Media and Information Literacy (MIL) Module 2 PDF
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Saint Stephen's High School Manila
2017
Mr. Arniel Ping
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Summary
This document is a presentation on the topic of media and information literacy focusing on current and future trends. It analyzes topics such as ubiquitous learning, massive open online courses, wearable technology, and 3D environment, presented by Mr. Arniel Ping at St. Stephen's High School Manila.
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MIL PPT 20 Updated: June 11, 2017 Media and Information Literacy (MIL) CURRENT AND FUTURE TRENDS IN MEDIA AND INFORMATION Mr. Arniel Ping St. Stephen’s High School Manila, Philippines Learning Competencies Learners will be able to… ►de...
MIL PPT 20 Updated: June 11, 2017 Media and Information Literacy (MIL) CURRENT AND FUTURE TRENDS IN MEDIA AND INFORMATION Mr. Arniel Ping St. Stephen’s High School Manila, Philippines Learning Competencies Learners will be able to… ►define ubiquitous learning (SSHS); ►discuss the characteristics of ubiquitous learning (SSHS); ►describe massive open on-line (MIL11/12CFT-IIIi- 26) ►Identify current trends in media and information (SSHS); Learning Competencies Learners will be able to… ►evaluate current trends in media and information and how it will affect/how they affect individuals and the society as a whole (MIL11/12CFT-IIIi-26) ►predict future media innovation (MIL11/12CFT-IIIi- 27) Learning Competencies Learners will be able to… ►synthesize the overall knowledge about media and information with skills for producing a prototype of what the learners think is a future media innovation (MIL11/12CFT-IIIi-28) ►demonstrate their prototype in an exhibit (SSHS). Topic Outline I- Current and Future Trends of Media and Information A. Ubiquitous Learning B. Massive Open Online Course C. Wearable Technology D. 3D Environment E. Performance Task: Project 1. Prototyping for Empathy Media and Information in Education What is ubiquitous learning? …learning at any time, at Ubiquitous any place Learning https://clwb.org/2013/06/10/what-is- ubiquitous-learning/ The main characteristics of ubiquitous learning are: (Chen et al., 2002; Curtis et al., 2002) ► Permanency: Learning materials are always available unless purposely deleted. ► Accessibility: Access from everywhere as personally required Te main characteristics of ubiquitous learning arhe: (Chen et al., 2002; Curtis et al., 2002) ► Immediacy: Wherever a student is, he/she can immediately access learning materials. ► Interactivity: Online collaboration with teachers and/or peers (chat/blogs/forums) Source: https://clwb.org/2013/06/10/what-is-ubiquitous-learning/ The main characteristics of ubiquitous learning are: (Chen et al., 2002; Curtis et al., 2002) ► Situated instructional Activities: Learning in context (on-site). ► Adaptability: Getting the right information at the right place for the right student. Source: https://clwb.org/2013/06/10/what-is-ubiquitous-learning/ What is MOOC? Source: http://www.codlearningtech.org/2015/11/23/5-questions-what-you-need-to-know-about- moocs/ Video Presentation MOOCs and Beyond (2013), EDUCAUSE SPRINT 2013, YouTube Channel: educause, retrieved February 7, 2016 from https://www.youtube.com/watch?v=XGMrzQ7YOfI Formative Assessment Understanding an Infographics “To MOOC or Not to MOOC” by topcollegesonline.org Published: January 14, 2014 http://elearninginfographics.com/to-mooc-or-not- to-mooc-infographic/ Formative Assessment Understanding an Infographics “MOOC: Today and Tomorrow” by myelearning.com Published: October 17, 2016 http://elearninginfographics.com/mooc-today- and-tomorrow-infographic/ Formative Assessment: Class Discussion ►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? Formative Assessment Identify this technology tool. Google Glass Formative Assessment Identify this technology tool. iPhone watch Formative Assessment Identify this technology tool. Fitbit Charge 2 “fitness wristband” Formative Assessment Identify this technology tool. HTC Vive VR Headset “virtual reality” Formative Assessment Identify this technology tool. Microsoft HoloLens “augmented reality” Formative Assessment Identify this technology tool. 3D Printer Wearable Technology refers to electronic devices that can be worn on the body, often equipped with sensors and software to collect data, track activities, or enhance user experiences. These devices typically connect to smartphones or other devices for data analysis and functionality. Wearable Technology Smartwatches: Examples: Apple Watch, Samsung Galaxy Watch. Features: Timekeeping, fitness tracking, notifications, apps, heart rate monitoring. Samsung Galaxy Watch 4 40mm Wearable Technology Fitness Trackers: Examples: Fitbit, Garmin