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Lesson 9

This document provides information about current and future trends in media and information literacy. It discusses emerging technologies like haptic technology, contextual awareness, eye tracking and internet glasses. It also describes massive open online courses (MOOCs), including their advantages of being scalable, utilizing optimal resources and allowing self-paced learning. Finally, it outlines the process for developing a prototype of a new media innovation, including creating concept sketches, virtual prototypes and physical prototypes, and obtaining patents.

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Kitz Conde
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0% found this document useful (0 votes)
47 views

Lesson 9

This document provides information about current and future trends in media and information literacy. It discusses emerging technologies like haptic technology, contextual awareness, eye tracking and internet glasses. It also describes massive open online courses (MOOCs), including their advantages of being scalable, utilizing optimal resources and allowing self-paced learning. Finally, it outlines the process for developing a prototype of a new media innovation, including creating concept sketches, virtual prototypes and physical prototypes, and obtaining patents.

Uploaded by

Kitz Conde
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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PERIOD: Q2 W1

SUBJECT: MEDIA & INFORMATION LITERACY


LESSON: 9 Current and Future Trends of Media and Information

Current Trends of Media and Information


At the end of the lesson, you should be able to:
 Evaluate current trends in media and information, and how they affect both individuals and the society as a whole.

 Technological advancements come in many forms. Some emerging technologies and trends
include haptic technology, contextual awareness, intelligent routing to devices, eye tracking
technology, and internet glasses.

1. Haptic technology requires realistic visual touching to perform a specific function. An example of
early haptic technology is the vibration of your cell phone when someone is calling you.
2. Contextual awareness refers to a device system's ability to collect information based on the
user's environment combined with algorithmic preferences. It includes predictive typing and the
collection of the user's locations and travels, and notifications of his/her upcoming
appointments.
3. Voice and tone recognition is the ability of devices to identify a particular person. This feature is
helpful for biometrics and security purposes.
4. Intelligent routing to devices collects information on a certain location, particularly about an
issue.
5. Eye tracking technology measures eye activity. Applications of such technology are evident in
the medical, marketing, and education industry.
6. Internet glasses are wearable computer glasses that can display information similar to a
smartphone.
7. Other wearable devices provide a virtual reality experience for gaming, medical training, or
watching videos.

 Technology like these may be a boon or bane. In general, you must be responsible for your
devices, and use them wisely.

MOOCS: Massive Open Online Courses


At the end of the lesson, you should be able to:
 Describe what massive open online courses are.

 How is the current teaching-learning process different from before?


 Why should one adapt to the changing times?

Learning is not contained in the four walls of the classroom. Another way to learn is to
enroll in a Massive Open Online Course or MOOC. All you need is your cellphone or a
computer, a decent internet connection, and the motivation to learn.
An MOOC is an interactive model for delivering content to interested users online. To
enroll in a MOOC, you must first register before joining a class. Most MOOCs are free,
while others charge a fee.
You can scroll through different topics ranging from areas of personal interests or several
disciplines such as engineering, languages, mathematics, among others. Each of the
letter in the acronym MOOC means something.

1. Massive. This means that many people are welcome to join MOOCs. The course
does not have a limit on the number of learners who wish to join as long as they
register before the given deadline or before the start of the courses.
2. Open. This means anyone can join MOOCs regardless of academic achievement,
industry experience, or any other factors.
3. Online. This means you are required to have a good internet connection to
access an MOOC.
4. Courses. This refers to the various disciplines or subjects available. Content
providers offer a list of courses depending on your interest.

The advantages of MOOC in education are the following:

 Scalability - it allows a larger number of students to join the MOOC class.


 Optimal resource utilization - You have the opportunity to be taught by famous personalities
and respected educators known in their industry.
 Self-paced - Learning in the MOOCs depend on the learner’s response.
 Removal of other constraints.
If you have plans to boost your résumé or connect with other students, join an MOOC.
Most MOOCs offer an MOOC certificate or badge upon completion.

Future Trends of Media and Information

In this lesson, you should be able to:


 Predict future media innovations.
 Synthesize their overall knowledge of media and information by producing a prototype of what the learners think is a future media
innovation.

 How can one achieve creative and critical thinking skills?


 If you had a chance to invent or reinvent something, what would it be? Why would you
want to invent or reinvent it?

Inventions once started as someone’s brainchild.


If you have an idea on your head and you wish to concretize it, you must first have a prototype. It is a
physical representation similar to a model.

According to Cherie Nelson, there are four steps to build your product’s first prototype.
1. Create a concept sketch. Draw your ideas on a piece of paper or a drawing software.
2. Develop a virtual prototype. You can use digital design tools to create 2D and 3D renderings of
your design.
3. Build a physical prototype. You can try to build one or seek a professional prototype designer.
4. Locate a manufacturer and apply for a patent.

A patent is an exclusive right granted for a product, process, or an improvement of a product or process
which is new, inventive, and useful. Be financially wise when looking for a manufacturer.

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