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Mil Q2 Module 2.1

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0% found this document useful (0 votes)
669 views20 pages

Mil Q2 Module 2.1

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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Media and

Information
Literacy
Quarter 2 – Module 2.1:
Current and Future Trends in
Media and Information
Media and Information Literacy
Alternative Delivery Mode
Quarter 2 – Module 2: Current and Future Trends in Media and Information
First Edition, 2020

Republic Act 8293, section 176 states that: No copyright shall subsist in any work of the
Government of the Philippines. However, prior approval of the government agency or office
wherein the work is created shall be necessary for exploitation of such work for profit. Such
agency or office may, among other things, impose as a condition the payment of royalties.

Borrowed materials (i.e., songs, stories, poems, pictures, photos, brand names, trademarks,
etc.) included in this module are owned by their respective copyright holders. Every effort has
been exerted to locate and seek permission to use these materials from their respective
copyright owners. The publisher and authors do not represent nor claim ownership over
them.

Published by the Department of Education


Secretary: Leonor Magtolis Briones
Undersecretary: Diosdado M. San Antonio

Development Team of the Module


Writers: Ronan DC. Vergara
Reviewers: Cristeta M. Arcos
Dolorosa S. De Castro
Illustrator: Ronan DC. Vergara
Layout Artist: Ren Mac Mac G. Motas
Management Team: Wilfredo E. Cabral, Regional Director
Job S. Zape Jr., CLMD Chief
Elaine T. Balaogan, Regional ADM Coordinator
Fe M. Ong-ongowan, Regional Librarian
Susan DL. Oribiana
Dolorosa S. De Castro, CID Chief
Cristeta M. Arcos, EPS In Charge of LRMS

Printed in the Philippines by ________________________

Department of Education – RegionIV-A CALABARZON

Office Address: Gate 2 Karangalan Village,Barangay San Isidro


Cainta, Rizal 1800
Telefax: 02-8682-5773/8684-4914/8647-7487
E-mail Address: region4a@deped.gov.ph
Media and
Information
Literacy
Quarter 2 – Module 2.1:
Current and Future Trends in
Media and Information
Introductory Message
For the facilitator:

Welcome to the Media and Information Literacy – Grade 12 Alternative Delivery


Mode (ADM) Module on Current and Future Trends in Media and Information!

This module was collaboratively designed, developed and reviewed by educators


both from public and private institutions to assist you, the teacher or facilitator in
helping the learners meet the standards set by the K to 12 Curriculum while
overcoming their personal, social, and economic constraints in schooling.

This learning resource hopes to engage the learners into guided and independent
learning activities at their own pace and time. Furthermore, this also aims to help
learners acquire the needed 21st century skills while taking into consideration
their needs and circumstances.

In addition to the material in the main text, you will also see this box in the body
of the module:

Notes to the Teacher


This containshelpful tips or strategies
that
will help you in guiding the learners.

As a facilitator you are expected to orient the learners on how to use this
module. You also need to keep track of the learners' progress while allowing
them to manage their own learning. Furthermore, you are expected to
encourage and assist the learners as they do the tasks included in the module.

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For the learner:

Welcome to the Media and Information Literacy – Grade 12 Alternative Delivery


Mode (ADM) Module on Current and Future Trends in Media and Information!

The hand is one of the most symbolized part of the human body. It is often used
to depict skill, action and purpose. Through our hands we may learn, create and
accomplish. Hence, the hand in this learning resource signifies that you as a
learner is capable and empowered to successfully achieve the relevant
competencies and skills at your own pace and time. Your academic success lies
in your own hands!

This module was designed to provide you with fun and meaningful opportunities
for guided and independent learning at your own pace and time. You will be
enabled to process the contents of the learning resource while being an active
learner.

This module has the following parts and corresponding icons:

What I Need to Know This will give you an idea of the skills
or competencies you are expected to learn in the module.

What I Know This part includes an activity that aims to check what
you already know about the
lesson to take. If you get all the answers
correct (100%), you may decide to skip this
module.
What’s In This is a brief drill or review to help you link the
current lesson with the previous one.

What’s New In this portion, the new lesson will be introduced to you
in various ways such as a
story, a song, a poem, a problem opener,
an activity or a situation.
What is It This section provides a brief discussion of the
lesson. This aims to help you discover and understand new concepts
and skills.

What’s More This comprises activities for independent practice to


solidify your understanding and
skills of the topic. You may check the
answers to the exercises using the Answer
Key at the end of the module.
What I Have Learned This includes questions or
blank sentence/paragraph to be filled into process what you
learned from the lesson.

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What I Can Do This section provides an activity which will help you
transfer your new knowledge or skill
into real life situations or concerns.
Assessment This is a task which aims to evaluate your level
of mastery in achieving the learning competency.

Additional Activities In this portion, another activity will be


given to you to enrich your knowledge or skill of the
lesson learned. This also tends retention of
learned concepts.

