MOOC Wearable Technology Paperless Society

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MEDIA AND INFORMATION LITERACY

Lesson Current and Future


Trends of Media and
11 Information
Technological advancements, digitization, and the Internet is swiftly changing the
nature of information production, consumption, and sharing. With this, even the economic,
societal, political, and educational landscapes of society has been aligning its mechanisms
and policies to the realities in the Information Age. In a fast-paced era of information and

technology, society is left with only two choices: adapt to change or get left behind. As such, MIL
encourages us to learn the current trends in Media and Information as well as anticipate what may
come in the future so that we may understand, as consumers, in what ways we can adapt to and
maximize the innovations of these changing times.

In this lesson, you will identify the latest advancements in media and information
technology and realize how they shape people’s media experience and influence information
needs.

What I Need to Know


Learning objectives

By the end of this lesson, you will:

1. 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);
2. Describe massive open on-line (MIL11/12CFT-IIIi-26); and
3. Predict future media innovation (MIL11/12CFT-IIIi-27)

What I Know
Pretest

Let’s see how much you already know before we tackle the next lesson. Write the letter
of your choice on a separate sheet of paper.
1. Another term for MOOC.

a. Distance Learning c. Online Information Hub


b. E-school d. Internet School

2. It refers to the model delivering content online to any person who want 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
3. The letter M is MOOC stands for?

a. Media c. Market
b. Massive d. None of the Above

4. Which of the following is not a material suitable for 3D printing?

a. Concrete c. Glass
b. Plastic d. Human tissue

5. Which of the following is not a type of wearable technology with health applications?

a. Pedometer c. Calorie Tracker


b. Heart-rate monitor d. None of the Above

6. A technology that helps instructor evaluate their students’ learning.

a. Analytics c. Online exams


b. Learning trackers d. All of the above

7. This refers to a society’s characterized by the shift from letters to e-mails, newspapers to
news web pages, books to e-books, and so on.

a. Electronic Society c. Paperless Society


b. Internet Society d. Digital Society

8. Which of the following is not an element of the 3D environment?

a. Height c. Length
b. Width d. Depth

9. Which of the following is not an example of modern wearable technology?

a. Smart Watches c. Smartphones


b. Fitness Trackers d. Headsets

10. Refers to a type of learning that happens anytime, anywhere, and with anyone.

a. Ubiquitous Learning c. Wide Learning


b. Global Learning d. None of the Above
What’s In
Review

In Lesson 10, you have learned that media and information open both opportunities
and challenges for you as an individual and to the society in general. Media as well carry with
them meaning – even powerful ones – that can influence media and information consumers’
attitudes, behavior, and views. As a digital native and a media and information literate
individual, you are expected to manage its challenges and make the best use of its
opportunities. In this lesson, we will focus on these developments, specifically the current
trends of media and information and how it plays a role in the Digital Era.

What’s New
Activity 11.1

What you will do

What Activity 11.1: Identifying Technologies


is It? Instructions: Identify these technological tools. Name as many as you can and give a
guess as to how and for what purpose it is used.

1 2 3 4
Discussion

Media and information, much like almost anything in the world, is a dynamic and
developing entity. It is ever-changing in nature – a product of continuous improvement. The
photos above are just a few examples of the many technologies and innovations that have
emerged throughout the recent years. Here, you will explore more of these developments and
visualize what the future may bring in terms of the trends in media and information.

Massive Open Online Courses


EDUCAUSE, a nonprofit organization composed of IT leaders and professionals,
defines MOOC as “a model for delivering learning content online to any person who wants to
take a course, with no limit on attendance.”

Furthermore, MOOCs can be characterized by the following:

1. A revolutionary approach to education that transitions from physical setting to a


virtual set-up
2. A kind of learning that is facilitated online, breaking the norm of having to
physically go to traditional schools or universities for higher education
3. Utilizes information technologies like analytics to help instructors evaluate their
students’ learning
4. Emphasizes connectedness (Gonzales, 2016)

MOOCS are asynchronous, open-access, Web-based courses geared toward


enrolling hundreds or thousands of students at a time. MOOCs deliver content via recorded
video lectures, online readings, and online assessments, as well as various degrees of
student-student and student-instructor interaction (Kurt, 2018). People enroll in MOOCs for a
range of purposes including: Career development, college preparations, supplemental
learning, lifelong learning, corporate training, and more.

