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Wednesday, May 25, 2011

Semua Misi Dummy

Yang uda jago pasti uda taukan caranya
Pake Fiddler di Mana Aja Boleh
And Swfnya di Astral
Bisa di Google Chrome dan Mozilla Firefox

Klo uda semua
Kita Langsung Ke TKP



  1. Buka Fiddler
  2. Buka AutoResponder, Centang Enable Automatic Responses ama Permit Passtrought for unmatched request
  3. Jatuhkan Swfnya ke dalam Fiddler
  4. Buka NS, Pilih Karaktermu
  5. Pergi ke Misi Apapun yang kmu suka, semuanya Dummy kecuali Specialnya, ada yang ndk bisa di Dummykan.
  6. Tinggal pukul 2 kali selesai

    Note : Kalo mau yang lebih santai pake Ghostmouse aja. Siap di coba.
Caranya adalah
  1. Buka NS
  2. Pilih Karaktermu
  3. Buka GhostMouse
  4. Klik Record
  5. Selama di record usahakan kamu lakukan pas diluar Mission Room
  6. Record itu akan berjalan selama kau main, jika kau lawan Misi Dummy 2x dia (GhostMouse) akan melakukan 2x juga. Jika lebih maka akan lebih juga.
  7. Setelah selesai klik stop
  8. Setelah itu Play, secara otomatis GhostMouse akan melakukan pekerjaanmu yang barusan kau kerjakan.
  9. Cara kerjanya sama seperti DEJAVU.

    Note: Trik ini hanya bisa utk Dummy karena Dummy tdk akan menyerang dan menghindar.

Cheat 10 Kanesada

Yang uda jago pasti uda taukan caranya
Pake Fiddler di Mana Aja Boleh
And Swfnya di Astral
Bisa di Google Chrome dan Mozilla Firefox

Klo uda semua
Kita Langsung Ke TKP


  1. Buka Fiddler
  2. Buka AutoResponder, Centang Enable Automatic Responses ama Permit Passtrought for unmatched request
  3. Jatuhkan Swfnya ke dalam Fiddler
  4. Buka NS, Pilih Karaktermu
  5. Pergi ke Misi Grade C, Misi lvl 1
  6. Tinggal Nunggu, Dapet deh

    Note : Klo uda dapet tolong d Refresh sekali, biar ndk ilang. Siap di coba.

Cheat Emblem Sword

Yup, ini yang baru Hebat
Dapet Pedang Yang Emblem bro
Ckckckck

Ndak nyangke dapat padahal Free User, hehehehe
Download Aja Disini

Cheat ATM Exp

Yang uda jago pasti uda taukan caranya
Pake Fiddler di Mana Aja Boleh
And Swfnya di Astral
Bisa di Google Chrome dan Mozilla Firefox

Klo uda semua
Kita Langsung Ke TKP


  1. Buka Fiddler
  2. Buka AutoResponder, Centang Enable Automatic Responses ama Permit Passtrought for unmatched request
  3. Jatuhkan Swfnya ke dalam Fiddler
  4. Buka NS, Pilih Karaktermu
  5. Pergi ke HeadSquare
  6. Pergi ke Token>Gold
  7. Tinggal ketik 9999999
  8. Ntar tiap 16 detik naik terus menerus

    Note : Jumlah EXP tergantung Lvl, makin tinggi Lvl kmu makin banyak juga EXPnya
    ane yang uda lvl 60 aja EXP yang didapet 15000 bro. Siap dicoba

Cheat Clue All Monster Easter in Hunting House plus 1 Hit kill All Monster

Yang uda jago pasti uda taukan caranya
Pake Fiddler di Mana Aja Boleh
And Swfnya di Astral
Bisa di Google Chrome dan Mozilla Firefox

Klo uda semua
Kita Langsung Ke TKP

  1. Buka Fiddler
  2. Buka AutoResponder, Centang Enable Automatic Responses ama Permit Passtrought for unmatched request
  3. Jatuhkan Swfnya ke dalam Fiddler
  4. Buka NS, Pilih Karaktermu
  5. Pergi ke Hunting House
  6. Tinggal lawan aja

    Note : Dikarenakan Eventnya uda abiz paling2 dpt EXP ama GOLD seribu doank. Kalo mau di tak ape. Klo yang Boss Monster tinggal lawan aja tanpa CE langsung bisa. Siap dicoba.
    Ane ampe uda lvl 60 bro

Wednesday, May 18, 2011

Cheat Back Item

Tools:
-Browser
-CHEAT ENGINE

Steps:
-Open NS
-Open inventory back item
-Equip ninja bag (if not use roasted turkey)
-Open CE then Type: text. ASROM
-Scan ninja bag, code “back3″
-Out from many address
-Choose All,Click on red Arrow
-Change the value to code back item you wanted
-Then, Close inventory ang join to inventory again and see the back item

Back Item Codes:
back1 = Carnival Fan
back2 = Carnival Taiko
back3 = Ninja Bag
back4 = Straw Hat
back5 = Dark Dlade
back6 = Dark Evil Sickle
back7 = Mini Evil Wing
back8 = Thanks Giving
back9 = Scroll of Golden Snake (clan reward)
back10 = Angel Wing
back11 = Christmas Bag
back12 = Snowflake
back13 = Roasted Turkey
back14 = Akazonae Gunbai (clan reward)
back15 = Rose Bouquet
back16 = Kikyo Umbrella (clan reward)
back Item Shop Yaitu dari 17-39

List Weapon

Ini dia List Code Weapon ter Update !!
Silahkan kamu olah sendiri, agar weapon yang kamu ingin kan, agar jadi milik kamu !!
Selamat mencoba, dan semoga bermanfaat !!


