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MIL Q2 Module1

This module provides information on current and future trends in media and information for senior high school students. It discusses the impact of massive open online courses (MOOCs) and how emerging technologies like virtual reality, artificial intelligence, and wearable devices will continue to transform how people interact, communicate, learn, and conduct business. Students are expected to describe the impact of MOOCs and evaluate how current trends in media and information affect both individuals and society. The document outlines an activity for students to list 10 trends in media/technology and how they impact people. Examples of MOOC platforms like edX and courses offered are also provided.
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0% found this document useful (0 votes)
119 views12 pages

MIL Q2 Module1

This module provides information on current and future trends in media and information for senior high school students. It discusses the impact of massive open online courses (MOOCs) and how emerging technologies like virtual reality, artificial intelligence, and wearable devices will continue to transform how people interact, communicate, learn, and conduct business. Students are expected to describe the impact of MOOCs and evaluate how current trends in media and information affect both individuals and society. The document outlines an activity for students to list 10 trends in media/technology and how they impact people. Examples of MOOC platforms like edX and courses offered are also provided.
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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SENIOR HIGH SCHOOL

121212

Media and Information


Literacy
Quarter 2 – Module 1:
CURRENT AND FUTURE TRENDS OF MEDIA
AND INFORMATION

G
R
A
D
What I Need to Know
This module was designed and written with you in mind. It is here to help
you master the context of Media and Information Literacy. It contains varied
activities that can help you as a Senior High School student to not just be an
information literate individual, but a creative and critical thinker as well as
responsible user and competent producer of media and information.

The module contains lesson in Current and Future Trends of Media and
Information.

After going through this module, you are expected to:

1. Describe the impact of massive open on-line (MELC)

2. 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)

Current and Future


Trends of Media and
MIL Information

What’s In

Many of the technological advances we are seeing today will shape our daily life in
the future – the way we relax, interact, communicate and conduct business. From
virtual worlds, avatar emotions, artificial intelligences, computer-generated
storytelling and narratives, interactive holographic images, mixed realities, stress
disorder virtual therapies and so much more. ICT will continue to advance,
empower and transform every aspect of our life. Check out some of these emerging
technologies and trends.

Even just over the internet, much has changed since its inception. You are now
able to do a lot of things such as going to an online school without attending
physically to face-to-face classroom interaction. Development in multimedia
platforms heightened media experiences by mixing various functionalities in one
gadget.
What’s New

Activity 1: List at least 10 (ten) trends in media and information as you can think
of. Include technologies or specific gadgets that you use which have emerged in
recent years. Evaluate how they affect individuals and the society as a whole. Write
your answers in your notebook.

1. ______________________ 6._________________________
2. ______________________ 7._________________________
3. ______________________ 8._________________________
4. ______________________ 9._________________________
5. ______________________ 10.________________________

What is It

Massive Open Online Content

Massive Open Online Courses (MOOCs) are free online courses available for
anyone to enroll. MOOCs provide an affordable and flexible way to learn new skills,
advance your career and deliver quality educational experiences at scale.

Millions of people around the world use MOOCs to learn for a variety of reasons,
including: career development, changing careers, college preparations,
supplemental learning, lifelong learning, corporate eLearning & training, and more.

Some Websites that offers MOOCs:

1. edX.org – it offers s 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.

o Online Master’s Degrees - Offered in the most in-demand fields, from


topranked institutions and available at a fraction of the cost of a traditional
oncampus Master’s degree. https://www.edx.org/masters?

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. https://www.edx.org/micromasters?
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. https://www.edx.org/professional-certificate?

o Professional Education - Professional courses that deliver the executive


trends and knowledge needed to succeed in today’s businesses landscape.
https://programs.edx.org/professional-education/

Popular Courses and Subjects on edX:


Programming Courses Business Courses Management
Courses
• Python Courses • Finance Courses • Data Analysis
• Java Courses • Marketing Courses
• HTML Courses Courses • International • Leadership Courses
• Blockchain Courses Business Courses • Business Ethics
• Cloud Computing • Accounting • Business Analysis
Courses Courses • Innovation Courses
• DevOps Courses • Supply Chain
• App Development Management
Courses
Communication Life Sciences Engineering
Courses Courses Courses
• Languages Courses • Biology Courses • Mechanical
• Grammar Courses • Physics Engineering Courses
• Writing Courses • Chemistry • Urban Planning
• ESL Courses • Climate Changes • Electronics
• Chinese Courses • Renewable Energy • Geology
• Spanish Courses • Solar Energy • Structural
• Astronomy Engineering
• Environmental
Science
• Human Anatomy