There is a distinction though as to whether an online learning material or program is


considered as a MOOC. Here are a number of features that are typically required for a course
to be considered a MOOC:

1. 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!
2. 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.
3. Online – Thecourse 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.
4. Courses - It should have learning objectives to be achieved by students after
certain activities within in a given period of time.

MOOCs are made and hosted by universities and companies through open enrollment
or open registration. However, most of these institutions do not host MOOCs under their
organization per se but rely on course providers such as Coursera, edX, Udacity,
and many others. They range in length from 1 to 16 weeks (Bowden, 2019). While others run
on a schedule, MOOCs remain flexible letting you progress through them at your own pace,
that means you are able to study and go through the lessons and activities according to your
time, schedule, and pacing. Like in a traditional classroom, students will also be graded
through quizzes, assignments or activity. However, these may come as peer review which are
graded by other students according to a rubric or automatically-marked tests which are graded
directly upon submission.

MOOCs offer a strong starting point for a number of reasons, including:


1. 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
2. Repetition – a MOOC will often run two or three times a year, ensuring that
students won’t miss their chance
3. Highquality – MOOCs are led by subject matter experts (SMEs) and
supported by teaching assistants, so that students have access to first-rate
educational resources
4. Feasibility – a MOOC usually necessitates around 1-2 hours of study a week
for about 5 weeks, making learning doable for students with busy lives
5. 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).

In sum, MOOCs are a game-changer for higher education. The large scale availability,
the low cost to students, the questions raised around credentialing, and the analytics that
MOOCs provide all create a momentum for new pathways to education. Check out an example
of a MOOC in the next page.

Example of a MOOC from course provider edX:

Course title

Course
provider

Registration link

Other details about


the course

Course description

Course objectives
Screenshot from edX Online Course: How to Write an Essay (Retrieved from https://www.edx.org/course/how-to-write-an-
essay) May 30, 2020

What have you learned so far?

Activity 11.2: Question and Answer

Instructions: Answer the questions briefly in your own words. Write your answers in a
separate sheet of paper.
1. What is the impact of MOOC in information access?
2. Can MOOCs replace the traditional mode of information and knowledge
delivery? Expound your answer.
3. Are MOOCs potentially harmful to copyright? Why or why not?

Wearable Technology
Also known as wearables or fashion technology, wearable technology is a general term
which encompasses a field of smart devices that are worn on the body. This technology is
also considered as a trend in media and information as with it, people and access information
through media in a much faster manner.

Earlier versions of wearables were devices clipped to the body or on pieces of clothing.
Today, however, advancements in technology allowed powerful sensors to have direct contact
with the skin. Thus, the tech gravitated to other body parts: the wrists, fingers, chest, forearms,
ears, eyes, forehead, temple and anywhere else you can think of (yes, even those parts).

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 growing to be one of the fastest-rising innovation in the ICT


industry. The new age of wearables are loaded with smart sensors that track our movements
and biometrics, often using Bluetooth to sync wirelessly to a smartphone. Others also rely on
Wi-Fi connectivity and standalone mobile 4G LTE data connections.Wearables also use
sensors to connect to you as a person, helping you to achieve goals such as staying fit and
active, losing weight, being more organized or tracking your overall mental and physical
health. In the case of VR and AR heads-up displays, they’re providing a wealth of new
entertainment and educational opportunities, as well as enhancing the world around us (Smith,
2019).

Different fields such as in gaming, music, entertainment, health and medicine, fitness
and wellness, education, transportation, and many others, have slowly started to adapt to the
use of this technology. Let’s look at these examples of wearable tech:

1. Smartwatch

Smartwatches are wrist-worn devices that connect to


your mobile phone. As they are synced to your smart phone, it
allows you to see notifications on your wrist at a glance. This
technology eases the burden of having to constantly open and
check you smartphone text messages, e-mails, or other
notifications. It can even track your physical activity!

Most smartwatches rely on a smartphone to function,


which also means the model you choose will depend on your
phone. For example, the Apple Watch can only be synced with an iPhone, while Android
Wear devices—such as the Moto 360 and Samsung Gear—can only be connected to Android
phones.

2. Fitness trackers and sports watches

Whether for formal training or just trying to be active


and fit, fitness trackers and sports watches help you get a
better understanding of your fitness activities. According to
GCF Global, they can track the number of steps you take,
your average heart rate, how long you sleep, and more.
This data can then be synced with another device, which
allows you to see trends and patterns in your activity. For
example, you could find out how far you've walked over the
past week or estimate how many calories you've burned in
a day.