Wpn 1 : Kunai
Wpn 2 : Sickle
Wpn 3 : Sai
Wpn 4 : Tonfa
Wpn 5 : Windmill Shuriken
Wpn 6 : Battle Umbrella
Wpn 7 : Ocean Sword
Wpn 8 : Tri-Star Shuriken
Wpn 9 : Shark Skin Sword
Wpn 10 : Decapitating Sword
Wpn 11 : Tailed Jutte
Wpn 12 : Pointed Edge Kunai
Wpn 13 : Chained Kama
Wpn 14 : Arrow Head Kunai
Wpn 15 : Arrow Head Kunai Ex
Wpn 16 : Arrow Head Kunai FF
Wpn 17 : The ultimate Arrow Head Kunai
Wpn 18 : Short Manji Sai
Wpn 19 : Tiger Tooth Kunai
Wpn 20 : Twin Tail Kunai
Wpn 21 : Midori Sai
Wpn 22 : Tri-Star Kunai
Wpn 23 : Short Serpent Sickle
Wpn 24 : Spring Kunai
Wpn 25 : Giant Kunai
Wpn 26 : Twin Tailed Jutte
Wpn 27 : Knife Edge Kunai
Wpn 28 : Chrome Sai
Wpn 29 : Black Ripper Sickle
Wpn 30 : Bone Hand Scythe
Wpn 31 : Elegant Sai
Wpn 32 : Golden Sai
Wpn 33 : Hook Hand Sickle
Wpn 34 : Lightning Sai
Wpn 35 : Iron Sai
Wpn 36 : Manji Sai
Wpn 37 : Quad Edge Claw
Wpn 38 : Ritual Kama
Wpn 39 : Small Tooth Kunai
Wpn 40 : Silver Sai
Wpn 41 : War Sickle
Wpn 42 : Sword Sai
Wpn 43 : Short Cleaver Sword
Wpn 44 : Wavy Blade
Wpn 45 : Bloody Ritual Kunai
Wpn 46 : Wolf Claw Dagger
Wpn 47 : Crescent Butcher Knife
Wpn 48 : Bone Machete
Wpn 49 : Katana
Wpn 50 : Iron Dagger
Wpn 51 : Bandit Blade
Wpn 53 : Nomad Blade
Wpn 54 : Sharp Blade
Wpn 55 : Dark War Edge
Wpn 56 : Hole Sword
Wpn 57 : Tusk Sword
Wpn 58 : Thick Broadsword
Wpn 59 : Scorpion Tail Blade
Wpn 60 : Blood Charm Tessen
Wpn 61 : Ice Wolf Sword
Wpn 62 : Blazing Shuriken
Wpn 63 : Rising-sun Sword
Wpn 64 : Lollipop
Wpn 65 : Candy Stick
Wpn 66 : Wreath of Leaf
Wpn 67 : Turkey Leg
Wpn 68 : Green Leaf Sickle
Wpn 69 : Nen-ryu Tessen
Wpn 70 : Viper Tusk Sword
Wpn 71 : Shark Head Sword
Wpn 72 : Kanesada
Wpn 73 : Crimson Katana
Wpn 74 : Skull Broadsword
Wpn 75 : Ying-yang Broadsword
Wpn 76 : Dark Dragon Katana
Wpn 77 : Hard Edge Axe
Wpn 78 : Ice Crystal Sword
Wpn 79 : Dark Plate Blade
Wpn 80 : Blade of Concealment
Wpn 81 : Axis Dual Kunai
Wpn 82 : Dark Ruby Edge
Wpn 83 : Giant Torsion Broadsword
Wpn 84 : Black Wing Sai
Wpn 85 : Handy Sai
Wpn 86 : Sacrificial Blade
Wpn 87 : Rusty Scissor Kunai
Wpn 88 : Superior Jutte
Wpn 89 : Platium Jutte
Wpn 90 : kosong
Wpn 91 : Straight Spear
Wpn 92 : Harrow
Wpn 93 : Japanese Dagger
Wpn 94 : Hoe
Wpn 95 : Handle Paper Fans
Wpn 96 : kosong
Wpn 97 : Bodkin Dagger
Wpn 98 : Four-Point Shuriken
Wpn 99 : Iron Ring Broadsword
Wpn100 : Carbon Dagger
wpn101 : hook
wpn102 : guard dagger
wpn103 : bronze kunai
wpn104 : bronze plate blade
wpn105 : scimitar
wpn106 : steel blade
wpn107 : heavy armor balade 100token
wpn108 : kosong
wpn109 : dorsal fin sword 100 token
wpn110 : hooked cutlass
wpn111 : kotetsu
wpn112 : teddy bear
wpn113 : bouquet of roses
wpn114 : chokolate sword
wpn115 : kosong sampai 118
wpn119 : blood dringker 400 token
wpn120 : tengu spear
wpn121 : ginkotsu saw
wpn122 : tengu umbrella
wpn123 : yanki sickle
wpn124 : byako sword
wpn125 : shadow tooth 500 token
wpn126 : golem guard 800 token
wpn127 : saul watcher 800 token
wpn128 : wheel monk 800 token
wpn129 : gekko balde 800 token
wpn130 : dark moryo 800 token
wpn131 : saijo kotetsu 100 token
wpn132 : white bouquet
wpn133 : colorful bouquet
wpn134 : dazzle windmill 400 token
wpn135 : kaza obake 300 token
wpn136 : hazy kotetsu 300 token
wpn137 : senden 600 token
wpn138 : sea bonze 300 token
wpn139 : jinkujaku 300 token
wpn140 : blue river 600 token
wpn141 : snake soul 300 token
wpn142 : mountain haze 300 token
wpn143 : violet lightning 300 token
wpn144 : wind walker 600 token
wpn145 : ichi no katana 400token
wpn146 : saul resonance 400token
wpn147 : rusty bronze 400token
wpn148 : disciple of blood 800token
wpn149 : four soul shuriken 800token
wpn150 : crazy wolf 300token
wpn151 : tenji 300token
wpn152 : sessho shuriken 100token
wpn153 : kosong
wpn154 : dull balde katana (belumbisa di gunakan)
wpn155 : practince naginata
wpn156 : wind katana 200token
wpn157 : dark sou katana 200token
wpn158 : stone kunai
wpn159 : stone giant kunai (belum bisa di gunakan)
wpn160 : knot dager kunai
wpn161 : dart kunai
wpn162 : red fang kunai (belum bisa di gunakan )
wpn163 : ketsuiki (belumbisa di gunakan )
wpn164 : secred genin kunai 400 token
wpn165 : snow-nin kunai
wpn166 : tri-blade kunai (belumbisa di gunakan)
wpn167 : white snake katana 200token
wpn168 : short wing sai
wpn169 : orange manji sai
wpn170 : pratiioner sai
wpn171 : short chrome sai
wpn172 : devil thorn sai
wpn173 : blue pearl kunai
wpn174 : izanami (belum bisa di gunakan)
wpn175 : kusanagi 200token
wpn176 : red card
wpn177 : white card
wpn178 : yellow card
wpn179 : nindan blood drinker 100token
wpn180 : sandan blood drinker(belumbisa di gunakan )
wpn181 : nindan shadow tooth 200token
wpn182 : sandan shadow tooth (belumbisa di gunakan )
wpn183 : nidan dazzle windmill (belumbisa di gunakan )
wpn184 : nidan kasa obake (belumbisa di gunakan )
wpn185 : sandan kasa obake (belumbisa di gunakan )
wpn186 : nidan senden (belumbisa di gunakan )
wpn187 : nidan seabonze (belumbisa di gunakan )
wpn188 : nidan jinkujaku (belumbisa di gunakan )
wpn189 : nidan blue river (belumbisa di gunakan )
wpn190 : nidan snake saul (belumbisa di gunakan )
wpn191 : sandan snake saul (belumbisa di gunakan )
wpn192 : kosong sampai wpn 197
wpn198 : shuriken dark cicada 1000token
wpn199 : carnival lantern
wpn200 : carnival folding fan
wpn201 : carnival bachi
wpn202 : kosong sampai 274
wpn275 : soul katana red cloud 100token
wpn276 : apes banana
wpn277 : kosong sampai 283
wpn284 : great tengu spear 800token
wpn285 : ginkotsu militari saw 600 token
wpn286 : great tengu umbrela 800token
wpn287 : burning yanki sickle 800token
wpn288 : angry tiger sword 800token
wpn289 : dark gedo shuriken 800token
wpn290 : smelly banana 800token


