4. Objectives
1.Evaluate current trends in media and information and
how they affect individuals and the society as a whole.
2. Describe massive open online content.
3. Perfect future media innovation.
4. Identify prospect and challenges of adopting as well
a alternatives for these trends in the Philippines
(Enrichment)
5. Synthesize the overall knowledge about media and
information with skills for producing a prototype of what
the learners think is a future media innovation.
5. By Slidesgo
MASSIVE OPEN ONLINE
COURSES
EDUCAUSE, a nonprofit association and
community of IT leaders and professionals, described
massive open online course (MOOC) as "a model for
delivering learning content online to any person who
want to take a course, with no limit on attendance."
·
6. According to teach writer Justine Reich, MOOCs
are open into two respects (Vollmer, 20012): ·
• Open enrollment to students outside as
hosting university (as in open registration" );
or
• the materials of the course were licensed
using creative Commons license so their
materials could be remixed and reused by
others ( as in " open license" )
7. MOOCs are utilized primarily by education institutions
and so are open Educational Resources (OER).
OERs are " teaching, learning, and research
resources that reside in the public domain or have
been released under an intellectual property license
that permits their free use and repurposing by others
(Hewlett as cited in Vollmer, 2012). " The openness
of OERs means that they must be " available at no
cost" and can be legally repurposed by everyone.
Later versions of MOOCs have restricted their
openness by allowing only open enrollment but not
open licenses.
8. By Slidesgo
Wearable technology Also known as
wearable devices or wearables,
wearable technologies are " electronic
technologies or computers that are
incorporated into items of clothing and
accessories which can comfortably be
worn in the body."
9. ● The online magazine further noted that
wearables may be either worn or incorporated
to the body "to create constant, convenient,
seamless, portable, and mostly hands free
access to the electronics and computers.“
● Different fields such as "health and medicine,
fitness, aging disabilities, education,
transportation, enterprise, finance gaming
and music" have slowly started to adapt the
use of such technology to improve people's
10. The characteristics of wearables,
according to wearable Devices magazine
● performing computer-related tasks such as laptops
and mobile phones
● provide sensory and scanning features (such as
biofeedback and tracking of physiological function)
that are typically not seen in mobile and laptop
devices
● Have saome form of communications capability and
will allow the wearer access to information in real
time
11. Some examples of devices include the
following:
• watches,
• Glasses
• contact lenses
• e-textiles and smart fabrics
• headbands,
• beanies and caps
• Jewelry
• hearing-aid-like devices(designed to look like
earrings).
12. Big Idea
Even if the virtual world offers endless
possibilities, it is always better to focus on the
real world
13. The 3D Environment
.You may have seen computer graphics as well as
animation and animatronics in
videogames,movies,And Tv Shows. 3D graphics or
environments have added texture to our media
experience because of the images that we see in
three-dimensional rendering.
14. According to www.imagearts.ryerson.ca,
there are three basic phases in 3D computer
graphics creation:
1.3D modeling-the process of forming a computer
model of an object's shape
2.Layout and animation-the motion and placement
of objects within a scene
3.3D rendering-the computer calculations
that,generate the image based on light
placement,surface types,and other qualities
15. In a 3D environment, an artist creates an
object rendered in three-dimensional
space to beable to "make 3D
models,animate them,give them surface,
render them all in one
seamlessenvironment..[andJ export the
rendered file to different medium.
16. Some common uses of 3D environment are
inthree-dimensional still models,
landscape to represent buildings,objects
for architecture or print; two-dimensional
animations for film or video
effects,games,broadcast,Web
andadvertising;three-dimensional virtual
spaces;and·interactive 3D theaters.
17. Ubiquitous
Learning
A kind of e-learning experience that is more
context-based and more adaptive to learner
needs is called ubiquitous learning or u-
learning. From the name itself, it is a learning
through mobile learning environment that can
be accessed in various contexts and
situations,most prominently
18. Ubiquitous learning is especially important
in education for several reasons.It
hasshifted the learning paradigm from
teacher-centered to learner-
centered.Students "accessinstructional
materials atdifferent times from different
locations" making them "lifelonglearners in
that they are able to use multiple devices to
access and search for knowledge and
information while developing their search
skills (Alsheail,2010).
19. These are applications allowing several
people to collaborate, modify,extend,or delete
the contents or structure of a particular page
devoted to a topic or content. Unlike blogs, a
wiki has no defined writer or author and
has"little implicit structure, allowing structure to
emerge according to the needs of the users.
WIKKI
20. ”The most popular example of a wiki is the
online encyclopedia Wikipedia. Wikis are
useful onlyat a certain extent because of the
absence of a defined author. But they can be
a jump-off point for locating other sources or
references, as well as related topics through
links called wikinodes.
21. Essential Learning
The introduction of newer trends and advancements in
media and information technology is driven due to peoples'
desire to enhance media experience and exposure.One
such development in media and information is the massive
open online course that delivers learning content online to
anyone who so desires to learn without being restricted by
the cost of taking a course. Another tool utilized for
educational purposes is ubiquitous learning which is more
attuned to the needs of learners in the 21st century.
22. Wikis are also a trend today since a
growing number of people tend to
use these as go-to sources of
information aside from the vast
collection of data found in Web
search engines.
23. Wearable devices are technological
advancements meant to “smoothly
incorporate functional,portable
electronics,and computers into
individuals' daily lives (Wearable
Devices,2014).”
24. 3D graphic technology, has given
people a whole new perspective on
image rendering,especially in audio-visual
media.
25. As long as humans desire to improve their
living conditions, trends and technologies
will continue to emerge and media and
information will present more opportunities
and challenges as well.It makes more
sense now to become more media and
information literate so that you can
competently manage your changing media
and information needs.