Media and Information Literacy PDF
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Senior High School
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This document contains a Media and Information Literacy module. The module covers topics like current trends in media, Massive Open Online Courses (MOOCs), and future media innovation. It includes multiple choice questions about the topics covered in the module.
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Media and Information Literacy Quarter 4 – Module 10: Current and Future Trends in Media and Information What I Need to Know MOST ESSENTIAL LEARNING COMPETENCY Describe the impact of massive open on-line course. OBJECTIVES After going through this module,...
Media and Information Literacy Quarter 4 – Module 10: Current and Future Trends in Media and Information What I Need to Know MOST ESSENTIAL LEARNING COMPETENCY Describe the impact of massive open on-line course. OBJECTIVES After going through this module, you are expected to: 1. Evaluate current trends in media and information and how it will affect/how they affect individuals and society as a whole 2. Describe Massive Open Online Course (MOOC) 3. Predict future media innovation 4. Synthesize overall knowledge about media and information with skills for producing a prototype of what you think is a future media innovation. What I Know DIRECTIONS: Choose the letter of the correct answer. Write your answer on. 1. Which of the following is NOT an example of modern wearable technology? a. Smart Watches c. Smartphones b. Fitness Trackers d. Headsets 2. Technology that takes advantage of the user’s sense of touch using computer applications a. Contextual awareness c. VR Technology b. Haptics d. Wearable Technology 3. It refers to the model for delivering content online to any person who wants to take a course with no limit to attendance. a. Education Model c. Massive Open Online Course b. Model of Online Learning d. Electronic Learning Model 4. Refers to a type of learning that happens anytime, anywhere and with anyone. a. Global Learning c. Ubiquitous Learning b. Online Learning d. Virtual Learning 5. A technology that provides a big picture of learning outcomes through available data such as test results. a. Analytics c. Online exams b.Learning trackers d. All of the above Module Current and Future Trends in 10 Media and Information Every time we browse the internet for leisure, we would most likely look into one common item: trend. For sure, getting updated is the first thing we will care to do as global citizens of the world wide web, because in this age where information can be accessed in just a tap of a finger, we will never want to be left behind. What is trending right now as I write these words may not be the trend anymore tomorrow. And so, more than just settling on what is “in” today, we always try to look beyond and imagine what the future will hold. We better get back to learning; the future may be just a click away. What’s In DIRECTIONS: Look at this picture created in the 1900s and answer the questions on its left. Write your answers on your answer sheet. 1. What “futuristic drawing” can you see in the picture? 2. This picture was drawn in 1905, two years after Wilbur and Orville Wright invented the first successful airplane. Based on your knowledge in science, do you think that this airplane model would materialize? Why or why not? 3. What do you think is the next major innovation in transportation technology? What’s New 10 New Paradigms of Communication in the Digital Age We began our discussion of MIL with a look into the models of communication. I hope you can still recall the concepts they represented. However, these are traditional models that were conceptualized in the 20 th century. Now that we are in the Digital Age (which some experts consider as the Connected Age as you will learn later), our outlook on communication changes too. Orihuela (2017) proposes 10 new paradigms or concepts that characterize communication now: PARADIGM 1: FROM AUDIENCE TO USER The communication process in the actual scenario is user centered: users have the control to choose, to decide, to search, to define and configure, to subscribe or unsubscribe, to comment and, most important: to write, talk and film. PARADIGM 2. FROM MEDIA TO CONTENT The media convergence has reset media identity. Media brand image becomes one of the most valuable activities of media companies: a source of credibility and prestige for digital content. PARADIGM 3. FROM MONOMEDIA TO MULTIMEDIA The multimedia identity of the actual environment allows all media industries to converge online and traditional media (press, broadcast, movies). Online media are multimedia, and multimedia is a new language. PARADIGM 4. FROM PERIODICITY TO REAL-TIME Sharing news and opinions with the ability to interact in real-time are the seed of cybercommunities. However, opportunities for reflection diminishes when information comes and goes as quick as time, but today’s fast-paced information promotes dynamism and new conversational styles. PARADIGM 5. FROM SCARCITY TO ABUNDANCE Space for the print media and time for broadcast media ceased to be the limit to content and now the time of the user is the new scarce resource. The overflow of information calls for new skills and tools to manage data, news, and opinions. PARADIGM 6. FROM EDITOR-MEDIATED TO NON-MEDIATED Worldwide publishing without editors, but with a close peer review daily process and in most cases open to comments from readers is the nature of social web publishing. Hence, the agenda of relevant current affairs goes beyond the established media land and now is share with a wide variety of new sources, most of them not media. PARADIGM 7. FROM DISTRIBUTION TO ACCESS The access paradigm is complementary with the user center paradigm and both explain the strong interactive nature of the new environment. Access means to seek, search, navigate, surf, decide, an active attitude, a will to