Tuesday, May 17, 2011

Cheat Ninja Saga Dapet Magatama Sesuai Anda Mau..

Cheat Ninja Saga Dapet Magatama Sesuai Anda Mau..

Tools:
- Mozilla Bisa Juga Goggle Chrome
- Charles


Steps:
Masuk Ke Ns Terus Ke Hunting House Buka Charles ..
Klik Attack boz Nya ..
Brekpoint Charles Nya DI app.ninjasaga.com
Ane Saranin Ini Pke 1 Hit Supaya Cepat Mati Bos Nya Ada Di Fordis
Setelah Mati keluar Tab Di Charles Yg ke 1 Execute Ajj..
Yg Ke 2 Execute Juga , Yg Ke 3 Execute Juga
Nah Yg Ke 4 Buka Ke Edit Response Terus AMF
Nah Di Situ Ada .
XP , Gold , Magatama , Dan Reward Xp
Yg Di ganti Yg Magatma Nya AJj ..
Kalo mau Emas Yah Ganti Jadi 5

Dah Selesai Execute Ajj Terakhir Kali.
Dan Anda Dapet magatama LV 5 ..

Nie SS'nya...

NB 1:   Bisa Ganti Ganti Juga Semau Anda Yg Lain Nya Jangan Di Ganti Hanya untuk Magatama..

