Mil Report Lesson 2 (1)
Mil Report Lesson 2 (1)
Lesson 2
Current and Future Trends of Media and Information
Reporters:
John Earl Ladub
Ranz Batocabe
Von Abitria
Massive Open Online Courses
EDUCAUSE, a nonprofit organization composed of IT
leaders and professionals, defines MOOC as
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.
Here is a list of 10 of the leading MOOC providers that feature
courses offered by accredited and elite Universities from around the
globe.
1. Coursera
2. edX
In one sense Massive Open Online Course is just that it’s a COURSE,
it has facilitators and course materials it has a start and end date
and it has participants but MOOC is not a school it’s just not an
Online Course.. It’s a way to connect and collaborate while
developing digital skills, a way of engaging in the learning process
that engages what it means to be a student,
Wearable Technology
Also known as wearable 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 wearable 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).
• 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
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
3D or three-dimensional in its literal sense refers to anything that has a width, height, and depth. 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.
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 endeavor that both private and public education institutions hope to embark
on.
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.
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.