Vivosmart. Features: Activity tracking (steps, distance, calories burned), heart rate Garmin vivosmart 4 Activity Tracker monitoring, sleep tracking. Wearable Technology Smart Glasses: Examples: Google Glass, Microsoft HoloLens. Features: Augmented reality capabilities, notifications, hands-free access to information. Wearable Technology Smart Clothing: Examples: Under Armour’s UA HOVR smart shoes, Hexoskin shirts. Features: Embedded sensors to monitor fitness metrics like heart rate, respiration, and activity levels. Hexoskin 'smart shirt Wearable Technology Wearable Health Monitors: Examples: Continuous glucose monitors (like the Dexcom G6). Features: Track vital signs, glucose levels, or other health metrics. Cutting-Edge Technology of Continuous Glucose Monitors Wearable Technology Head-Mounted Displays (HMDs): Examples: Oculus Quest, HTC Vive. Features: Immersive virtual reality experiences for gaming or training. HTC Vive Wearable Technology Smart Jewelry: Examples: Ringly, Motiv Ring. Features: Activity tracking, notifications, and health monitoring in a discreet RINGLY | Smart Jewelry and Accessories form. Video Presentation: Wearable Technology Top 10 Best Wearable Tech Products - Gear UP YouTube Channel: WatchMojo.com , Published Dec. 35, 2016 Retrieved Feb. 8, 2017 from https://www.youtube.com/watch?v=WMz5CMeXO LY 3D3D Environment Environmnt refers to a three-dimensional space created using computer graphics, where objects, landscapes, and characters exist in a virtual world. can be navigated and interacted with, often in video games, simulations, virtual reality, or architectural visualizations. Video Presentation: 3D Environment Augmented Reality, Holograms & 3D Scanning YouTube Channel: Sky News Published June 5, 2015 Retrieved Feb. 8, 2017 from https://www.youtube.com/watch?v=NHMyLoTG5-w Video Presentation: 3D Environment Augmented Reality, Holograms & 3D Scanning 3D Environment Augmented Reality a technology that overlays digital content, such as images, videos, or 3D models, onto the real world through a device, usually a smartphone, tablet, or special AR glasses. 3D Environment Augmented Reality Vs. Virtual Reality 3D Environment Hologram a three-dimensional image created using light diffraction. Unlike a regular photograph or screen image, a hologram gives the perception of depth and can be viewed from multiple angles, making it appear as if the object or scene is actually present in the physical space. 3D Environment 3D Scanning a process of capturing the shape and appearance of an object or environment using specialized technology to create a digital 3D model. Future of Technology in Education: Examples and Possibilities Future of Technology in Education: Examples and Possibilities Introduction to Technology in Education Technology is revolutionizing the way we learn and teach. Students and educators can experience a more interactive and engaging learning environment. Future of Technology in Education: Examples and Possibilities Social Media in Education allows for interactive learning, where learners and educators can share thoughts, ideas, and comments. Scenario: Students can follow subject-matter experts on Twitter or LinkedIn and participate in discussions to gain diverse perspectives. Future of Technology in Education: Examples and Possibilities iPads & Computer Technology Technology like iPads and computers helps students become more responsible. Scenario: Owning a device or borrowing one from school teaches students to manage resources carefully and practice digital responsibility. Future of Technology in Education: Examples and Possibilities Better Simulations and Models Digital simulations and models help illustrate complex concepts. Scenario: Virtual experiments in chemistry or physics labs allow students to understand reactions and principles that are difficult to replicate in a traditional classroom. Future of Technology in Education: Examples and Possibilities Global Learning Sites Platforms like Glovico.org allow students to connect with native speakers from other countries for language lessons. Scenario: A student learning Spanish can set up a lesson with a native speaker from Spain and practice in a real-life context using platforms like Skype or Zoom. Future of Technology in Education: Examples and Possibilities Efficient Assessment & E-books Digital tools enable real-time assessment and tracking of student progress. E-books and digital textbooks make accessing materials easier. Scenario: A teacher can use assessment software to view each student’s progress in real time, identifying areas of struggle instantly. Future of Technology in Education: Examples and Possibilities Student Database & Interactive Textbooks Student databases allow for better progress tracking and personalized learning. Interactive textbooks go beyond