CHEAT MAGATAMA WITH CHARLES
Cheat Magatama Lv1, 2,3,4,5 according to the boss who had magatamanya [With Charles]
Tools & Materials : Charles
Step Step:

1. Go to Charles.
2. Go Ninja Saga And Play.
3. Go Hunting House Select Boss [Do not Attack first]
4. Breakpoint at Charles AMF> Apps.ninjasaga.com
5. Attack Boss Must Until Death
6. If the Execute Dead 3x
7. See Readings Magatama, replace the string so Magatama So You Want distinguished. Example:
Magatama | string | 1 <<
8. Remove Breakpoint 1x Execute
9. Viola! Get your Magatama You Want!


Monday, May 16, 2011

Situation Analysis

 ENGLISH EDUCATIONAL DEPARTMENT
TEACHING AND EDUCATIONAL SCIENCES FACULTY

SITUATIONAL ANALYSIS
Situational Analysis is an analysis of factors in the context of a planned or present curriculum project that is made in order to assess their potential impact on the project. These factors may be political, social, economic, or institutional. Situational Analysis complements the information gathered during needs analysis. It is sometimes considered as a dimension of needs analysis, and can also be regarded as an aspect of evaluation.
Procedures used in situation analysis are similar to those involved in needs analysis, namely, (a) consultation with representatives of as many relevant groups as possible, such as parents, students, teachers, administrators, and government officials; (b) study analysis of relevant documents, such as course appraisal documents, government reports, ministry of education guidelines, and policy papers, teaching materials, curriculum development; (c) observation of teachers and students in relevant learning settings; (d) surveys of opinions of relevant parties; (e) review of available literature related to the issue.
SOCIETAL FACTORS
The position of foreign languages in the school curriculum is neither strong nor secure. More promotion of foreign language teaching is consequently needed, and there is a greater interest in novel teaching methods. In examining the impact of societal factors on language teaching, therefore, the aim is to determine the impact of groups in the community or society at large on the program. These groups include:
· Policy makers in government
· Educational and other government officials
· Employers
· The business community
· Politicians
· Tertiary education specialists
· Educational organizations
· Parents
· Citizens
· Students
PROJECT FACTORS
Curriculum projects are typically produce by a team of people. Members of the team may be specialist who are hired specifically for the purpose, they may be classroom teachers who are seconded to the project for a fixed period of time, or the project may be carried out by teachers and other staff of teaching institution as apart of their reguler duties. Project are completed under different constraints of time, resources, and personnel, and each of these variables can have a significant impact on a project.
Some project factors need to be considered :
- Who consitutes the project group and how are they selected ?
- What are the management and other responsibilities of the term ?
- How are goals and procedures determined ?
- Who reviews the progress of the project and the performance of its members ?
- What experience do members of the team have ?
- How do members of the team regard each other ?
- What resources do they have available and what budget to acquire needed resources?
- What is the time frame of the project ? is it realistic, or is more or less time needed?
The following examples illustrate how these kinds of factors can affect curriculum planing :
Example : A private institute decides to develop a set of course materials for some of its major courses. A group o teachers is assigned to the task and given release time to work on the project as materials writers. One of the senior teachers is put in charge. However, the team members cannot agree on the goals of the project or the best approach to take in writing the materials. There is constant tension within the team and a rapid turnover of writers. Consequently, the project takes much longer to accomplish than planed.
Comment : A person who is a good teacher may not make a good materials developer or project leader. Better direction of the project was needed through recruitment of simeone with appropriate qualifications and experience in addition, better communisation was needed so that different preception of the project could be aired and differences resolved before they became problems. Clearer spesification of roles might also have led to fewer problems.
INSTITUTIONAL FACTORS
A language teaching program is typically delivered in an institution such as a university, school, or language institute. Different types of institutions create their own “culture”, that is, settings where people interact and where patterns emerge for communication, decision, making, role relations, and conduct.
A teaching institution is a collection of teachers, groups, and departments, sometimes functioning in unison, sometimes with different components functioning independently, or sometimes with components in a confrontational relationship. Within an institution there may be a strong and positive climate to support innovation, one where there is effective and positive leadership and where change is received positively.
Institutions also have their own ways of doing things. In some institutions, textbooks are the core of the curriculum and all teachers must use the prescribed texts. In other situations, teachers work from course guidelines and supplement them as they see fit. Institutions also differ greatly in their level professionalism. In some institutions, there is a strong sense of professional commitment and a culture of quality that influences every aspect of the institution’s operations.
Example: a new director is appointed to a private language institute. The owners of the institute are concerned at falling student enrollments and fell that the institute’s programs need to be reviewed to make them more competitive and attractive to potential clients. The director prepares an excellent rationale for revamping existing courses, for replacing the textbooks currently in use with more up-to-date texts, and develops a plan for marketing new courses. However, she meets a wall of resistance from teachers who feel that they are undervalued, underpaid, and that proposed changes will not bring any benefits to them.
Comment: Perhaps the teachers could have been involved in rethinking the institute’s program from the start and ways found to build in some incentives for the teachers themselves. This might involve negotiating with the school’s owners for better service conditions for teachers as part of the overall curriculum renewal plan. In addition, some of the teachers may have to be replaced with teachers who are more open to the kinds of changes the director is proposing.
TEACHER FACTORS
Teachers are a key factor in the successful implementation of curriculum changes. But inadequately trained teachers may not be able to make effective use of teaching materials no matter how well they are designed. In any institution, teachers may vary according to the following dimensions:
· Language proficiency
· Teaching experience
· Skill and motivation
· Morale and motivation
· Teaching style
· Beliefs and principles
Some teachers have mentoring or leadership roles within their schools and assist in orienting new teachers to the school or leading groups of teachers in materials development and other activities. Other teachers have time for little more than teaching. They may have very heavy teaching loads or teach in several different institutions in order to make ends meet. Some teachers may welcome the chance to try out a new syllabus or materials. Others may resent it because they see it as disrupting their routine and not offering them any financial or other kind of advantage.
The following example illustrates the potential impact of some of these issues.
Example: a program director in a private institute believes that teachers in his school should not use commercial textbook but should prepare their own teaching materials. Most teachers are untrained and on short-term contracts so they feel that they cannot contest his ruling and pay lip service to the policy. However, most teachers ignore the policy. They teach from photocopied sections taken from commercial materials or type out sections from textbooks and pass these off as teacher-made materials.
Comment: the program director’s policy serves no obvious purpose. If the director wants teachers to prepare their own materials, he will need to consider hiring better-qualified teachers or provide materials writing workshops for teachers. In addition, a set of goals related to materials writing needs to be agreed on to give some purpose to the requirement.
LEARNER FACTORS
Learners are the key participants in curriculum development projects and it is essential to collect as much information as possible about them before the project begins. Here the focus is on other potentially relevant factors such as the learners’ backgrounds, expectations, beliefs, and preferred learning styles. The project designers may be operating from a set of assumptions about education, schools, teachers, and students that is culturally bound and at odds with the beliefs and assumptions of the learners.
Learners may affect the outcomes of a project in unexpected ways. For example, a textbook or set of materials may be engaging, at a suitable level, and provide a lot of useful practice but not be appreciated by students because they fail to see any links between the book and an examination they are working toward.
Example: A private institute in an EFL country offers an intermediate level conversation course. Teachers in the course make extensive use of fluency activities, including pair and group activities, role plays, songs and games, and discussion activities. These activities are thought to reflect current views on second language acquisition. However, the first cohort of learners through the program are very critical of it because they cannot see the point of many of the classroom activities they were asked to take part in. They request more teacher-directed activities and more error correction. “We don’t want to come to class to clap and sing” is typical student comment.
Comment: learners have their own views on how conversation skills can be developed and their own preferences for classroom activities. If the goals of fluency activities are not clearly explained and if students are not convinced of their value, they may not understand what their intent is and judge them to be ineffective. A questionnaire could have been administered prior to the course to determine students’ views of different kinds of classroom activities. In addition, a better orientation to the goals and methodology of the program should have been provided.
ADOPTION FACTORS
Consider the relative ease or difficulty of introducing change into the system
1) affect teachers’ pedagogical value and beliefs
2) understanding of the nature of the language
3) second language learning
4) classroom practice
5) teaching materials
Ø Practicality is also a significant issue:
Communicative Language Teaching Natural Approach
(materials and textbooks) (only a set of guidelines)
Ø Teachers also need to adopt new roles in the classroom
Communicative Approach V.S Traditional Grammar Approach
Ø Implementation of a new syllabus needs to involve the cooperation of many agencies. Rodger (1984, 41)
PROFILING THE FACTORS IDENTIFIED IN THE SITUATION ANALYSIS
The goal of situation analysis is to identify key factors that might positively or negatively affect the implementation of a curriculum plan. This is sometimes know as SWOT analysis because it involves an examination of ‘a language programs intern strengths and weakness in addition to external opportunities and threats to the existence or successful operation of the language program’ (Klinghammer 1997, 65)

