECTURE NOTES
 Use Figure 3-13 to define supercomputer
 Review some of the applications of supercomputing technology

FIGURES and TABLES: Figure — 3-13

BOXES
1. Internet Research: How is the fastest supercomputer used? Encourage students to experiment with
using the following search terms in their favorite search engine: fastest supercomputer.

2. Now You Should Know: Be sure students understand the material in Computers and Mobile Devices,
Mobile Computers and Desktops, Servers, Terminals, and Supercomputers sections, and how it relates to
the chapter objectives listed. Encourage students to discover more using the chapter’s premium content
and practice quizzes.

CLASSROOM ACTIVITIES
1. Assign a Project: What is the origin of the universe? It is a big question and supercomputers are
making it possible to note what went on during the universe's birth, 13 billion years ago in trillion-
degree Celsius temperatures during the Big Bang. Researchers at the University of Texas in Austin have
used supercomputers to simulate the creation of the first galaxy, and NASA scientists have simulated the
creation of stars from cosmic dust and gas. In addition to solving cosmic mysteries like these,
supercomputers have many other applications. Encourage students to use their favorite search engine to
research another interesting use of supercomputing technology and write a brief recap of their findings.

2. Quick Quiz:
1) What is a supercomputer? (Answer: the fastest, most powerful computer, and the most
expensive)

121: Cloud Computing


LECTURE NOTES
 Use Figure 3-14 to define cloud computing

FIGURES and TABLES: Figure — 3-14

BOXES
1. BTW: The Cloud. Discuss the common graphical representation of the cloud and remind students
that additional information is available on this subject.

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2. Internet Research: How secure is the cloud? Encourage students to experiment with using the
following search terms in their favorite search engine: cloud privacy issues.

3. Consider This: Are all cloud services available to everyone? Differentiate between public clouds and
private clouds, and mention that some cloud services are hybrid.

TEACHER TIP
Students interested in cloud computing may be interested in one of the most important related
developments: software as a service (SaaS). In software as a service, computer applications are accessed
over the Internet instead of being installed on a local computing device or in a local data center.
Examples include the use of an online word processor like Google Docs. The benefits of SaaS include
the dynamic scalability and device independence, along with the ability to use an application without
fixed costs. Many SaaS applications are also collaborative, which empowers multiple users to work on
shared documents at the same time. All of these benefits herald a significant new direction in software
engineering — and opportunities.

CLASSROOM ACTIVITIES
1. Quick Quiz:
1) To what does cloud computing refer? (Answer: an environment of servers that house and
provide access to resources users access through the Internet)
2) Businesses use cloud computing to more efficiently use resources, such as servers and programs,
by shifting usage and consumption of these resources from a local environment to the Internet.
True or false? (Answer: True)

2. Critical Thinking: Apple co-founder Steve Wozniak has been quoted as saying: “With the cloud, you
don’t own anything. You already signed it away” (regarding the terms of service with a cloud provider
to which computer users must agree). “I want to feel that I own things. A lot of people feel, ‘Oh,
everything is really on my computer,’ but I say the more we transfer everything onto the [W]eb, onto
the cloud, the less we’re going to have control over it.” Ask students to debate this view, and to consider
the consequences of their point of view.

122: Mobile Devices


LECTURE NOTES
 Remind students of the definition of a mobile device
 Use Figure 3-15 to define smartphone and review the features that many typing options
smartphones have, in addition to conventional phone capabilities
 Explain what an on-screen keyboard is and discuss swipe keyboard app, portable keyboard and
virtual keyboard
 Define predictive text
 Explain what text message service (or SMS, or short message service) is and review the options for
text message services
 Define common short code (CSC)
 Explain what picture/video message service (or MMS, or multimedia message service) is and review
the options for picture/video message services
 Explain what voice mail and visual voice mail are

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 Provide the definition of a digital camera and distinguish a point-and-shoot camera from an SLR
camera using Figure 3-16
 Use Figure 3-17 to review the way in which a digital camera works
 Define resolution and charge-coupled device (CCD)
 Use Figure 3-18 to define pixel
 Define optical resolution and enhanced resolution
 Use Figure 3-19 to provide the definition of a portable media player
 Explain what earbuds and a touch-sensitive pad are
 Define media library
 Use Figure 3-20 to provide the definition of a digital media player (streaming media player)
 Use Figure 3-21 to provide the definition of an e-book reader (e-reader)
 Use Figure 3-22 to define wearable devices and discuss the types of wearable devices, including
activity trackers, smartwatches, and smartglasses (smart eyewear)

FIGURES and TABLES: Figures — 3-15, 3-16, 3-17, 3-18, 3-19, 3-20, 3-21, 3-22

BOXES
1. Ethics and Issues 3-2: Should Recycling of Electronics Be Made Easier? Encourage students to engage
in this debate — and also to share their own ideas about what might reduce e-waste and promote
recycling.

