Massive Open Online Content PDF
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This document discusses Massive Open Online Courses (MOOCs), exploring their benefits and various online learning platforms like edX. It also touches upon wearable technology and its applications. The document is focused on educational resources and technologies.
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**Massive Open Online Content** **Massive Open Online Courses** (MOOCs) are free online courses available for anyone to enroll. MOOCs provide an affordable and flexible way to learn new skills, advance your career and deliver quality educational experiences at scale. Millions of people around the...
**Massive Open Online Content** **Massive Open Online Courses** (MOOCs) are free online courses available for anyone to enroll. MOOCs provide an affordable and flexible way to learn new skills, advance your career and deliver quality educational experiences at scale. Millions of people around the world use MOOCs to learn for a variety of reasons, including: career development, changing careers, college preparations, supplemental learning, lifelong learning, corporate eLearning & training, and more. ***Some Websites that offers MOOCs:*** **1**. **edX.org** -- it offers s innovative online credentials in MicroMasters® programs and Professional Certificates. Transform your life with credit-eligible MicroMasters programs in the most in-demand fields today or learn new skills in exciting Professional Certificates. - o Online Master's Degrees - Offered in the most in-demand fields, from top-ranked institutions and available at a fraction of the cost of a traditional on-campus Master's degree. https://www.edx.org/masters? - o MicroMasters Program -- Series of graduate level courses from top universities, providing deep learning in a specific career field and a path to a Master\'s Degree. *https://www.edx.org/micromasters?* - o Professional Certificates - Courses providing job specific skills to help learners skill-up or launch into a new role, provided by industry-leading experts in key fields. *https://www.edx.org/professional-certificate?* - o Professional Education - Professional courses that deliver the executive trends and knowledge needed to succeed in today's businesses landscape. *https://programs.edx.org/professional-education/* **About edX:** **edX** is the trusted platform for education and learning. Founded by Harvard and MIT, edX is home to more than 20 million learners, the majority of top-ranked universities in the world and industry-leading companies. As a global nonprofit, edX is transforming traditional education, removing the barriers of cost, location and access. Fulfilling the demand for people to learn on their own terms, edX is reimagining the possibilities of education, providing the highest-quality, stackable learning experiences including the groundbreaking MicroMasters® programs. Supporting learners at every stage, whether entering the job market, changing fields, seeking a promotion or exploring new interests, edX delivers courses for curious minds on topics ranging from data and computer science to leadership and communications. edX is where you go to learn. Visit edX.org **2. https://www.educause.edu/** EDUCAUSE, a nonprofit association and community of IT leaders and professional describe Massive Open Online Course (MOOC) as "a model for delivering learnings content online to any person who wants to take a course, with no limit on attendance. EDUCAUSE's mission is to advance higher education through the use of information technology. There is a growing interest of MOOCs as indicated by big investment in companies (***Coursera, Udacity, Udemy***), similar non-profit initiative (***edX***), and learning managements systems (***Canvas Backboard***). According to each writer Justine Reich, MOOCs are open in two respect (volume, 2012). 1\. Open enrollment to students outside a hosting university (as in "open registration"). 2\. The materials of the course were licensed using Creative Common licenses so their materials could be mixed and reused by others (as in open license). The educational benefits of MOOCs can be maximized if organizations or institutions that offer such sources are made more open though Creative Commons licensing. This way, academic and professional institutions reach more online user, thus, flourishing open education movement. **Wearable Technology** A wearable technology is also called wearable gadgets; it is a category of technology devices that can be worn by a costumer and often include tracking information related to health and fitness. A technology that helps the athletes to get qualified input about vital data during work-out. These wearable devices or wearables are electronic technologies or computers that are incorporated in to items of clothing and accessories which can comfortably be worm the body. *The characteristic of wearable, according to Wearable Devices magazine, include the following.* - 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 or laptop devices - Have some form of communication capability and will allow the wearer access to information in real time. - Date input capabilities - Local storages capabilities 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 technologies to improve people's lives. some example of devices includes. - watches - glasses - contact lenses - e-textiles and smart fabrics - headbands - beanies and caps - jewelry - hearing-aid- like devices {design to look like earrings Wearable Technology is now the pioneer and worldwide leading innovation and market development platform for technologies worn close to the body, on the body or even in the body. Wearable technology will continue to have an impact to modern society of media and information users. For younger people like you, wearable technologies provide opportunity to mix functionality with aesthetics. Hard-held device and