Needs Analysis

SUMMARY CHAPTER REPORT
NEEDS ANALYSIS

The Purpose of Needs Analysis
Needs analysis in language teaching may be used for a number of different purposes, for example:
Ä To find out what language skills a learner needs in order to perform a particular role, such as sales manager, tour guide, or university student.
Ä To help determine if an exciting course adequately addresses the needs of potential students.
Ä To determine which students from a group are most in need of training in particular language skills.
Ä To identify a change of direction that people in a reference group feel is important.
Ä etc.
The Users of Needs Analysis
A need analysis may be conducted for a variety of different users. For example, in conducting a need analysis to help revise the secondary school English curriculum in a country, the end users include:
· Curriculum officers in the ministry of education, who may wish to use the information to evaluate the adequacy of existing syllabus, curriculum, and materials.
· Teachers who will teach from the new curriculum.
· Learners, who will be taught from the curriculum.
· Writers, who are preparing new textbooks.
· Testing personnel, who are involved in developing end-of-school assessments.
· Staff of tertiary institutions, who are interested in knowing what the expected level will be of students exiting the schools and what problems they face.
Procedures for Conducting Needs Analysis
A variety of procedures can be used in conducting needs analysis and the kind of information obtained is often dependent on the type of procedure selected.
Procedures for collecting information during a needs analysis can be selected from among the following:
* Questionnaires
* Self-ratings
* Interviews
* Meetings
* Observation
* Collecting learner language samples
* Task analysis
* Case Studies
* Analysis of available information
Designing The Needs Analysis
Designing a needs analysis involves choosing from among the various options discussed above and selecting those that are likely to give a comprehensive view of learners’ need and that represent the interests of the different stakeholders involved. Decisions have to be made on the practical procedures involved in collecting, organizing, analyzing, and reporting the information collected. It is important to make sure that needs analysis does not produce an information overload.