2. BTW: High-Tech Talk. Encourage students to familiarize themselves with voice recognition
technology and remind students that additional information is available on this subject.

3. Consider This: How do you type text messages on a phone that has only a numeric keypad and no
touch screen? Survey students about their experience — and facility — with a keypad like the one
described in the text.

4. Consider This: What is the difference between push and pull notifications? Survey students about
their experience with push and pull notifications.

5. Internet Research: What messaging apps are recommended? Encourage students to experiment with
using the following search terms in their favorite search engine: best messaging apps.

6. Consider This: Do you need a messaging service to send a text or picture/video message? Survey
students about their experience with mobile messaging apps and ask them to discuss their capabilities
and cost.

7. BTW: Analog vs. Digital. Offer definitions of analog and digital technology, contrasting the two, and
remind students that additional information is available on this subject.

8. Secure IT 3-3: Safe Mobile Device Use in Public Areas. Review the suggestions for keeping students
from being the victims of criminal activity regarding their usage of mobile devices.

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9. Consider This: Do you need a digital camera if you have a camera built into your mobile phone?
Survey students about their experience using the camera in their mobile phone and ask them to debate
its strengths and limitations.

10. Internet Research: What is an SD card? Encourage students to experiment with using the following
search terms in their favorite search engine: sd card information.

11. BTW: Sony. Encourage students to familiarize themselves with Sony and remind students that
additional information is available on this subject.

12. BTW: EarPods. Provide the definition of EarPods and remind students that additional information is
available on this subject.

13. Mini Feature 3-3: Mobile Device Buyer’s Guide. Review the considerations for the purchase of a
smartphone, digital camera, or portable media player.

14. BTW: Electronic Paper Screen. Ask students to consider their own preferences (black-and-white
screens versus color) and remind students that additional information is available on this subject.

15. Consider This: Do you need a separate e-book reader if you have a tablet or other device that can
function as an e-book reader? Survey students about their experience using a tablet (or even a
smartphone) as an e-book reader and ask them to debate its strengths and limitations.

16. Internet Research: Which activity trackers are the most widely used? Encourage students to
experiment with using the following search terms in their favorite search engine: popular activity
trackers.

17. Internet Research: How does augmented reality apply to smartglasses? Encourage students to
experiment with using the following search terms in their favorite search engine: augmented reality.

CLASSROOM ACTIVITIES
1. Quick Quiz:
1) With predictive text input, you press keys on the screen using your fingertip or a stylus. True or
false? (Answer: False)
2) With SMS, messages are typically fewer than 300 characters. True or false? (Answer: True)
3) Approximately what percent of e-waste is recycled? (Answer: 20)
4) Which is more expensive, a point-and-shoot camera or an SLR camera? (Answer: an SLR
camera)
5) When does inattentional blindness occur? (Answer: when a person’s attention is diverted while
performing a natural activity, such as walking)
6) What is optical resolution? (Answer: the actual resolution at which a photograph is taken)

131: Game Devices


LECTURE NOTES
 Define game console
 Explain what a handheld game device is

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 Use Figure 3-23 to discuss the following options for directing movements and actions of on-screen
objects: gamepad, joystick, pedals and wheel, dance pad, motion-sensing game controllers, and
balance board

FIGURES and TABLES: Figure — 3-23

BOXES
1. BTW: Nintendo. Encourage students to familiarize themselves with Nintendo and remind students
that additional information is available on this subject.

2. Internet Research: Which video games are the most widely used? Encourage students to experiment
with using the following search terms in their favorite search engine: popular video games.

3. Ethics and Issues 3-3: Are Fitness Video Games and Apps Qualified to Provide Medical Advice?
Encourage students to engage in this debate — and also to share their own ideas about what the
appropriate role of video games and smartphone apps are in terms of providing information about
workout routines and other fitness information. Survey students about their experience with these
resources.