About edX:

edX is the trusted platform for education and learning. Founded by Harvard and
MIT, edX is home to more than 20 million learners, the majority of top-ranked
universities in the world and industry-leading companies. As a global nonprofit,
edX is transforming traditional education, removing the barriers of cost, location
and access. Fulfilling the demand for people to learn on their own terms, edX is
reimagining the possibilities of education, providing the highest-quality, stackable
learning experiences including the groundbreaking MicroMasters® programs.
Supporting learners at every stage, whether entering the job market, changing
fields, seeking a promotion or exploring new interests, edX delivers courses for
curious minds on topics ranging from data and computer science to leadership and
communications. edX is where you go to learn. Visit edX.org
2. https://www.educause.edu/

EDUCAUSE, a nonprofit association and community of IT leaders and professional


describe Massive Open Online Course (MOOC) as “a model for delivering learnings
content online to any person who wants to take a course, with no limit on
attendance. EDUCAUSE’s mission is to advance higher education through the use
of information technology.

There is a growing interest of MOOCs as indicated by big investment in companies


(Coursera, Udacity, Udemy), similar non-profit initiative (edX), and learning
managements systems (Canvas Backboard). According to each writer Justine
Reich, MOOCs are open in two respect (volume, 2012).

1. Open enrollment to students outside a hosting university (as in “open


registration”).

2. The materials of the course were licensed using Creative Common licenses
so their materials could be mixed and reused by others (as in open license).

The educational benefits of MOOCs can be maximized if organizations or


institutions that offer such sources are made more open though Creative
Commons licensing. This way, academic and professional institutions reach more
online user, thus, flourishing open education movement.

Wearable Technology
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.

The characteristic of wearable, according to Wearable Devices magazine, include the


following.
• performing computer related tasks such as laptops and mobile phones.
• provide sensory and scanning features {such as biofeedback and tracking of
physiological function} that are typically not seen in mobile or laptop devices
• Have some form of communication capability and will allow the wearer
access to information in real time.
• Date input capabilities
• Local storages capabilities

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. some example of devices
includes.
• watches
• glasses
• contact lenses
• e-textiles and smart fabrics
• headbands
• beanies and caps
• jewelry
• hearing-aid- like devices {design to look like earrings

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. Hardheld
device and gadgets may be incorporated with one’s fashion sense while having a
mobile access to information. According to the magazine, “already, the current
handheld devices available to consumers, such as smart phones, iPods, and
tablets, have change the technological and social landscapes on the global scale,
such that walking out in the public and seeing an individual engaging with a hand-
held device is commonplace”

Smartwatch is a wearable computing device that closely resembles a wristwatch or


other time-keeping device. In addition to telling time, many smartwatches are
Bluetooth-capable. The watch becomes, in effect, a wireless Bluetooth adaptor
capable.
1. Samsung Galaxy Watch 3 - Our best smartwatch in the world right now
Descriptions:
OS: Tizen OS |
Compatibility: Android, iOS |
Display: 1.2" or 1.4" 360 x 360 Super AMOLED |
Processor: Dual-core 1.15GHz |
Band sizes: 22mm or 20mm |
Onboard storage: 8GB |
Battery duration: 3 days on 45mm / less on 41mm |
Charging method: Wireless |
IP rating: IP68 |
Connectivity: Wi-Fi, Bluetooth, LTE (for extra) the
Galaxy Watch 3 is the full package if you're looking for
a smartwatch to track your fitness, look good on your
wrist and a whole lot more.
(Image credit: Samsung) 2. Apple Watch 6 - The best
Apple Watch money can buy Descriptions:
OS: watchOS 7 |
Compatibility: iOS |
Display: 1.78" OLED |
Processor: Apple S6 |
Band sizes: Varies based on watch size |
Onboard storage: 32GB |
Battery: 18 hours |
Charging method: Wireless |
IP rating: Water-resistant to 50m |
Connectivity: Wi-Fi, Bluetooth, NFC, LTE
(Image credit: Apple)

