Quarter 2 Media and Information Literacy PDF

Summary

This document is a course outline for a quarter on media and information literacy. It covers topics such as current and future trends in media and information, different learning platforms, and in-depth information about wearable technology.

Full Transcript

Quarter 2 MEDIA AND INFORMATION LITERACY Current and Future Trends of Media and Information Lesson 1 Study the following pictures. Explain the similarities and differences of the two pictures. Examine this word cloud and come up with the meaning of MOOC Lesson 2 1. edX.org – it...

Quarter 2 MEDIA AND INFORMATION LITERACY Current and Future Trends of Media and Information Lesson 1 Study the following pictures. Explain the similarities and differences of the two pictures. Examine this word cloud and come up with the meaning of MOOC Lesson 2 1. edX.org – it offers 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. WHAT IS MOOC? Massive Participation: MOOCs can accommodate thousands or even tens of thousands of learners simultaneously, making education scalable to a global audience. Open Access: Typically, MOOCs are open to anyone without stringent admission requirements. This openness democratizes education, allowing individuals from diverse backgrounds to participate. Online Delivery: Courses are delivered entirely online, leveraging multimedia content such as video lectures, readings, interactive quizzes, and discussion forums. Self-Paced Learning: Many MOOCs offer flexible schedules, allowing learners to progress through materials at their own pace, which is ideal for those balancing other commitments. Credentialing: While access is free or low-cost, many MOOCs offer paid certificates or credentials upon completion, which can be used to demonstrate skills and knowledge to employers or educational institutions. KEY FEATURES OF MOOC Coursera is one of the largest MOOC platforms, partnering with prestigious universities (like Stanford, Yale, and the University of London) and top companies (such as Google and IBM) to offer a wide range of courses. It provides individual courses, specializations, and fully accredited degrees, making it suitable for both personal enrichment and career advancement. Coursera courses often blend video lectures, quizzes, and peer-graded assignments, with many offering free access to course materials, though certificates and degrees come with a fee. It is well-known for offering high- quality education that mirrors traditional academic courses and is ideal for learners seeking structured, rigorous programs that align with university-level learning or professional development. Popular MOOC Platforms: Founded by Harvard and MIT, edX is a leading platform that focuses on academic rigor and offers free access to course content, with paid options for certificates, professional certifications, and even fully online degrees. edX collaborates with top-tier universities (such as Berkeley, MIT, and Oxford) and institutions to provide courses across a variety of disciplines, including science, technology, humanities, and business. It supports learners at various stages, from casual learning to professional training and advanced academic studies. Popular MOOC Platforms: 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. 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 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. o Professional Education - Professional courses that deliver the executive trends and knowledge needed to succeed in today’s businesses landscape. WHAT IS MOOC? Popular Courses and Subjects on edX Udacity distinguishes itself with its focus on technology and vocational skills, offering "Nanodegree" programs in areas like data science, AI, programming, and cloud computing. Unlike Coursera and edX, which partner with universities, Udacity collaborates with industry giants like Google, Amazon, and Microsoft to create specialized, job-focused content aimed at preparing learners for careers in high-demand tech fields. Courses are hands-on, with real-world projects, mentorship, and career services like resume reviews and interview preparation. Udacity's programs are paid, but they emphasize a direct pathway to employment, often tailored to industry needs. Popular MOOC Platforms: FutureLearn, a UK-based platform, emphasizes social learning, offering courses from universities, museums, and cultural institutions, like the British Council and the University of Edinburgh. Its unique feature is the strong focus on discussion and collaboration among learners, making the platform more interactive. FutureLearn provides free access to courses, but certificates, professional development courses, and full programs are available for a fee. FutureLearn’s social learning approach, where students engage in discussions and peer feedback, makes it a distinctive choice for learners who value interaction and community