CLASSROOM ACTIVITIES
1. Quick Quiz:
1) What is a game console? (Answer: a mobile computing device designed for single-player or
multiplayer video games)
2) A gamepad is a flat, electronic device divided into panels that users press with their feet in
response to instructions from a music video game. True or false? (Answer: False)

132: Embedded Computers


LECTURE NOTES
 Define embedded computer
 Review the everyday products that make use of embedded computing technology
Discuss Figure 3-24 and the various embedded computers designed to improve safety, security and
performance in today’s vehicles

FIGURES and TABLES: Figure — 3-24

BOXES
1. Ethics and Issues 3-4: Does In-Vehicle Technology Foster a False Sense of Security? Encourage
students to engage in this debate — and also to share their own experiences with technologies as
described in the text (and perhaps also operating vehicles without the benefit of these technologies).

2. Consider This: Can embedded computers use the Internet to communicate with other computers and
devices? Using Smart TV technology — as well as the Internet of Things described in the text — discuss
the phenomenon of M2M communications.

CLASSROOM ACTIVITIES
1. Assign a Project: Encourage students to read more about the Internet of Things online and to write a

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brief recap of their findings.

2. Quick Quiz:
1) What is an embedded computer? (Answer: a special-purpose computer that functions as a
component in a larger product)

134: Putting It All Together


LECTURE NOTES
 Use Table 3-3 to review the categories of computers and mobile devices discussed to this point

FIGURES and TABLES: Table — 3-3

BOXES
1. BTW: Technology Trend. Discuss with students the concept of donating computer resources to
worthy scientific research, for example, and remind students that additional information is available on
this subject.

2. Now You Should Know: Be sure students understand the material in Cloud Computing, Mobile
Devices, Game Devices, Embedded Computers, and Putting It All Together sections, and how it relates
to the chapter objectives listed. Encourage students to discover more using the chapter’s premium
content and practice quizzes.

CLASSROOM ACTIVITIES
1. Now You Should Know: Have students visit this chapter’s premium content for practice quiz
opportunities.

LAB ACTIVITIES
1. As a possible assignment, ask students to research volunteer computing opportunities (potentially in
an area of interest to them) using their favorite search engine. SETI@home is one famous example, but
there are many options, including in research related to cancer, climate change, and HIV/AIDS.

134: Ports and Connections


LECTURE NOTES
 Use Figure 3-25 to define port
 Define connector and use Table 3-4 to review the popular types of ports and connectors found in
computers and mobile devices today
 Explain the function of a USB port
 Define backward compatible and explain the function of a USB hub
 Explain what a port replicator is
 Use Figure 3-26 to define docking station
 Introduce the wireless communications technologies of Bluetooth, Wi-Fi, and NFC
 Discuss the range limitations of Bluetooth technology
 Explain the function of a Bluetooth wireless port adapter
 Define Wi-Fi and discuss the range implications for Wi-Fi technology

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 Define NFC (near field communications) and discuss the objects and devices that take advantage of
this technology

FIGURES and TABLES: Figures — 3-25, 3-26; Table — 3-4

BOXES
1. BTW: Encourage students to familiarize themselves with jack, the alternative to the term port, and
remind students that additional information is available on this subject.

2. Secure IT 3-4: Public USB Charging Stations – Safe or Not? Review the suggestions for keeping
students from being the victims of criminal activity regarding their usage of charging kisosks and
stations.

3. How To 3-1: Pair Bluetooth Devices. Explain what it means to pair two Bluetooth devices and define
discoverable mode. Review the steps to make these pairings.

4. How To 3-2: Connect Your Phone to a Wi-Fi Network to Save Data Charges. Review the steps to
connect your phone to a Wi-Fi network.

5. Consider This: What are some uses of NFC devices? Survey students about their experience using
NFC technology.

TEACHER TIP
A memorable story about the origin of the name “Bluetooth” is likely to stick with students and
facilitate their remembering what Bluetooth technology is designed to achieve: Bluetooth was
developed by Ericsson in 1994 as a low-cost, powerful radio interface that could connect mobile
telephones to various devices. It was designed to work with different operating systems and was named
for a 10th-century Danish king, Harald Bluetooth, who united Denmark and Norway and reconciled
religious differences in the two countries.

