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By Slidesgo
Teacher: Mrs. RITCHEL
CAGAANAN
Media
Information
Literacy
JAMES A. MANLIGUEZ
REPORTERS
JETREL DUNGOG CARL KENNETH GANSALI LESLIE BALTUNADO
Current and Future
Trends of Media and
Imformation
Module 9
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.
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."
·
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" )
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.
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."
● 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
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
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).
Big Idea
Even if the virtual world offers endless
possibilities, it is always better to focus on the
real world
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.
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
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.
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.
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
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).
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
”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.
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.
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.
Wearable devices are technological
advancements meant to “smoothly
incorporate functional,portable
electronics,and computers into
individuals' daily lives (Wearable
Devices,2014).”
3D graphic technology, has given
people a whole new perspective on
image rendering,especially in audio-visual
media.
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.
Thank you
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MIL MODULE 9.pptx

  • 1. By Slidesgo Teacher: Mrs. RITCHEL CAGAANAN Media Information Literacy
  • 2. JAMES A. MANLIGUEZ REPORTERS JETREL DUNGOG CARL KENNETH GANSALI LESLIE BALTUNADO
  • 3. Current and Future Trends of Media and Imformation Module 9
  • 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.