Curriculum Material and Development

Curriculum Material and Development

A syllabus is a specification of the content of a course of instruction and lists what will be taught and tested.
Syllabus design is the process of developing a syllabus.
Curriculum development is a more comprehensive process than syllabus design. It includes the processes that are used to determine the needs of a group of learners, to develop aims or objectives for a program to address those needs, to determine an appropriate syllabus, course structure, teaching methods, and materials, and to carry out an evaluation of the language program that results from these processes.

Language curriculum development deals with the following questions:
  1. What procedures can be used to determine the content of a language program?
  2. What are learners’ needs?
  3. How can learners’ needs be determined?
  4. What contextual factors need to be considered in planning a language program?
  5. What is the nature of aims and objectives in teaching and how can these be developed?
  6. What factors are involved in planning the syllabus and the units of organization in a course?
  7. How can good teaching be provided in a program?
  8. What issues are involved in selecting, adapting, and designing instructional materials?
  9. How can one measure the effectiveness of a language program?
Synthetic syllabuses
In synthetic syllabuses, the content of instruction is organized in terms of the target language's grammar, pronunciation, vocabulary, etc. This content is pre-selected and taught incrementally until the whole language is covered. The learners' task is to "re-synthesize the language that has been broken down into a large number of small pieces with the aim of making this learning task easier"

The structural syllabus
The structural syllabus is the best known example of a synthetic syllabus. The content to be taught is analyzed in linguistic terms - that is, teaching units focus on a particular point of grammar or pronunciation plus associated vocabulary.

The notional-functional syllabus
notions and functions are still linguistic units of analysis. And using pre-selected linguistic units and linguistic criteria to select, grade and sequence pedagogical content leads us back to synthetic syllabus design solutions.

Analytic Syllabuses
  • In analytic syllabuses, learning is organized in terms of the social purposes that learners have for learning the target language. This suggests that learners must interact with and analyze samples of language that are relevant to their needs.
  • analytic syllabuses are those that present the target language whole chunks at a time
Analytic syllabuses
Analytic syllabuses rely on "learners' presumed ability to perceive regularities in the input"

Krashen and the Monitor Theory
One of the central tenets of this theory is known as the "comprehensible input" hypothesis.
This hypothesis states that learners acquire grammar and vocabulary by getting and understanding language that is slightly beyond their current level of competence.
 
Comprehensible input
Two central questions must be answered about comprehensible input.
  • First, how do learners get the right kind of input?
  • Second, does providing comprehensible input guarantee that learners will learn the language they are exposed to?
What are tasks?
  • a piece of work undertaken for oneself or for others, freely or for some reward. Thus, examples of tasks include painting a fence, dressing a child, filling out a form, buying a pair of shoes, making an airline reservation, borrowing a library book. In other words, by "task" is meant the hundred and one things people do in everyday life, at work, at play, and in between.a piece of work or an activity, usually with a specified objective, undertaken as part of an educational course, or at work (Crookes, 1986:1).
  • an activity which require[s] learners to arrive at an outcome from given information through some process of thought, and which allow[s] teachers to control and regulate that process (Prabhu, 1987:24).
  • a piece of work or an activity, usually with a specified objective, undertaken as part of an educational course, or at work (Crookes, 1986:1).
  • an activity which require[s] learners to arrive at an outcome from given information through some process of thought, and which allow[s] teachers to control and regulate that process (Prabhu, 1987:24).
  • any classroom work which involves learners in comprehending, manipulating, producing or interacting in the target language while their attention is principally focused on meaning rather than form. The task should also have a sense of completeness, being able to stand alone as a communicative act in its own right (Nunan, 1993:59).
  • any structural language learning endeavor which has a particular objective, appropriate content, a specified working procedure, and a range of outcomes for those who undertake the task. "Task" is therefore assumed to refer to a range of workplans which have the overall purpose of facilitating language learning - from the simple and brief exercise type, to more complex and lengthy activities such as group problem-solving or simulations and decision-making (Breen, 1987:23).
  • one of a set of differentiated, sequenceable, problem-solving activities involving learners and teachers in some joint selection from a range of varied cognitive and communicative procedures applied to existing and new knowledge in the collective exploration and pursuance of foreseen or emergent goals within a social milieu. (Candlin, 1987:10).
Kinds of Cognitive Tasks according to Prabhu
  • opinion-gap,
  • information-transfer, and
  • reasoning-gap tasks
What is TBLT?
an analytic approach to syllabus design and methodology in which chains of information-gathering, problem-solving and evaluative tasks are used to organize language teaching and learning; these interdependent pedagogical tasks, which combine insights from sociolinguistic and psycholinguistic research, are designed to methodologically simulate the communicative events which learners encounter in specific second language-using environments (Markee, 1994a).
The process syllabus
  • It does not pre-select the linguistic content of instruction. Instead, it typically depends on the use of problem-solving tasks to organize instruction.
  • The process syllabus is situated within a curricular approach to organizing language instruction.
  • In its strong form at least, not only the content but the materials, methodology and types of assessment used in a course are not pre-determined.
Different types of tasks
  • Information gap tasks
  • jigsaw tasks
  • Information transfer tasks
  • Opinion gap tasks
  • Reasoning tasks

