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CURRENT AND
FUTURE TRENDS
IN MEDIA AND
INFORMATION
Describe the following concepts.
1.Education
2.Learning
3.Distance Education/Learning
4.Internet Learning
5.Wearable Technology
Education - process of
facilitating learning, or
the acquisition of
knowledge, skills, values,
beliefs, and habits
Learning - process of
acquiring new, or modifying
existing knowledge,
behaviors, skills, values, or
preferences
Distance education or long-
distance learning - the
education of students who
may not always be
physically present at a
school.
E-learning - describes
the cognitive science
principles of effective
multimedia learning using
electronic educational
technology.
Wearable technology - smart
electronic devices (electronic
device with micro-controllers)
that can be incorporated into
clothing or worn on the body as
implants or accessories.
Learning Objectives
define ubiquitous learning
discuss the characteristics of
ubiquitous learning
describe massive open online
course
Identify current trends in media and
information
Learning Objectives
evaluate current trends in media
and information and how it will
affect/how they affect
individuals and the society as a
whole
predict future media innovation
Learning Objectives
synthesize the overall knowledge
about media and information with
skills for producing a prototype of
what the learners think is a future
media innovation
demonstrate a prototype through an
exhibit
How do you
differentiate learning from
the Internet from learning
inside the classroom?
Media and Information in Education
DISTANCE EDUCATION
It means simply learning
even without being physically
present with the teacher. Other
means were used to transmit
the message.
Ubiquitous Learning
It can be defined as an everyday learning
environment that is supported by mobile and
embedded computers and wireless networks
in our everyday life (Ogata et al. 2009). The
learning process includes the real-life
experience augmented with virtual
information and is adapted to the learner
and learner’s environment.
Ubiquitous Learning
The content objects, activities, and the interaction
with the system and with other humans (including
instructors and peers) are customized according to
learner’s current goals of learning, interests and
preferences, cognitive characteristics, history and
current state of competency in the subject matter in
hand, the characteristics and demands of the location,
the technology being used as the medium and
facilitator for learning, and the context of the situation in
which the learning is taking place.
What is ubiquitous learning?

…learning at
Ubiquitous any time, at
Learning any place
https://clwb.org/2013/06/10/what-is-
ubiquitous-learning/
CHARACTERISTICS OF UBIQUITOUS
LEARNING
Permanency: Learning materials
are always available unless
purposely deleted.
Accessibility: Access from
everywhere as personally
required
CHARACTERISTICS OF UBIQUITOUS
LEARNING
Immediacy: Wherever a student
can immediately access learning
materials.
Interactivity: Online collaboration
with teachers and/or peers
(chat/blogs/forums)
CHARACTERISTICS OF UBIQUITOUS
LEARNING
Situated instructional
Activities: Learning in context
(on-site).
Adaptability: Getting the
right information at the right
place for the right student.
What is MOOC?

Source: http://www.codlearningtech.org/2015/11/23/5-questions-what-you-need-to-know-
about-moocs/
What is the purpose of MOOC?

Higher education
Workplace
connection
 Lifelong learning
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What is MOOC?
How was MOOC made possible
today?
How is it different from taking a
course from a college or university?
How is it changing or influencing
education at present?
WEARABLE TECHNOLOGY
Wearable technology or
simply wearable, is a new
trend where people are given
the convenience of literally
wearing their gadgets for
multiple purposes.
WEARABLE TECHNOLOGY

Google
Glass
Google Glass
It displayed information in
a smartphone-like, hands-free
format. Wearers
communicated with the Internet
via natural language voice
commands.
WEARABLE TECHNOLOGY

iPhone
watch
iPhone watch
Apple Watch Series 4 has a water resistance
rating of 50 meters under ISO standard
22810:2010. This means that it may be used for
shallow-water activities like swimming in a pool
or ocean. However, Apple Watch Series 4
should not be used for scuba diving,
waterskiing, or other activities involving high-
velocity water or submersion below
shallow depth.
WEARABLE TECHNOLOGY

Fitbit Charge 2
“fitness wristband”
Fitbit Charge 2
Continuous, Automatic Wrist-based
Heart Rate Tracking
Call, Text & Calendar Notifications
Personalized Cardio Fitness Score
Multi-sport Tracking & Connected GPS
WEARABLE TECHNOLOGY
HTC Vive
VR Headset
“virtual
reality”
HTC Vive VR Headset
The VR headset with 110-degree field of
view and front-facing camera provides an
enhanced visual experience through a mix
of virtual and actual surroundings. This HTC
Vive virtual reality system includes two base
stations and two wireless controllers for a
complete game-ready setup.
WEARABLE TECHNOLOGY

Microsoft HoloLens
“augmented reality”
Microsoft HoloLens
It is the first self-contained, holographic
computer, enabling you to engage with
your digital co Specialized components—
like multiple sensors, advanced optics, and
a custom holographic processing unit—
enable us to go beyond the screen content
and interact with holograms in the world
around you.
WEARABLE TECHNOLOGY