3. Samsung Galaxy Watch Active 2 - Adding in a digital rotating bezel for a


nominal price bump
4. Fitbit Versa 2 - Fitbit's best smartwatch
5. Fossil Sport - Fossil's latest big smartwatch attempt
6. Fitbit Versa Lite - Lighter but not lesser
7. TicWatch E2 - A fully-loaded Wear OS watch you’ve never heard of
8. Honor Magic Watch 2 - Magical – if you’re a fitness buff
Cellphone is simply a telephone that doesn’t need a landline connection. It
enables the user to make and receive phone calls. Some cellphones also offer text
messaging.

Smartphone has more advanced features, including web browsing, software


applications and a mobile OS. In turn, a smartphone also offers capabilities such as
support for biometrics, video chatting, digital assistants and much more.
Smartphones can browse
the Internet and run
software programs like a
computer. Smartphones
use a touch screen to
allow users to interact
with them. There are
thousands of smartphone
apps including games,
personal-use, and
business-use programs
that all run on the phone.

Image Source: https://searchmobilecomputing.techtarget.com/definition/smartphone

The following are some of the other key features of a smartphone:


• • Internet connectivity. • The ability to sync
more than one email • A mobile browser.
account to a device.
Embedded memory • A hardware or software-based QWERTY

• • Touchscreen. keyboard.

Wi-Fi. • Wireless synchronization with other


A digital camera, devices, such as laptop or desktop
• • typically with video computers.
capability. • The ability to download applications and
• run them independently.
Gaming.
Unified messaging. • Support for third-party applications.
GPS. The ability to run multiple applications
• simultaneously.

Benefits of Smartphones
1. Keep in touch
2. Browse the internet whenever
3. Access many applications Harmful Effects of Smartphones
4. Save money 1. Damage to the eyes
2. Damage to hearing
How to limit your time on 3. Affect your sleep
Smartphones 4. Damage to the relationship
1.
Turn off notifications
2.
Uninstall apps
3.
Hide your phone

Fitness tracker. It is a gadget that can be worn by an individual throughout


the day to keep track of various body parameters. Any wearable fitness tracker
needs the person using it to input physiological details such as their weight, height,
gender to help the tracker make better sense of the data that it collects. This
personalization helps in processing the data generated by the fitness tracker. There
are a number of sensors which may be added to a tracker, but most commonly
motion sensors are used to determine body movements.

Heart Rate Monitoring Device. A technology that will calculate and monitor
your heart rate.

Fitbit Charge. This watch is good for exercise. It can count your running
time and the distance.

Smartglass. This smart glass can collect information’s from external and
internal. You can listen to music too while searching information.

https://www.dailymail.co.uk/sciencetech/article-7051401/Google-launches-new-
999Glassbusinesses.html

Misfit Phase Hybrid. This watch can count your steps and your heart rate.

5G Smartphone and Network. 5G is the fifth generation of internet speed.


This is the new fastest speed of internet connection. The successor of 4G.

Hologram. It is a pattern of interference produced by a split coherent beam.

Avatars, Surrogates, Robotic. This is a mechanical robot. It is having the


characteristics of a robot. They can do things like humans.
Different Types of Wearable Technology

https://www.researchgate.net/profile/Heres_Arantes_Junqueira/publication/322261039/fi
gure/fig5/AS:579249787674624@1515115319835/Different-types-ofwearabletechnology.png

3D Environment (3D printer and 3D Films, Holograms)


You may have seen computer graphics as well as animations and animatronic in
video, games, movies, and TV shows. 3D graphics environmental have added
texture to our media experience because of the images with we see in three in
dimensional rendering.
According to www.imagearts.ryerson.ca, there are three basic phases in 3D
computer graphics creation.

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.

Ubiquitous Learning

Ubiquitous learning, also called u-learning, is the interaction between humans and
computers in order to learn. It’s important to note that the term computers here
don’t only refer to desktop and laptop computers. Instead, computers are
considered any digital device. However, just having a computer or digital device
doesn’t make learning ubiquitous. What separates ubiquitous learning from the
broader term e-learning is that ubiquitous learning evolves learners being
constantly in contact with technology always having the ability to learn. In a sense,
ubiquitous learning is “learning on demand.” This is similar to mobile learning in
that the learner is not hindered by his or her location.