Kurikulum Pendidikan di Indonesia

Kurikulum Pendidikan di Indonesia

Kurikulum adalah perangkat mata pelajaran yang diberikan oleh suatu lembaga penyelenggara pendidikan yang berisi rancangan pelajaran yang akan diberikan kepada peserta pelajaran dalam satu periode jenjang pendidikan. Penyusunan perangkat mata pelajaran ini disesuaikan dengan keadaan dan kemampuan setiap jenjang pendidikan dalam penyelenggaraan pendidikan tersebut.

Lama waktu dalam satu kurikulum biasanya disesuaikan dengan maksud dan tujuan dari sistem pendidikan yang dilaksanakan. Kurikulum ini dimaksudkan untuk dapat mengarahkan pendidikan menuju arah dan tujuan yang dimaksudkan dalam kegiatan pembelajaran secara menyeluruh.

Berbagai kurikulum yang mewarnai dunia pendidikan di Indonesia :

RENCANA PELAJARAN 1947

Kurikulum pertama yang lahir pada masa kemerdekaan memakai istilah leer plan ( dalam bahasa Belanda ) artinya rencana pelajaran, lebih popular ketimbang curriculum (bahasa Inggris). Asas pendidikan ditetapkan Pancasila.
Rencana Pelajaran 1947 baru dilaksanakan sekolah-sekolah pada 1950.

RENCANA PELAJARAN TERURAI 1952

Kurikulum ini lebih merinci setiap mata pelajaran yang disebut Rencana Pelajaran Terurai 1952.


KURIKULUM 1968

Kelahiran Kurikulum 1968 bersifat politis: mengganti Rencana Pendidikan 1964 yang dicitrakan sebagai produk Orde Lama. Tujuannya pada pembentukan manusia Pancasila sejati. Kurikulum 1968 menekankan pendekatan organisasi materi pelajaran: kelompok pembinaan Pancasila, pengetahuan dasar, dan kecakapan khusus. Jumlah pelajarannya 9.

KURIKULUM 1975

Kurikulum 1975 menekankan pada tujuan, agar pendidikan lebih efisien dan efektif. “Yang melatarbelakangi adalah pengaruh konsep di bidang manejemen, yaitu MBO (management by objective) yang terkenal saat itu,” kata Drs. Mudjito, Ak, MSi, Direktur Pembinaan TK dan SD Depdiknas.

KURIKULUM 1984

Kurikulum 1984 mengusung process skill approach. Meski mengutamakan pendekatan proses, tapi faktor tujuan tetap penting. Kurikulum ini juga sering disebut “Kurikulum 1975 yang disempurnakan”. Posisi siswa ditempatkan sebagai subjek belajar. Dari mengamati sesuatu, mengelompokkan, mendiskusikan, hingga melaporkan. Model ini disebut Cara Belajar Siswa Aktif (CBSA) atau Student Active Leaming (SAL).


KURIKULUM 1994 dan SUPLEMEN KURIKULUM 1999

Kurikulum 1994 bergulir lebih pada upaya memadukan kurikulum-kurikulum sebelumnya. “Jiwanya ingin mengkombinasikan antara Kurikulum 1975 dan Kurikulum 1984, antara pendekatan proses,” kata Mudjito menjelaskan.


KURIKULUM 2004


Kurikulum Berbasis Kompetensi (KBK) atau Kurikulum 2004, adalah kurikulum dalam dunia pendidikan di Indonesia yang mulai diterapkan sejak tahun 2004 walau sudah ada sekolah yang mulai menggunakan kurikulum ini sejak sebelum diterapkannya. Secara materi, sebenarnya kurikulum ini tak berbeda dari Kurikulum 1994, perbedaannya hanya pada cara para murid belajar di kelas. Dalam kurikulum terdahulu, para murid dikondisikan dengan sistem caturwulan. Sedangkan dalam kurikulum baru ini, para siswa dikondisikan dalam sistem semester. Dahulu pun, para murid hanya belajar pada isi materi pelajaran belaka, yakni menerima materi dari guru saja. Dalam kurikulum 2004 ini, para murid dituntut aktif mengembangkan keterampilan untuk menerapkan IPTek tanpa meninggalkan kerja sama dan solidaritas, meski sesungguhnya antar siswa saling berkompetisi. Jadi di sini, guru hanya bertindak sebagai fasilitator, namun meski begitu pendidikan yang ada ialah pendidikan untuk semua. Dalam kegiatan di kelas, para siswa bukan lagi objek, namun subjek. Dan setiap kegiatan siswa ada nilainya.