3D Printer
3D Printer
3D printing is any of various processes
in which material is joined or solidified
under computer control to create
a three-dimensional object, with
material being added together (such as
liquid molecules or powder grains being
fused together).
BENEFITS OF WEARABLE
TECHNOLOGY
 Physical activity and fitness monitoring
 Enhanced social networking
 Personal safety
 Healthcare monitoring
 General increased wireless connectivity
3D TECHNOLOGY
According to Business Dictionary, 3D
or three dimensional model displays a
picture or item in a form that appears to
be physically present with a designated
structure. The representations are more
inclined to reality through stereoscopic
photography.
SOME KINDS OF 3D TECHNOLOGY

 3D DISPLAY
 3D PRINTING
 3D PENS
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Which of the discussed
trends in media and
information do you think
will have the most
impact or influence to
people and to the
society as a whole?
Why?
Performance Task :

Prototyping
for Empathy
the original model of something from
which later forms are developed
(http://dictionary.cambridge.org/us/dictionary/english/prototype)

Prototype

an original model on which something is


patterned
(https://www.merriam-webster.com/dictionary/prototype)
Paper Prototype
Paper Prototype
Paper Prototype
Performance Task: Project
Title: Prototyping for Empathy
Collaborative Learning
 Divide the class into 10 smaller groups.
Materials
cartolina pencil
eraser pentel pen
ruler masking tape
scissors coloring materials.
art paper glue
Procedure
1.Identify three (3)
problems or issues that
are related to media and
information in the
Philippines.
Procedure

2. Among the identified problems,


select which you think needed
an immediate attention.
Brainstorm what causes the
problem and what are the
possible ways to solve it.
Procedure

3. Pair the different groups. Each


group will interview the other
group to which they are paired
with regarding what issue they
want to address, what causes it,
and how do they want to solve it.
Procedure

4. Each group will design a


technology tool that will
provide the needed solution
to the discussed issue or
problem presented to them
by the other group.
Procedure

5. Create a prototype of the


technology tool they
designed to address the
problem presented to
them by the other group.
Procedure
6. Explain in the class the
problem or issue that was
presented to them and
present the prototype they
created to solve it.
Procedure
7.The partner group will
provide a feedback
how the prototype can
be improved.
Procedure
8. Each group will
improve their
prototype based on
the given feedback.
Procedure
9. Have an Expo in your classroom where
the prototypes will be displayed with the
following printed information: problem or
issue in media and information, name of
the prototype, and what it can do and
how it can solve the given problem.
Invite visitors to your Expo. Assign a
member per group to explain the
prototype.
References
 Media and Information Literacy Curriculum Guide by DepEd
 #MediaTrends by Don Bosco Press Inc.
 http://www.tonybates.ca/2015/02/21/10-key-takeaways-
about-differences-between-classroom-blended-online-
and-open-learning/
 https://clwb.org/2013/06/10/what-is-ubiquitous-learning/
 https://education.illinois.edu/newlearning/ubiquitous-
learning.html
 https://net.educause.edu/ir/library/pdf/eli7078.pdf
References
 http://www.openuped.eu/images/docs/Definition_
Massive_Open_Online_Courses.pdf
 http://www.codlearningtech.org/2015/11/23/5-
questions-what-you-need-to-know-about-moocs
 http://elearninginfographics.com
 http://dschool.stanford.edu/dgift/
 https://dschool.stanford.edu/wp-
content/themes/dschool/method-cards/prototype-
for-empathy.pdf
Photo Credit
 Page 5 http://www.tonybates.ca/wp-
content/uploads/Continuum-of-technology-based-
teaching-2.jpg
 Page 6 http://tiie.w3.uvm.edu/blog/ubiquitous-learning/
 Page 7 http://www.corporatetraining.ie/profiles/ulearn/
 Page 8 http://www.computertec.com.au/computer-
services/
 Page 9 https://www.roberthalf.com/baltimore/blog/8-
ways-to-better-online-collaboration-among-your-remote-
team
Photo Credit
 Page9 https://blogs.articulate.com/rapid-
elearning/give-effective-feedback-online-training/
 Page 10 http://www.codlearningtech.org/2015/11/23/5-
questions-what-you-need-to-know-about-moocs/
 Page 15 https://www.pinterest.com/explore/vr-headset/
 Page 16 http://intl.target.com/p/fitbit-charge-2-heart-
rate-fitness-wristband/-/A-51591651
 Page 17 http://www.iphonefaq.org/archives/975325
Photo Credit
 Page 18 https://www.microsoft.com/microsoft-
hololens/en-us
 Page 19 http://uk.businessinsider.com/htc-vive-pre-
order-date
 Page 20 http://www.3ders.org/articles/20140329-
ultimaker-2-3d-printer-source-files-now-online.html
 Page 24 http://www.memegen.com/meme/zok7aq
 Page 27 http://www.rachelilansimpson.com/blog
Photo Credit
 Page 28 http://aaronbrako.com/prototyping
 Page 29 http://april3rd.com/hcid521/?p=63
 Page 31
https://clipartfest.com/download/4ecb0567e88f186b
cf80d82850b6c5a58acd429f.html
 Page 32
http://www.indiaeducation.net/management/cat/gr
oup-discussion-tips.aspx
Photo Credit
 Page36 http://articles.bplans.com/10-tips-to-
improve-business-efficiency/
 Page 38
http://circlesofinnovation.valenciacollege.edu/creati
vity-in-the-classroom/

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