3. Smartglasses
No longer do your specs just help you see things
more clearly: 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.
4. Hearables

Most have had or known earphones and headphones


throughout their lives. Today, these devices, like the ones we
previously discussed, have now also utilized wireless
connectivity as well. These hearables work just like the
traditional earphones and headphones but are already
wireless and are worn in the ear. The most popular example
is Apple’s AirPods, those true wireless earphones that offer
quick access to the Siri voice assistant. However, these
hearable aren’t only for music or entertainment but some are
actually used as smart hearing aids.

5. VR Headsets

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.

Today, many industries and fields are using and developing more innovations of these
wearable tech especially in the health care industry where they’re looking into devices that
could be used to monitor things like blood pressure, vital signs, or blood sugar levels for
diabetics.From the basic fitness trackers and highly-advanced sports and smartwatches, to
virtual and augmented reality headsets, wearables are definitely establishing their names. As
such, wearable technology will most likely continue to have an impact to modern society
especially given its efficient use and aesthetic quality.
3D Environment
3D or three-dimensional in its literal sense refers to anything that has a width, height,
and depth (Gonzales, 2016). The physical world, the realm we live in including us humans,
are examples of 3D environments. This technological concept of a 3D environment is explored
to imitate and simulate the physical world through media. Most common examples of this are
computer animations in video games and TV shows. Films have been also among the most
common media modalities that employ 3D. 3D films make objects in their material appear solid
to the audience through the illusion of perception (Gonzales, 2016). If you have been to one
of these 3D films, you are made to wear special 3D glasses which directs each of your eyes
to see a slightly different picture. According to American Paper Optics, a manufacturer of 3D
eyewear, “this is done in the real world by your eyes being spaced apart so each eye has its
own slightly different view. The brain then puts the two pictures together to form one 3D image
that has depth to it.

Another 3D technology, which have existed for actually quite a while now, is 3D
printing. This innovation brings digital data and design to the physical world – literally. Simply
put, it brings your design to life! According to The University of Tennessee Knoxville, 3D
printing “creates objects by bonding the print material one layer at a time. They work by
making use of 3D design files, such as those created in AutoCAD or similar applications.
These files are processed by specialized software that slices the data into cross sections. The
printer uses this data to build the desired object from the bottom up one layer at a time.” Unlike
laser printers that utilize inks, 3D printers “prints” in layers of material like plastic, metal, and
concrete.

Overall, 3D environment has been already widely used because it gives the audience
or the users a more engaging and enjoyable media experience because the images and
videos are in three-dimensional rendering – meaning it’s as if we’re looking at something real!

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).”
Compared to mobile learning and e-learning, it is a more context-based approach and more
adaptive to the needs and pacing of the learner.

U-learning is a kind of wireless modality where learning takes place at anytime,


anywhere, and with anyone. It benefits from the use of technologies to implement the 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 media like mobile phones and computers for an efficient use.

However, in the Philippine setting especially in the public education system, most u-
learning tools fail to endure because of the lack of resources and thus, not effectively
sustaining the actual needs of the students. It is, nevertheless, still a promising endeavour
that both private and public education institutions hope to embark on.

What have you learned so far?

Activity 11.3: Question and Answer

Instructions: Answer the questions briefly in your own words. Write your answers in a
separate sheet of paper.
1. How has wearable technology revolutionized the way people access
information?
2. How does a 3D environment affect the audience’s media experience?
3. How does ubiquitous learning (u-learning) impact the traditional mode of
learning?
Paperless Society

A call for faster transactions and greener mechanisms brought paperless transactions
as a viable and useful practice in society. A paperless society is a society where
communication and transactions are done electronically or digitally 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 (Gonzales, 2016). Paperless
transactions also include cashless dealing which are often done through credit or debit cards
or through virtual wallets like PayMaya and GCash.

Going paperless offer several benefits like acquiring savings on costs on materials,
printing, labor, and storage. In addition, paperless transactions minimizes the risk of losing or
misplacing a digital document and allows employees to access and edit a digital document,
whether remotely or in the office, then electronically manage or send it. These documents can
also be accessed simultaneously, eliminating the need for multiple copies and thus saving
time and adding to work efficiency.