connect and communicate, the contrary of the passive reception of media content. PARADIGM 8. FROM ONE WAY TO INTERACTIVITY This has three levels: First level: the possibility for the user to choose the format of information display (browser and navigation interface configuration). Second level: the possibility for the user to produce input for a system. This contribution could be co-authoring, writing comments, answering pools and tests, posting news, and so on. Third level: the possibility for the user to communicate with other users of the system in real or delay time. PARADIGM 9. FROM LINEAR TO HYPERTEXT Hypertext becomes the grammar of the digital world. The pathways of the info-spaces are built on links. Creating and activating links online could be the new name of alphabetization. Reading and writing by linking, this is, exploring and creating hypertextual environments daily is the most strategic skill digital natives are achieving. PARADIGM 10. FROM DATA TO KNOWLEDGE The extraordinary amount of data these days bring back the role of media as social managers of knowledge. Today, the strategic mission of media is the information about the information: information intelligence, interpretation, filtering and searching combined with the challenge of new interactive multimedia narratives and delivered by a wide range of channels. What is It Trends in Digital Technology Many of the technological advances we are seeing today will shape our daily lives in the future – the way we relax, interact, communicate and conduct business. From virtual worlds, avatar emotions, artificial intelligence, computer generated storytelling and narrative, interactive 360 holographic images, mixed reality, stress disorder virtual therapies and so much more. ICT will continue to advance, empower and transform every aspect of our life. Here are some of these emerging technologies and trends. Haptics technology Is a feedback technology (using computer applications) that takes advantage of the user’s sense of touch by applying force, vibrations and/or motions to the User. Simple haptics is used in game controllers, joysticks and steering wheels and is becoming more common in Smartphones. Haptics is gaining widespread acceptance as a key part of virtual reality systems (i.e. computer "Haptic and luminous screen 2" by jeanbaptisteparis is licensed under CC BY-SA 2.0 simulated environments) - adding the sense of touch to previously visual only solutions. It is also used in virtual arts, such as sound synthesis, graphic design and animation. There are many possibilities for Haptics to be applied to gaming, movies, manufacturing, medical, and other industries. Imagine your doctor operating on your local hospital from his computer in Australia. Contextual awareness By combining ‘hard sensor’ information such as where you are and the conditions around you, combined with ‘soft sensors’ such as your calendar, your social network and past preferences - future devices will constantly learn about who you are and how you live, work and play. As your devices learn about your life, they can begin to anticipate your needs. Imagine your PC advising you to leave home 15 minutes early or take a different route to avoid a traffic jam on your way to work. Consider a “context aware” remote control that instantly determines who is holding it and automatically selects the Smart TV preferences for that person. Voice and tone recognition Not only can voice and tone recognition be used to confirm a person’s identity but tone recognition can be used to detect a person’s health or emotional state. This technology will open new opportunities in security and healthcare – with mobile applications. Intelligent routing to devices This future technology will be useful to, for example, local councils. While on the move, staff will be able to provide the precise description and location of a street-based issue using Smartphones and mobile devices that can take photos and have GPS (global positioning system) support. Intelligent routing will then alert the responsible team to action. Eye tracking technology Eye tracking technology measures eye positions and movements which are analyzed through computer applications. Future laptops, smartphones and tablets could contain thousands of tiny imaging sensors built into the display screen. Eye tracking technology could have many possible applications, including: Law enforcement – lie detection Airport security – identifying suspicious behavior, e.g. to catch terrorists before they strike "Google Glass" by jurvetson is licensed under CC BY 2.0 Retail – recording, monitoring and analyzing consumer behavior to ‘tailor’ marketing to individuals Safety - alerting and awakening a drowsy or distracted driver would save many lives Health care – assisting people with disabilities or paralysis to communicate (laptop) and improve mobility (electric wheelchair) Human-computer interaction – using screen icons and a blink here or a gaze there. Say goodbye to the mouse and keyboard. Internet glasses Technology that can display images directly onto our retinas while not blocking our sight is being developed. This technology can be used in eyeglasses and have uses ranging from e-Gaming to military defense. In the next 10-20 years experts predict that Internet glasses will replace Smartphones. Imagine these viewing experiences: Seeing building schematics and locations of others (especially useful for security or fire fighters) Giving a speech while information is streamed to your eyeglasses in real time Receiving turn by turn directions as you walk toward your destination Viewing virtual recipes while cooking without losing your rhythm Walking down the street, seeing one of your friends show up "on screen" 2 blocks and 1 cafe away. Wearable Technology 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. Another example is a 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, unfortunately, issues in their accuracy have been raised in several