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Massive Open Online Content (MOOC) is defined by

Educause as a model for delivering learning content


online to any person who wants to take a course, with
no limit on attendance.

• Free web-based distance learning program.


It can be characterized by the following
A. A revolutionary approach to education that veers
away from the physical to the virtual.
B. A kind of learning that happens online, breaking the
norm of traditional schools or universities for higher
education.
C. Utilizes information technologies like analytics to help
instructors gauge their student’s learning.
D. Emphasis on connectedness.
The Implications
1. By taking learning into virtual space, attendance is no
longer a determining factor in one’s education. This makes
MOOC learning a popular alternative for those whose life
situations make them unable to attend regular schools

2. Managing MOOC is relatively cheaper than running


educational institutions. By taking out the experiences of
universities – which are passed down to students in exorbitant
fees- MOOC addresses the high cost of education.
3. Analytic provides information about the learning
process of students. Through the use of data collected
through analytic, MOOC provides a means to improve
learning.

4. Since it focuses on connectedness as part of the


learning process, MOOC allows education to take place
on a global scale. Connecting learners and instructors all
over the world to one another to maximize education.
• Wearable technologies today are smart watches.
These watches are worn as a typical wristwatch but
do more than just tell time. Modern smart watches
perform the same functions as smartphones.

• Smart watches as a wearable are developed for


convenience, but its inability to function as an
independent gadget puts it at a distinct
disadvantage.
• Fitness trackers aim to promote health and wellness
among its enthusiasts, unfortunately, issues in their
accuracy have been raised in several reviews.

• Virtual reality (VR) wearable technology is


gradually growing in popularity among enthusiast.
• 3D or three dimensional in its literal sense refers to
anything that has width, height, and depth. The
physical world is an example of a 3D environment.
The concept of 3D environment is explored to mimic
the physical world in media.
•Films are among the most common media
offerings that incorporates 3D.

•3D films make objects in their material


appear solid to the audience through the
illusion of perception.
• The concept of 3D bio-printing, using human materials
like tissue and bones to create organs or body parts
that can be theoretically translated to an actual
human body.
• The paperless society is a society where
communication is done electronically and all forms of
printed communication have become obsolete.

• It is characterized by the shift from letters to e-mails,


newspapers to news web pages, books to e-books,
and so on.
Ubiquitous learning is common in the age of
information.

Since information in the digital age can be accessed by


anyone, at any given time and place, ubiquitous or an
ever-present type learning of learning is possible.

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