However, for a country like the Philippines where many places are still without
electricity, even more so Internet, going entirely paperless is still a far-fetched aim.
Bureaucracy in several companies and organizations, both public and private, also hamper
the actual realization of a paperless society. Despite such, societies are positively gearing
towards going paperless as places and people who are capable of carrying it out have already
adapted such procedures.

MOOCs, Wearables, 3D, U-Learning – these are only a few of the many technological
advances that we can only expect to shape our daily life now and in the future
– the way we communicate, conduct business, and even have fun. From virtual worlds,
wireless devices, artificial intelligence, holographic images and videos, and so much more. All
these trends will continue to advance, empower, and transform every aspect of our lives.

Now, let’s further harness your knowledge on these trends and technologies by
answering the following enrichment activities!
What’s More
Enrichment

Activity What you will do


11.4:
Identify
the important details of this MOOC. Write your answers on the activity matrix found in the
next page.

Screenshot from Coursera Online Course: Journalism Skills for Engaged Citizens (Retrieved from
https://www.coursera.org/learn/journalism-skills) May 30, 2020
Activity 11.4 Matrix
Component Answer
1. Course title
2. Course brief description
3. Course provider
4. Host institution
5. Course instructor/s
6. Course duration
7. Cost of enrollment

What you will do

Activity 11.5: Weighing Pros and Cons

Instructions: In the table below, write down what you think are the pros (advantages) and
cons (disadvantages) of the previously discussed trends in media, information, and
technology.

Trend Pros Cons

1. MOOCs

2. Wearable
technology
3. 3D
environment

4. U-Learning

5. Paperless
Society

What I Have Learned


Generalization

Complete the sentence stem below.


4. Current trends in media and information include

5. These developments change society’s way of life by

6. However, these advanced technological tools also pose disadvantages such as


What I Can Do
Application

Essay: Tech Then and Now


Asses
Technology isn’t what it is now compared to what our parents, grandparents, or elder
sment relatives have grown up to. In this activity, you will discover how our tech now differ from
Posttest what they have used before. On a separate sheet of paper, answer the following
questions:

1. Choose a current media and information technology you know or currently own or
I. patronize and create a review about it.
MULTIPLE
CHOICE. 2. Ask an elder (parents, aunts or uncles, grandparents) for their opinion of a similar
Identify the yet earlier version of the technology you used for your own review.
correct
answer to 3. Write an essay comparing the difference between their technology and yours.
the
following questions. Write the letter of your choice on the space before the number.

1. The letter M is MOOC stands for?

a. Media c. Market
b. Massive d. None of the Above

2. A technology that helps instructor evaluate their students’ learning.

a. Analytics c. Online exams


b. Learning trackers d. All of the above

3. This refers to a society’s characterized by the shift from letters to e-mails,


newspapers to news web pages, books to e-books, and so on.

a. Electronic Society c. Paperless Society


b. Internet Society d. Digital Society

4. Which of the following is not an example of modern wearable technology?

a. Smart Watches c. Smartphones


b. Fitness Trackers d. Headsets

5. Refers to a type of learning that happens anytime, anywhere, and with anyone.

a. Ubiquitous Learning c. Wide Learning


b. Global Learning d. None of the Above
II. IDENTIFICATION: Identify the term/s being referred to below. Write your answers on the
space provided before the number.

1. The unabbreviated term for a model delivering learning content to any


online person who wants to take a course, with no limit on attendance.
2.Refers to the eyewear used to watch 3D films.
3. A transaction that is done electronically or digitally without the use of
physical documents.
4. A kind of technology that brings digital data and design to the physical
world.
5. Refers to the obsoleteness of printed communications in society.
6. Refers to the material used in 3D printing aside from plastic and metal.
7. Broadly defined as any gadget that is worn instead of being carried.
8. An example of a wearable technology that tracks your wellness and
physical activity.
9. The sense tricked in 3D films.
10.Refers to the device that shows you a computer-generated virtual
reality.

Additional Activity

Exploring More Online Courses

To further expand your knowledge on MOOCs, this activity will let you explore
on the various online courses available on the Web. So here’s what you have to do:
1. Research for two (2) specific MOOCs of your choice.
2. Take note of the following details for the two MOOCs and write them on a
separate sheet of paper:
a. Course title
b. Course description
c. Course objectives (if any)
d. Host institution
e. Course provider
f. Course Duration
g. Cost
h. Certificate
3. Answer the following questions:
a. Would you be willing to enroll yourself for a MOOC?
b. How effective do you think are MOOCs in providing training and
education?

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