EMER GING TECHNOLOGIES AND APPLICATIONS
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Subject: Ict
Class: SHS 1
Term: 1st Term
Week: 10
Grade code: 1.1.2.LI.3
Strand code: 1
Sub-strand code: 2
Content standard code: 1.1.1.CS.1
Indicator code: 1.1.2.LI.3
Theme: ICTs IN THE SOCIETY
Subtheme: EMER GING TECHNOLOGIES AND APPLICATIONS
This page supports the lesson note with a companion video and a short classroom-ready summary.
For class groups and homework, share this lesson page so learners also get the summary, objectives, and full lesson context.
In today's Ghana, digital devices are everywhere. From the smartphone in your pocket used for MTN MoMo, to the digital camera capturing memories at a wedding, these technologies have changed how we live, work, learn, and play. This lesson will move beyond simply knowing the names of these devices. We will explore what they are designed for (their purpose) and the many different ways we use them in our daily lives (their applications). Understanding these tools is the first step to becoming a responsible and skilled digital citizen.
This lesson focuses on understanding the tools that shape our modern world. Let's break them down one by one. a) Smartphones Definition: A smartphone is a mobile phone that performs many of the functions of a computer, typically having a touchscreen interface, internet access, and an operating system capable of running downloaded applications (apps). Primary Purpose: To provide a single, portable device for communication, information access, and personal computing. It is the "all-in-one" device. Uses in Ghana: Communication: Making calls, sending SMS, and using apps like WhatsApp and Telegram for messaging and video calls to connect with family and friends locally and abroad. Financial Transactions: This is huge in Ghana. Using Mobile Money (MTN MoMo, Vodafone Cash, AirtelTigo Money) to send and receive money, pay for goods at the market, pay utility bills (ECG, Ghana Water), and even buy airtime. Information & Education: Browsing websites like GhanaWeb or MyJoyOnline for news, using Google Maps to navigate through Accra or Kumasi, accessing educational materials, and checking WAEC results. Business & E-commerce: Small business owners use WhatsApp Business to communicate with customers. People buy and sell goods on platforms like Jiji.com or Tonaton.com. Entertainment: Watching videos on YouTube, streaming music, playing mobile games, and using social media apps like Instagram, TikTok, and Facebook. b) Digital Cameras Definition: A device that captures photographs in digital memory. Unlike a smartphone, its main and often only function is to take high-quality pictures and videos. Primary Purpose: To capture high-resolution images and videos with greater control over settings like focus, exposure, and zoom than a typical smartphone. Uses in Ghana: Professional Photography: Essential for photographers at weddings, funerals, outdoorings, and corporate events. The quality is much higher than a phone, which is important for printing large photos. Media and Journalism: Journalists and reporters use them to capture clear, detailed images for news stories. Content Creation: Ghanaian YouTubers and Instagram influencers who focus on high-quality visuals (e.g., travel bloggers, food bloggers) use digital cameras for their professional look. Hobby and Art: Many people enjoy photography as a hobby, capturing Ghana's beautiful landscapes, festivals, and daily life. c) Wearable Devices (Wearables) Definition: Electronic devices that can be worn as accessories, embedded in clothing, implanted in the user's body, or even tattooed on the skin. The most common types are smartwatches and fitness trackers. Primary Purpose: To collect data (like health metrics) and provide convenient access to notifications and simple tasks without needing to handle a smartphone. Uses in Ghana: Health and Fitness: Tracking daily steps, monitoring heart rate during exercise, and tracking sleep patterns. This is becoming popular among health-conscious individuals in urban areas. Convenience: Receiving WhatsApp messages, call notifications, and other alerts directly on your wrist. This is useful when driving or in a meeting. Mobile Payments: Some advanced smartwatches can be linked to bank cards for tap-to-pay services at modern supermarkets like Shoprite or Palace Mall. Safety: Some watches have features like fall detection or emergency SOS, which can be valuable for the elderly. d) Game Devices (Consoles and Handhelds) Definition: Electronic devices specifically designed for playing video games. They connect to a display (like a TV) or have their own built-in screen. Primary Purpose: To provide an immersive and high-performance entertainment experience through video games. Uses in Ghana: Entertainment: Very popular for leisure. Game consoles like Sony PlayStation (PS4, PS5) and Microsoft Xbox are common in homes and game centres. Social Interaction: Playing online games like FIFA, Call of Duty, or Fortnite with friends and other players across Ghana and the world. E-sports: A growing industry in Ghana where professional gamers compete in tournaments for prize money. Handheld Gaming: Devices like the Nintendo Switch or mobile gaming controllers attached to smartphones allow for gaming on the go, for example, during long bus rides. e) E-book Readers (E-readers) Definition: A mobile electronic device that is designed primarily for the purpose of reading digital books and periodicals (e-books). Primary Purpose: To provide a comfortable reading experience that mimics reading on paper, with a long battery life and minimal eye strain, thanks to its "e-ink" screen. Uses in Ghana: Education: Students can store and read multiple textbooks and revision notes (like PDF versions of WAEC past questions) on a single light device, instead of carrying heavy books. Leisure Reading: Accessing a vast library of international and local books from online stores like Amazon Kindle Store. This is cheaper and more convenient than shipping physical books to Ghana. Accessibility: Readers can instantly change the font size, which is very helpful for people with vision problems. f) Portable and Digital Media Players Definition: A portable consumer electronics device capable of storing and playing digital media such as audio, images, and video files. Primary Purpose: To allow users to carry their entire music or video library with them for on-the-go entertainment. Note on Relevance: While dedicated devices like the Apple iPod were once extremely popular, their function has now been almost entirely absorbed by smartphones. Today, most people use their phones as their primary media player. It's important to understand this evolution. The concept of a portable media player lives on inside our phones.
Guided Practice (With Solutions)
Instructions: Read the following scenarios and answer the questions. Let's think through them together.
Scenario 1: Kofi is an SHS 1 student at Mfantsipim School. He loves reading novels but finds it difficult to carry many books between home and the boarding house. His parents want to buy him a device that will help him with his studies and his reading hobby. The device should not be too distracting. Which device would you recommend and why? Solution & Commentary: Recommended Device: An E-book Reader (like a Kindle). Reasoning: The primary purpose of an e-reader is for reading. It has an e-ink screen that doesn't strain the eyes like a phone or tablet screen, making it ideal for long reading sessions. It can hold thousands of books, solving Kofi's problem of carrying heavy books. Most importantly, e-readers have limited functionality (no social media, no distracting games), which directly addresses the parents' concern about distractions. A smartphone would be too distracting for this specific purpose.