CLASSROOM ACTIVITIES
1. Quick Quiz:
1) How does NFC technology transmit data between two NFC-enabled devices? (Answer: using
close-range radio signals)
2) In closed areas, the wireless range for Wi-Fi computers is about 300 feet. True or false? (Answer:
False)
3) What is a docking station? (Answer: an external device that attaches to a mobile computer or
device and contains a power connections and provides connections to peripheral devices)

2. Critical Thinking: As NFC technology emerges, what are some additional uses of this technology that
students could envision in addition to the ones in the text?

LAB ACTIVITIES
1. If possible, to help students better appreciate how these ports and connectors differ from one another,
bring them into the lab to see these ports on the back of some demonstration machines.

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139: Protecting Hardware


LECTURE NOTES
 Discuss the kinds of threats (e.g., theft, vandalism) to which computers and mobile devices are
subject
 Discuss the use of device-tracking apps for determining the location of a lost or stolen computer
 Use Figure 3-27 to define the function of a fingerprint reader
 Discuss some of the reasons for hardware failure
 Define the following terms and discuss the implications thereof: undervoltage, brownout, blackout,
overvoltage (power surge), and spike
 Use Figure 3-28 to discuss the function of a surge protector (or surge suppressor)
 Use Figure 3-29 to discuss the function of an uninterruptible power supply (UPS)

FIGURES and TABLES: Figures — 3-27, 3-28, 3-29

BOXES
1. Internet Research: How prevalent is theft of mobile devices? Encourage students to experiment with
using the following search terms in their favorite search engine: mobile device theft.

2. BTW: Lost Computers or Devices. Encourage students to consider displaying their name and phone
number on the password screen as a way to potentially retrieve a lost computer, and remind students
that additional information is available on this subject.

3. How To 3-3: Evaluate Surge Protectors and UPSs. Explain what features to evaluate when purchasing
a surge protector or UPS. Review other factors to consider while evaluating.

4. Consider This: What other measures can organizations implement if their computers must remain
operational at all times? Explain what a fault-tolerant computer is and discuss the industries where this
technology is critical.

CLASSROOM ACTIVITIES
1. Quick Quiz:
1) What is a UPS? (Answer: a device that contains surge protection circuits and one or more
batteries that can provide power during a temporary or permanent loss of power)
2) An offline UPS always runs off the battery. True or false? (Answer: False)

142: Health Concerns of Using Technology


LECTURE NOTES
 Introduce some of the health concerns concomitant with the widespread use of technology
 Define repetitive strain injury (RSI), citing the examples of technology-related tendonitis and carpal
tunnel syndrome (CTS) using Figure 3-30
 Use Figure 3-31 to explain what computer vision syndrome (CVS) is
 Review some of the other ailments associated with extensive use of computers
 Define ergonomics and use Figure 3-32 to review the features of an ergonomic workspace
 Define technology addiction and technology overload

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Discovering Computers ©2016 Instructor’s Manual Page 15 of 18

FIGURES and TABLES: Figures — 3-30, 3-31, 3-32

BOXES
1. Consider This: What can you do to prevent technology-related tendonitis or CTS? Survey students
about their own experience with pain or injuries related to their use of technology and review the
precautions listed.

2. How To 3-4: Evaluate Earbuds and Headphones. Explain what features to evaluate when purchasing a
earbuds or headphones. Review other factors to consider while evaluating based on your preferences
and needs.

3. Internet Research: What is a text neck? Encourage students to experiment with using the following
search terms in their favorite search engine: text neck.
4. Consider This: How can you tell if you are addicted to technology? Provide some of the symptoms of
users with technology addiction.

5. Now You Should Know: Be sure students understand the material in Ports and Connections,
Protecting Hardware, and Health Concerns of Using Technology sections, and how it relates to the
chapter objectives listed. Encourage students to discover more using the chapter’s premium content and
practice quizzes.

CLASSROOM ACTIVITIES
1. Now You Should Know: Have students visit this chapter’s premium content for practice quiz
opportunities.

End of Chapter Material

 Study Guide materials reinforce chapter content.

 Key Terms present the terms from the text to help students prepare for tests and quizzes. Students
should know each Primary Term (shown in bold-black characters in the chapter) and be familiar
with each Secondary Term (shown in italic characters in the chapter).

 Checkpoint activities provide multiple-choice, true/false, matching, and consider this exercises to
reinforce understanding of the topics presented in the chapter.