A student is more involved in the learning process u-learning utilizes all forms of
materials “that may be transferred to mobile devices.” These material can be videos,
audios, PowerPoint presentations, or notes with embedded source data in them. A
student may not be conscious that he or she is undergoing a learning process even
by simply watching the video or reading the notes.

Characteristics of Ubiquitous Learning

Top researchers in ubiquitous learning describe ubiquitous learning as having six


characteristics. These are:

• 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 that previously.
• Immediacy: Students should be able to get information whenever they want.
The information students request may be local, stored on their device, or not
local, the data is most likely stored on a server somewhere and is accessed
by the learner over the internet.
• 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.
• Situating of instructional activities: The problems and knowledge gained
from learning activities are presented in a natural way or in a way that
would mimic a real-world situation.
• Adaptability: Technology should be able to adapt to students’ changing
lives.

Advantages of Ubiquitous Learning

The most obvious advantage of ubiquitous learning is that learners can be


anywhere. Similar to previous implementations of learning using technology in
education, learners are not tied to a certain location. However, because students
often have their phones on them at all times, students have 24-7 access to a
learning environment.

Activity 4: Reflect and Evaluate (0ptional)


1. How do the developments in media and information technology change the
way life of humans?
2. Although technology is viewed as indication of progress, what do you think
are some of disadvantages of having invented these sophisticated tools? Why
are they disadvantageous?
3. Is there really a need for more advanced technologies? Why or why not?
4. Name of trends or technology that you find useful?

Activity 5: Apply to Real Life (Optional)

You work as a mobile application developer. Your company asked to think of a


potential application that android and iOS user can download. The market of
mobile application is growing; thus, your company strictly expects that you propose
a unique of application. Your task is to draft a proposal of application in mind and
justify the need of the market for such. The proposal should contain the description
and the functionalities of the application. Also think of the name for the application
that is catchy and marketable. The guidelines for the proposal are as follows.

• 300 to 600 word in length


• Must indicate specifications of the application
• Must include design issues, constraints, limitations
• Indicate steps in the design process, benefit and advantages of the
application, and other relevant matters.

Your proposal must be encoded and save as .doc or pdf file and uploaded in a fill
sharing platform in your teacher has set up your class.

Assessment

A. Multiple Choice:

1. It is an open access and interactive way to facilitate students’


online study.
A. Massive Open Online Course C. 4G
B. Holography D. Fitbit charge

2. A technology that will calculate and monitor your heart rate. A.


Misfit Phase Hybrid C. Fitbit Charge 2
B. Heart Rate Monitoring Device D. Avatar

3. This is a mechanical robot having the characteristics that do can things like
humans.
A. 5G B. Smart Glass C. Hologram D. Avatar

4. It is category of technology that can be worn by a consumer and often


include tracking for information.
A. Wearable technology C. Smart Watch
B. Smart phone D. MOOCs

5. A form of technology-mediated communication that enables the user of a


mobile device to communicate with someone in a different location.
A. Telephone C. Mobile Phone
B. Laptop D. Mobile Communication

B. True or False: Write True is the statement is correct otherwise write False.
_____1. Wearable technology also called wearable gadgets, a category of
technology devices that can be worn by a consumer and often include
tracking information related to health and fitness.

_____2. MOOCs provide an affordable and flexible way to learn new skills,
advance your career and deliver quality educational experiences at scale.

_____3. A smartwatch is a wearable computing device that closely resembles


a wristwatch or other time-keeping device.

_____4. The 3D modeling is the process of forming a computer model of an


object’s shape

_____5. Smartphone has more advanced features, including web browsing,


hardware applications and a mobile OS.

_____6. A massive open online course (MOOC) is an offline course that has
open access and interactive participation by means of the Web.

_____7. Smart glasses can collect information from internal or external


sensors.

_____8. A fitness tracker is the perfect way to monitor your activity and
health effortlessly.

_____9. 5G is the fourth generation of cellular mobile communications.

_____10. A kind of e-learning experience that is more context more adaptive


to learners’ needs is called ubiquitous learning or u-learning.

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