engagement as part of their learning experience. Popular MOOC Platforms: Course Focus: Udacity is heavily tech-oriented, while Coursera and edX offer broader academic subjects, and FutureLearn leans towards social learning and humanities. Partnerships: Coursera and edX focus on university partnerships; Udacity on industry leaders; FutureLearn blends cultural and academic institutions. Learning Approach: Udacity is job-focused with practical projects, FutureLearn emphasizes peer interaction, while Coursera and edX provide more traditional, structured academic experiences. Cost Structure: All offer some free content, but Udacity’s programs are generally more expensive and career-oriented, whereas Coursera, edX, and FutureLearn offer a mix of free courses and paid certificates or degrees. KEY DIFFERENCES Browse the available free courses offered on your chosen platform. Pick a course that aligns with your academic interests, hobbies, or career goals. Ensure the course is free to access. You don’t need to pay for certificates or premium content unless you choose to do so. FINISH THE COURSE UNTIL the last DAY of 2ND Quarter. After engaging with the course for write a 1 page reflection (300-500 words) covering the following points: What course did you enroll in, and why did you choose it? Summarize the key concepts or lessons you learned from the course. How did the MOOC learning experience compare to traditional classroom learning? What challenges did you face in self-paced learning, and how did you overcome them? How can you apply the knowledge or skills gained from the course to your future studies or career? PERFORMANCE TASK 1 and 2 Imagine you're getting ready for a busy day. As you put on your shoes, a small device on your wrist vibrates, reminding you that you have a meeting in an hour. You glance at it, and it shows how well you slept and suggests some light stretches to start the day. On your way to work, it alerts you to drink water after noticing you've been inactive for a while. Later, while jogging, it tracks your heart rate and the distance you've run, encouraging you to keep going. TEXT TO PONDER 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. WEARABLE TECHNOLOGY Portability: Devices are designed to be worn on the body (e.g., wrist, clothing, eyewear). Sensors: Track and monitor physical activity, health metrics (heart rate, steps, sleep, etc.). Connectivity: Connects wirelessly to smartphones, tablets, or the internet (Bluetooth, Wi-Fi). Data Collection: Gathers real-time data about the user’s health, environment, or behavior. User Interaction: Provides notifications, reminders, and feedback through vibrations, sounds, or visuals. KEY FEATURES OF WEARABLE TECHNOLOGY Portability: Devices are designed to be worn on the body (e.g., wrist, clothing, eyewear). Sensors: Track and monitor physical activity, health metrics (heart rate, steps, sleep, etc.). Connectivity: Connects wirelessly to smartphones, tablets, or the internet (Bluetooth, Wi-Fi). Data Collection: Gathers real-time data about the user’s health, environment, or behavior. User Interaction: Provides notifications, reminders, and feedback through vibrations, sounds, or visuals. KEY FEATURES OF WEARABLE TECHNOLOGY Health Monitoring: Tracks vitals like heart rate, blood pressure, or glucose levels for health management. Fitness Tracking: Measures activity levels, steps, calories burned, and exercise progress. Convenience: Hands-free operation, often controlled via voice commands or gestures. Personalization: Can be customized to individual preferences, such as notifications, goals, or aesthetics. Augmented Reality (AR): Some devices (e.g., smart glasses) overlay digital information on the real world. KEY FEATURES OF WEARABLE TECHNOLOGY 1. Smart Watch – is a wearable device that resemble a wristwatch, it’s a smart accessory which works with your phone to provide core function. They have touch screen and rely on mobile apps that run on a connection phone. Smart watch is created for health tracking and fitness. Common features Speech to text (vice versa), Voice Recognition, Personal Organizer In-Situ Education – In the situation, learners use their smart watches to get feedback about how to pronounce words. Example of Wearable Technology 2. Tracking fitness bands – these devices are worn around the wrist to record and track information about your physical fitness and activity. Fitness bands are usually connected to phones using Bluetooth. Common features Tracking heart rate, steps taken, distance travelled, and sleeping patterns. Example of Wearable Technology 3. Smart Glasses – these devices are combination of traditional eyer with features typically associated with smartphones or computers, incorporating technologies like displays, cameras, microphones, and sensors. Examples of smart glasses brands are Google Glass, Microsoft HoloLens, Ray-Ban Stories. Common features