 Problem Solving activities call on students to relate concepts to their own lives, both personally and
professionally, as well as provide collaboration opportunity.

 How To: Your Turn activities enable students to learn and to reinforce new practical skills with
personally meaningful and applicable exercises.

 Internet Research exercises require follow-up research on the web and suggest writing a short
article or presenting the findings of the research to the class.

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Discovering Computers ©2016 Instructor’s Manual Page 16 of 18

 Critical Thinking activities provide opportunities for creative solutions to the thought-provoking
activities presented in each chapter. They are constructed for class discussion, presentation, and
independent research and designed for a team environment.

Glossary of Primary Terms


 all-in-one (114)
 Bluetooth (137)
 cloud computing (121)
 computer (108)
 computer vision
 syndrome (143)
 connector (135)
 desktop (114)
 digital camera (125)
 digital media player (128)
 e-book reader (129)
 embedded computer (132)
 ergonomics (144)
 game console (131)
 handheld game device (131)
 laptop (111)
 mobile computer (108)
 mobile device (108)
 NFC (138)
 overvoltage (140)
 port (134)
 portable media player (127)
 power surge (140)
 resolution (127)
 server (116)
 smartphone (123)
 surge protector (140)
 tablet (112)
 technology addiction (144)
 undervoltage (140)
 uninterruptible power
 supply (UPS) (140)
 USB port (136)
 wearable device (130)
 Wi-Fi (138)
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Discovering Computers ©2016 Instructor’s Manual Page 17 of 18

 mail server (116)


Glossary of Secondary Terms
 mainframe (117)
 all-in-one desktop (114)  media library (128)
 activity tracker (130)  megapixel (MP) (127)
 application server (116)  MMS (multimedia message service) (124)
 ATM (118)  motherboard (110)
 backup server (116)  motion-sensing game controller (132)
 backward compatible (136)  network server (116)
 balance board (132)  noise cancelling (143)
 bar code reader (118)  notebook computer (111)
 blackout (140)  on-screen keyboard (123)
 blade server (116)  optical resolution (127)
 brownout (140)  pairing (137)
 building automation systems (145)  peripheral device (108)
 charge-coupled device (CCD) (126)  personal computer (108)
 common short code (CSC) (124)  phablet (112)
 convertible tablet (112)  PIN (118)
 CPU (110)  pixel (127)
 CVS (143)  point-and-shoot camera (125)
 dance pad (131)  port replicator (136)
 database server (116)  portable keyboard (124)
 discoverable mode (137)  POS terminal (118)
 docking station (136)  predictive text (123)
 domain name server (116)  print server (116)
 DVD kiosk (120)  processor (111)
 earbuds (128)  pull notification (124)
 EarPods (128)  push notification (124)
 e-book (129)  rack server (116)
 enhanced resolution (127)  repetitive strain injury (RSI) (142)
 e-reader (129)  server farm (117)
 fault-tolerant computer (141)  server virtualization (117)
 file server (116)  slate tablet (112)
 fingerprint reader (139)  SLR camera (125)
 FTP server (116)  smart digital camera (125)
 game server (116)  smart eyewear (130)
 gamepad (131)  smartglasses (130)
 gaming desktop (114)  smartwatch (130)
 Google Street View (111)  SMS (short message service) (124)
 handheld computer (112)  spike (140)
 home server (116)  storage server (116)
 Internet of Things (133)  streaming media player (128)
 jack (134)  stylus (112)
 joystick (131)  supercomputer (120)
 juice jacking (136)  surge suppressor (140)
 kiosk (119)  swipe keyboard app (123)
 list server (116)  system unit (114)

© 2016 Cengage Learning®. May not be scanned, copied or duplicated, or posted to a publicly accessible website, in whole or in part.
Discovering Computers ©2016 Instructor’s Manual Page 18 of 18

 technology overload (144)


 telematics (133)
 terminal (117)
 text-to-speech feature (129)
 thin client (117)
 touch-sensitive pad (128)
 tower (114)
 tower server (116)
 ultrabook (111)
 USB hub (136)
 virtual keyboard (124)
 virtualization (117)
 visual voice mail (125)
 voice mail (125)
 wearable (130)
 web server (116)
 wheel (131)
 workstation (114)
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© 2016 Cengage Learning®. May not be scanned, copied or duplicated, or posted to a publicly accessible website, in whole or in part.

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