KTSP 2006

Awal 2006 ujicoba KBK dihentikan. Muncullah Kurikulum Tingkat Satuan Pendidikan. Pelajaran KTSP masih tersendat. Tinjauan dari segi isi dan proses pencapaian target kompetensi pelajaran oleh siswa hingga teknis evaluasi tidaklah banyak perbedaan dengan Kurikulum 2004. Perbedaan yang paling menonjol adalah guru lebih diberikan kebebasan untuk merencanakan pembelajaran sesuai dengan lingkungan dan kondisi siswa serta kondisi sekolah berada. Hal ini disebabkan karangka dasar (KD), standar kompetensi lulusan (SKL), standar kompetensi dan kompetensi dasar (SKKD) setiap mata pelajaran untuk setiap satuan pendidikan telah ditetapkan oleh Departemen Pendidikan Nasional.

Sunday, May 08, 2011

Cheat Emblem

Cheat Emblem :
Tools hampir sama cuma kali ini bisa menggunakan plugin-container.exe
Plugin-container.exe


Tutor:
* Masuk NS open process plugin-conatiner.exe/opera
* Lalu scan tokenmu dengan 4bytes
* Klik next scan 5 kali
* Setelah itu pergi ke headquarters tukarkan 1 tokenmu dengan gold
* Lalu scan lgi tokenmu yg sekarang
* Setelah itu akan keluar 1 adress pindah bawah (jika lebih dari 1 coba saja salah 1)
* Lalu tambahkan adressnya dengan +4 dan ganti valuenya dengan 2
* Liatlah pada option acoountmu akan menjadi premium

Cheat Ninja Saga 1OO Practice Naginata (Senjata Level 60) .

Cheat Ninja Saga 1OO Practice Naginata (Senjata Level 60), Cheat ninja saga this time named Cheat Ninja Saga 1OO Practice Naginata (Senjata Level 60) , use the cheat ninja saga is as good as possible do not be too high incidence of later addiction , This ninja saga facebook game ... ok immediately wrote to the tutor cekidott!.

Tool: Fiddler
         SWF

Step Cheat ninja saga:

1. Open your Facebook and into Ninja Saga
2. After entering the ninja saga, clear Firefox Chace at the bottom right corner of Mozilla
3. Then open Fiddler2 you, click the tab at Fiddler2 Autoresponder imaginable, and then drag the swf file it and check. After that go back to mozilla, select Force Traffic to Fiddler on the bottom right corner
4. Login Kage ROOM and Select Grade C Mission
5. Select Mission Lv.1 Hardworking
6. And the display showing the effects of the swf file
7. Not need to battle because it directly will win
8. You will get 100 Practice Naginata (If it sold all of his money a lot)

This is Cheat Ninja Saga 1OO Practice Naginata (Senjata Level 60) , good luck

Cheat Naginata

Sebenarnya Cheat ini untuk mengganti item yang didapat sewaktu misi, tapi berkali2 saya coba ada yang gagal. Jadi saya batasi hanya untuk weapon yang dapat dibeli dengan Gold saja (WORKING!!!). Untuk senjata token, berulang kali gagal.
Untuk mengaktifkan cheat ini, anda harus memiliki
  • Cheat Engine 5.6 (download disini)
  • Firefox
  • List kode item (lihat di bawah)
  1. Buka Ninja Saga, Mainkan misi yang ada itemnya seperti “Escaped Criminal”
  2. Ketika mendapat item, jangan buru2 mengklik OK.
  3. Buka CE, Pilih Process >> Firefox / plugin-container.exe (jika ada, plugin-container.exe saja
  4. Ubah “Value Type” menjadi “Text”. Centang juga “Also scan read-only memory”
  5. Masukkan code item yang ditemukan, misal “Chakra Scroll lv 12″ masukkan kode item11 dan First Scan
  6. Klik semua address yang muncul sampai pindah ke bagian bawah CE
  7. Ganti semua value-nya dengan kode item yang kamu inginkan, misal “Practice Naginata” masukkan kode wpn155
  8. Kembali ke Ninja Saga, Klik OK dan selesaikan misi. Setelah kembali ke Kampung Ninja Saga, Refresh Firefox. Jual “Practice Naginata” dan dapatkan Gold sebanyak 270.000
LIST ITEM CODE
——————–
item1 (smoke bomb)
item2 (healing scroll lvl 1 )
item3 (chakra scroll lvl 1 )
item4 (healing scroll lvl 3 )
item5 (chakra scroll lvl 3 )
item6 (healing scroll lvl 6 )
item7 (chakra scroll lvl 6 )
item8 (healing scroll lvl 9 )
item9 (chakra scroll lvl 9 )
item10 (chakra scroll lvl 12 )
item11 (healing scroll lvl 12 )
item12 (healing scroll lvl 15 )
item13 (chakra scroll lvl 15 )
item14 (healing scroll lvl 20 )
item15 (chakra scroll lvl 20 )
item16 (spesial rune scroll )
item17 (healing scroll lvl 25 )
item18 (chakra scroll lvl 25 )
item19 (healing scroll lvl 30 )
item20 (chakra scroll lvl 30 )
item21 (healing scroll lvl 35 )
item22 (chakra scroll lvl 35 )
item23 (healing scroll lvl 40 )
item24 (chakra scroll lvl 40 )