Handsfree communication, Camera for photos, and videos, Augmented Reality. Example of Wearable Technology 4. Virtual Reality Headsets – virtual reality headsets transport a user into virtual world. The user places the headset over their head with a screen in front of their eyes. As they move their head. They can look around a three-dimensional virtual world. Common features Virtual worlds Smartphone-enabled headset Example of Wearable Technology 5. Brain Sensor headbands – Brain sensor headbands gather data about brainwaves. Put the headband on, go about your life, then, upload the data to a computer to analyze how your brain worked throughout the day. Common features Focus training measurement of brain waves calibration for individuals Example of Wearable Technology 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. watches glasses smart fabrics headbands jewelry hearing-aid- like devices {design to look like earrings Example of Wearable Technology 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. More on Wearable Gadgets The 3D animation definition that describes its most common usages is: the process of creating three-dimensional moving images and placing them into a digital environment. These objects are generated in software designed specifically for 3D animation. Such programs allow 3D Animators to create the illusion of movement needed to bring objects to life. 1. 3D modeling – the process of forming a computer model of an object’s shape 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. 3D 3D PRINTER A machine that makes physical objects from digital designs by layering materials like plastic. It’s like printing a model you can hold. 3D printers allow for the creation of physical models from digital designs. In an educational setting, students can learn to model objects in 3D software and print them, providing hands-on experience in design, engineering, and even art. The 3D Environment 3D Films Movies where the images and visual graphics pop out in 3D, making you feel like you’re part of the scene. Special glasses are often used to view them. 3D films or AR projects can help students immerse themselves in interactive learning experiences. Examples include historical reconstructions, biological structures, and virtual laboratories. The 3D Environment HOLOGRAMS Holograms: 3D images that float in the air and can be seen from different angles, like a virtual object you can walk around. Holographic displays can project lifelike, interactive 3D objects. In education, this could be used for demonstrating complex concepts like the anatomy of the human body or architectural designs. The 3D Environment Educational Benefits Hands-on learning: Visualizing and physically interacting with concepts leads to better retention and engagement. Innovation and creativity: Encourages students to design, experiment, and iterate. Collaboration: These technologies foster teamwork, especially in project-based learning environments. The 3D Environment yoo·bi·kwuh·tuhs Ubiquitous learning (or u-learning) refers to learning that can happen anytime and anywhere. It allows students to access educational content, collaborate, and learn without being tied to a specific location, such as a classroom. Devices like smartphones, tablets, and computers, along with the internet, make it possible for learning materials and activities to be available constantly Ubiquitous Learning Online Learning: Typically requires specific times and platforms, such as scheduled classes or courses accessed via a computer or mobile device. It may be tied to formal sessions (like Zoom meetings or e-learning modules).While Ubiquitous Learning: Goes beyond scheduled times and specific platforms. It allows learning to happen anywhere, anytime, often seamlessly integrated into daily activities, using multiple devices and contexts (e.g., learning through apps, wearable devices, smart environments, etc.). U-Learning vs O-Learning 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. No specific time or place is required to learn. Immediacy: Students should be able to get information whenever they want. The information students request may be stored in their device, the data is most likely stored on a server somewhere and is accessed by the learner over the internet Characteristics of Ubiquitous Learning 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. Characteristics of Ubiquitous Learning Flexibility: Ubiquitous learning allows learners to access educational content anytime and anywhere, making it incredibly convenient. It fits into the learner's schedule and daily life, which enhances continuous learning. Distraction and Overload: Since learning can happen anywhere, learners might face distractions or information overload from constant access to educational materials, which can affect focus and retention. Ubiquitous Learning

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