reviews. Virtual Reality (VR) wearable technology is gradually growing in popularity among enthusiasts. "Wearable Technology" by ForbesOste is licensed under CC BY-NC-ND 2.0 Wearable technology takes users to computer generated worlds and let them experience it as if they were actually there. However, concerns were raised about VR technology’s potential to cause a total disconnection from the physical world. What’s More The Massive Open Online Course and its implications The media and information are in a constant change, and its development is a continuous process. This development is highly dependent on how connected entities are. In fact, while some books would refer to this age as the Age of Information, others would fittingly call this time as the “Connected Age.” Oblinger (2013) provides explanation to the current ways of the world: The change started with the network. Moving digital information instantly from one place to another has reshaped delivery systems, business models, and economics and has led to the globalization of almost every industry. However, this "network effect" is about more than the dissemination of information. It is about connections. We are no longer in the information age—we are in the connected age. Everyone "Perception, Action and the Brain" by brewbooks is licensed under CC BY-SA 2.0 and everything is interconnected. Anyone who can access the web can participate. The connections magnify the reach and value of not just information but also our relationships, creating opportunities for learning, working, and collaborating on an unprecedented scale. Keep in mind the concept of the spider’s web. A web cannot hang on its own with just a single strand. For it to spread out, each of its strand must be interconnected, and a spider’s power to capture its prey depends on how wide its web spreads and how many connections it has. With that said the next matter to be considered is on how we as citizens of this age keep ourselves connected to the worldwide network. It cannot be argued that getting updated as often as possible is the key to our connectedness. Hence, the educating aspect of the connected age becomes a prime concern, and with this, MOOC comes in the frontline. The Massive Open Online Course (MOOC) is defined as a model for delivering learning content online to any person who wants to take a course, with no limit on attendance. It can be characterized by the following: 1. A revolutionary approach to education that moves away from the physical to the virtual 2. A kind of learning that happens online, breaking the norm of traditional schools or universities for higher education. 3. Utilizes information technologies like analytics to help instructors gauge their student’s learning. 4. 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 analytics, 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. What I Have Learned Have you watched the film WALLE? It is a creative look into the future, and a terrible interpretation of what could happen to the world due to pollution and to mankind if they would continue sitting in front of computer monitors. We do not want these to happen, do we? In the movie "WALL E" by Rob Boudon is licensed under CC BY-NC-SA 2.0 WALL-E is a robot designed to compact trash and clean up the highly polluted earth. He is efficient, cute, and alone, yet he manages to find proof of new life on earth to signal the human beings’ return to the planet after centuries of exile in space. Now, it is time for you to design your own robot, but not the type that kills alien monsters with a laser sword. This time, its primary function is to safeguard media and information and promote MOOC. There are already robot designs that showcase the functions indicated above. (I have seen an actual design that is used to teach English as a Foreign Language via distance mode.) You may Google about them as a reference to your personal design. Let’s give it a name: M.I.L.Droid, the Media and Information Literate Android. You are given the freedom to decide how M.I.L. Droid would look, but make sure that you are able to enumerate and explain at least five functions relevant in promoting MIL and MOOC. Enjoy designing! What I Can Do Then, Now, and Beyond It would help if you have an elder answering this with you. Choose a current media and information technology you currently own or patronize and create a review about it. Then, ask an elder (parents, aunts or uncles, grandparents) for their opinion of a similar yet earlier version of the technology you used for your own review. Lastly, think of how this technology will develop 10 years from now. Accomplish this on your answer sheet. THEN NOW BEYOND (Describe how the (Identify the technology (Write your predictions technology presented in you will review and about how the the middle column was briefly describe its technology described in according to your elder features) the middle column source. Indicate also would be 10 years from the decade when the now. Remember to technology was used.) include new features.) Assessment Directions: Identify the correct word within the parentheses to complete the sentences. Write your answer on your answer sheet. 1. (Ubiquitous, Online) learning means that education can happen anytime, every time. 2. The grammar of the digital world is (hypertext, linear text). 3. Real time information dissemination promotes (reflective, dynamic) interaction. 4. The communication process nowadays must be (audience, user)- centered. 5. The influx of online learning opportunities that allows wide networking is a clear proof that we are in the (digital, connected) age. 6. When it comes to management, MOOCs are (cheaper, more expensive) compared to traditional learning. 7. (Analytics, Haptics) provides relevant and reliable information about the learning process of students. 8. (Group chats, printed modules) are tools for MOOCs 9. MOOCs are designed for (small, large) classes. 10. A MOOC program is (restricted, flexible) for the learner.