text and include animations and assessments. Scenario: Students can answer questions interactively within a textbook, helping to solidify learning through engaging activities. Future of Technology in Education: Examples and Possibilities Extended Classroom Communities Platforms like Edmodo and Google Classroom extend the classroom community online, allowing for continuous engagement. Scenario: Students can discuss assignments, ask questions, and collaborate on group projects online, even outside school hours. Topic Outline I- Current and Future Trends of Media and Information A. Ubiquitous Learning B. Massive Open Online Course C. Wearable Technology D. 3D Environment E. Performance Task: Project 1. Prototyping for Empathy Future of Technology in Education: Examples and Possibilities Flexibility & Online Learning Online learning provides flexibility in terms of pace and time management. Scenario: A student can watch recorded lectures and complete assignments at a convenient time, accommodating diverse learning styles and schedules. Future of Technology in Education: Examples and Possibilities Making Learning Fun Games, animations, and interactive content make learning more engaging. Scenario: Using gamified quizzes, students can compete and collaborate, making learning a fun and enjoyable process. Future of Technology in Education: Examples and Possibilities Lifelong Learning & Cost Reduction Technology makes lifelong learning accessible and reduces the costs associated with traditional education. Scenario: Professionals can continue developing skills online through MOOCs and webinars, eliminating the need for expensive, location-based courses. Future of Technology in Education: Examples and Possibilities Future of Technology in Education The future of education technology lies in making learning personalized, accessible, and enjoyable for everyone, anywhere in the world. Scenario: AI-driven personalized learning platforms will adapt content and assessments to suit each student’s learning style and pace, ensuring a more effective educational experience. Video Presentation: 3D Environment 17 Incredible 3D Printed Objects YouTube Channel: Talltanic, Published Oct. 3, 2016 Retrieved Feb. 8, 2017 from https://www.youtube.com/watch?v=FSu19nz7NlE Formative Assessment: Recitation Guide Question 1. 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 : Project Prototyping for Empathy Performance Task: Project Title: Prototyping for Empathy the original model of something from which later forms are developed (http://dictionary.cambridge.org/us/dictionary/english/prototyp e) 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 6 or 8 smaller groups. Materials cartolina pencil eraser pentel pen ruler masking tape scissors coloring materials. art paper glue Performance Task: Project Title: Prototyping for Empathy Procedure 1. Identify problems or issues that is related to media and information in the Philippines. 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. Performance Task: Project Title: Prototyping for Empathy 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. Performance Task: Project Title: Prototyping for Empathy 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. Performance Task: Project Title: Prototyping for Empathy Procedure 5. Create a prototype of the technology tool they designed to address the problem presented to them by the other group. Performance Task: Project Title: Prototyping for Empathy Procedure 6. Explain in the class the problem or issue that was presented to them and present the prototype they created to solve it. 7. The partner group will provide a feedback how the prototype can be improved. Performance Task: Project Title: Prototyping for Empathy Procedure 7. The group who presented will take note of the given feedback to further improve their prototype. 8. Each group will improve their prototype based on the given feedback. Performance Task: Project Title: Prototyping for Empathy 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. The Design Thinking Process Reference s Media and Information Literacy Curriculum Guide by DepEd ► ► Media and Information Literacy by Boots Liquigan, Diwa ► 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 Reference s► http://www.openuped.eu/images/docs/Definition_Massi ve_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 ► Page 9 https://blogs.articulate.com/rapid-elearning/give- effective-feedback-online-training/ ► Page10 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/4ecb0567e88f186bcf80 d82850b6c5a58acd429f.html ► Page 32 http://www.indiaeducation.net/management/cat/group- discussion-tips.aspx Photo Credit ► Page36 http://articles.bplans.com/10-tips-to-improve- business-efficiency/ ► Page 38 http://circlesofinnovation.valenciacollege.edu/creativity- in-the-classroom/