Current and Future Trends of Media and Information PDF

Summary

This document discusses current and future trends in media and information, including online learning through MOOCs, wearable technology, virtual reality, and other emerging technologies. It also explores the implications of these advancements.

Full Transcript

The Current and Future Trends of Media and Information - L E S S O N 9 - Are you prepared for a world without work? Massive Open Online Content and its Implications _ LESSON 9_ Massive Open Online Content Massive Open Online Content (MOOC) is define...

The Current and Future Trends of Media and Information - L E S S O N 9 - Are you prepared for a world without work? Massive Open Online Content and its Implications _ LESSON 9_ Massive Open Online Content 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. a. Massive - It should allow access to a very large number of students, much larger than a face-to-face class, or a traditional online course. It can even reach up to 500,000 learners or more! b. Open – It does not have an admission process nor qualifications to be able to register or enroll. MOOCs being open also means free and open access to educational resources hosted in varied online places. c. Online – The course is done remotely via the Internet and does not require physical attendance at a classroom, which also means that anyone from anywhere around the world with an Internet connection can avail of these courses. d. Courses - It should have learning objectives to be achieved by students after certain activities within a given period of time. Lack of entry requirements – a MOOC can be taken by anyone who is interested in the subject matter and able to access the course, regardless of age, background, or location Repetition – a MOOC will often run two or three times a year, ensuring that students won’t miss their chance High quality – MOOCs are led by subject matter experts (SMEs) and supported by teaching assistants so that students have access to first-rate educational resources Feasibility – a MOOC usually necessitates around 1-2 hours of study a week for about five weeks, making learning doable for students with busy lives Self-paced but supported learning – a MOOC enables students to work through the course materials and assessments at their own rates while also interacting with a global learning community (Kurt, 2018). 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. 2. Managing MOOC is relatively cheaper than running educational institutions. The Implications 3. Analytic provides information about the learning process of students. 4. Since it focuses on connectedness as part of the learning process, MOOC allows education to take place on a global scale. Wearable Technology According to Wearable Devices magazine (Liquigan, 2016), the characteristics of wearable include the following: ❖ Performing computer-related tasks such as laptops and mobile phones ❖ Provide sensory and scanning features ❖ Have some form of communication capability and will allow the wearer access to information in real-time ❖ Data-input capabilities ❖ Local storage capabilities Wearable technology is seen to be the up and coming technology of the future. Smartwatch Smartwatches are wrist-worn devices that connect to your mobile phone. As they are synced to your smartphone, it allows you to see notifications on your wrist at a glance. This technology eases the burden of having to constantly open and check your smartphone text messages, e-mails, or other notifications. Fitness Tracker It is derived from smart watches in form and physical design but serves health applications. Fitness trackers aim to promote health and wellness among its enthusiasts. According to GCF Global, they can track the number of steps you take, your average heart rate, how long you sleep, and more. Smart Glasses Smart glasses can link up with your phone, control the volume of your music, and even take photographs (Stevens, 2018). Google Glass was the first to launch this technology in 2013. Basically, it brings wireless connectivity and imaging into the frames and lenses of our eyewear, controls that we can only usually do on our smartphones and computers. So instead of a keyboard or mouse, you can control smart glasses by tapping or swiping control built into the frame or even verbalizing your commands as you do with Alexa and Siri. Hearables These Hearables work just like the The most popular example is These hearable aren’t only for traditional earphones and Apple’s AirPods, those true music or entertainment, but some headphones but are already wireless earphones that offer quick are used as smart hearing aids. wireless and are worn in the ear. access to the Siri voice assistant. Virtual Reality (VR) VR or Virtual Reality headsets are devices connected to a PC/games console and show you a computer- generated virtual reality that fools you sight and your brain into thinking you are in a different scenario. Oculus have so far received positive reviews among users. However, concerns were raised about VR technology’s potential to cause a total disconnect from the physical world. 3D or three dimensional - refers to anything that has width, height, and depth. Films - most common media offerings that incorporates 3D. 3D films make objects in their material appear solid to the audience through the illusion of perception. Earlier 3D motion pictures require audience to glasses with red and blue lenses. Computer software with 3D design - allows graphic designers to create 3D art and environments. This new technology is steadily revolutionizing digital graphics in media. 3D printing - This technology brings digital data and design to the physical world literally. The concept of 3D bio-printing or 2D printing, using human materials like tissue ad bones to create organs or body parts that can be theoretically translated to an actual human body aims to solve that. The Paperless Society 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 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. Ubiquitous Learning Ubiquitous learning or u-learning is a kind of e-learning experience that “implies a vision of learning which is connected across all the stages on which we play out our lives. Learning occurs not just in classrooms, but in the home, the workplace, the playground, the library, museum, and nature center, and in our daily interactions with others (Bruce, 2009).” Ubiquitous Learning U-learning is a kind of wireless modality where learning takes place at any time, anywhere, and with anyone. It benefits from the use of technologies to implement learning activities and achieve learning objectives. These technologies incorporate learning materials such as videos, audios, PowerPoint presentations, or notes with embedded source data in them (Liquigan, 2016). It is a very personalized and dynamic mechanism that uses devices integrated into the students’ environment. Furthermore, u-learning maximizes the use of any form of media like mobile phones and computers for efficient use. Thank you ☺

Use Quizgecko on...
Browser
Browser