gadgets may be incorporated with one's fashion sense while having a mobile access to information. According to the magazine, "already, the current hand-held devices available to consumers, such as smart phones, iPods, and tablets, have change the technological and social landscapes on the global scale, such that walking out in the public and seeing an individual engaging with a hand-held device is commonplace" **Smartwatch** is a wearable computing device that closely resembles a wristwatch or other time-keeping device. In addition to telling time, many smartwatches are Bluetooth-capable. The watch becomes, in effect, a wireless Bluetooth adaptor capable. **Cellphone** is simply a telephone that doesn't need a landline connection. It enables the user to make and receive phone calls. Some cellphones also offer text messaging. **Smartphone** has more advanced features, including web browsing, software applications and a mobile OS. In turn, a smartphone also offers capabilities such as support for biometrics, video chatting, digital assistants and much more. Smartphones can browse the Internet and run software programs like a computer. Smartphones use a touch screen to allow users to interact with them. There are thousands of smartphone apps including games, personal-use, and business-use programs that all run on the phone. **Fitness tracker**. It is a gadget that can be worn by an individual throughout the day to keep track of various body parameters. Any wearable fitness tracker needs the person using it to input physiological details such as their weight, height, gender to help the tracker make better sense of the data that it collects. This personalization helps in processing the data generated by the fitness tracker. There are a number of sensors which may be added to a tracker, but most commonly motion sensors are used to determine body movements. **Heart Rate Monitoring Device.** A technology that will calculate and monitor your heart rate. **Fitbit Charge.** This watch is good for exercise. It can count your running time and the distance. **Smartglass.** This smart glass can collect information's from external and internal. You can listen to music too while searching information. **Misfit Phase Hybrid.** This watch can count your steps and your heart rate. **5G Smartphone and Network.** 5G is the fifth generation of internet speed. This is the new fastest speed of internet connection. The successor of 4G. **Hologram.** It is a pattern of interference produced by a split coherent beam. **Avatars, Surrogates, Robotic.** This is a mechanical robot. It is having the characteristics of a robot. They can do things like humans. **3D Environment ( 3D printer and 3D Films, Holograms)** You may have seen computer graphics as well as animations and animatronic in video, games, movies , and TV shows. 3D graphics environmental have added texture to our media experience because of the images with we see in three in 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 11 2\. Layout and amination -- the motion of placement of objects within a scene 3\. 3D rendering -- the computer calculation that, generate the images based on light placement, surface types, and other qualities. **Ubiquitous Learning** Ubiquitous learning, also called u-learning, is the interaction between humans and computers in order to learn. It's important to note that the term *computers* here doesn't only refer to desktop and laptop computers. Instead, computers are considered any digital device. However, just having a computer or digital device doesn't make learning ubiquitous. What separates ubiquitous learning from the broader term *e-learning* is that ubiquitous learning evolves learners being constantly in contact with technology always having the ability to learn. In a sense, ubiquitous learning is "learning on demand." This is similar to mobile learning in that the learner is not hindered by his or her location. A student is more involved in the learning process **u-learning** utilizes all forms of materials "that may be transferred to mobile devices." These material can be videos, audios, PowerPoint presentations, or notes with embedded source data in them. A student may not be conscious that he or she is undergoing a learning process even by simply watching the video or reading the notes. **Characteristics of Ubiquitous Learning** Top researchers in ubiquitous learning describe ubiquitous learning as having six characteristics. These are: - **Permanency:** Both course material and material produced by students is never deleted on purpose; the only time material is deleted is in unforeseen circumstances. Further, student's performance and course materials are continuously being updated. - **Accessibility**: Because learning data like coursework, assignments, and lectures are permanent, students should always have access to the material. Because this material is accessible, students can be much more self-directed and more independent that previously. - **Immediacy:** Students should be able to get information whenever they want. The information students request may be local, stored on their device, or not local, the data is most likely stored on a server somewhere and is accessed by the learner over the internet. - **Interactivity:** Learners should be able to interact with other people in their "educational network." These people can include the teacher of the course, classmates, or even experts in the field. Interactivity can be synchronous, requiring participants to be present at the same time, such as a video conversation or instant messaging chatroom, or asynchronous, such as an uploaded video to Youtube or a forum. - **Situating of instructional activities:** The problems and knowledge gained from learning activities are presented in a natural way or in a way that would mimic a real-world situation. - **Adaptability**: Technology should be able to adapt to students' changing lives.