Answer Key This contains answers to all activities in


the module.

At the end of this module you will also find:

References This is a list of all sources used in developing


this module.

The following are some reminders in using this module:

1. Use the module with care. Do not put unnecessary mark/s on any part of
the module. Use a separate sheet of paper in answering the exercises.
2. Don’t forget to answer What I Know before moving on to the other
activities included in the module.
3. Read the instruction carefully before doing each task.
4. Observe honesty and integrity in doing the tasks and checking your
answers.
5. Finish the task at hand before proceeding to the next.
6. Return this module to your teacher/facilitator once you are through with it.

If you encounter any difficulty in answering the tasks in this module, do not
hesitate to consult your teacher or facilitator. Always bear in mind that you
are not alone.

We hope that through this material, you will experience meaningful learning
and gain deep understanding of the relevant competencies. You can do it!

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What I Need to Know

MOST ESSENTIAL LEARNING COMPETENCY


Describe the impact of massive open on-line course

OBJECTIVES

After going through this module, you are expected to:

1. Evaluate current trends in media and information and how it will


affect/how they affect individuals and society as a whole
2. Describe Massive Open Online Course (MOOC)
3. Predict future media innovation
4. Synthesize overall knowledge about media and information with
skills for producing a prototype of what you think is a future media
innovation.

What I Know

Multiple Choice: Encircle the letter of the correct answer.

1. Which of the following is NOT an example of modern wearable


technology?
a. Smart Watches c. Smartphones
b. Fitness Trackers d. Headsets

2. Technology that takes advantage of the user’s sense of touch using


computer applications
a. Contextual awareness c. VR Technology
b. Haptics d. Wearable Technology

3. It refers to the model for delivering content online to any person who
wants to take a course with no limit to attendance.

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a. Education Model
b. Model of Online Learning
c. Massive Open Online Course
d. Electronic Learning Model

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


anyone.
a. Global Learning c. Ubiquitous Learning
b. Online Learning d. Virtual Learning

5. A technology that provides a big picture of learning outcomes through


available data such as test results.
a. Analytics c. Online exams
b. Learning trackers d. All of the above

Lesso Current and Future


Trends in Media and
n 1 Information
Every time we browse the internet for leisure, we would most likely look into one
common item: trend. For sure, getting updated is the first thing we will care to
do as global citizens of the world wide web, because in this age where
information can be accessed in just a tap of a finger, we will never want to be left
behind.

What is trending right now as I write these words may not be the trend anymore
tomorrow. And so, more than just settling on what is “in” today, we always try to
look beyond and imagine what the future will hold. We better get back to
learning; the future may be just a click away.

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What’s In

If you have access to YouTube currently, visit the link below and watch the video
“Watch your Day in 2020”.
https://www.youtube.com/watch?v=zJUQENC-SVQ

Here are the answer guide questions:


1. According to the video, what information will you be able to see in the
bathroom mirror?
2. What will be the features of the appliances in the kitchen and bedroom?
3. Do you think these features can make the world better, as the video
states?
4. This video was uploaded five years ago. Do you think that these
predictions about technology back in 2015 were realized today?

If you do not have access to internet, look at this picture created in the 1900s
and answer the questions on its left.

1. What “futuristic drawing” can


you see in the picture?
2. This picture was drawn in 1905,
two years after Wilbur and Orville
Wright invented the first
successful airplane. Based on
your knowledge in science, do
you think that this airplane
model would materialize? Why or
why not?
3. What do you think is the next
major innovation in
transportation technology?

"Harry Grant Dart: Aerostatic cabriolet of tomorrow, ca.


1905" by trialsanderrors is licensed under CC BY 2.0

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What’s New

The 10 New Paradigms of Communication in the Digital


Age

We began our discussion of MIL with a look into the models of communication. I
hope you can still recall the concepts they represented. However, these are
traditional models that were conceptualized in the 20 th century. Now that we are
in the Digital Age (which some experts consider as the Connected Age as you will
learn later), our outlook on communication changes too. Orihuela (2017)
proposes 10 new paradigms or concepts that characterize communication now:

PARADIGM 1: FROM AUDIENCE TO USER

The communication process in the actual scenario is user centered:


users have the control to choose, to decide, to search, to define and
configure, to subscribe or unsubscribe, to comment and, most
important: to write, talk and film.

PARADIGM 2. FROM MEDIA TO CONTENT

The media convergence has reset media identity. Media brand image
becomes one of the most valuable activities of media companies: a
source of credibility and prestige for digital content.

PARADIGM 3. FROM MONOMEDIA TO MULTIMEDIA

The multimedia identity of the actual environment allows all media


industries to converge online and traditional media (press, broadcast,
movies). Online media are multimedia, and multimedia is a new
language.

PARADIGM 4. FROM PERIODICITY TO REAL-TIME

Sharing news and opinions with the ability to interact in real-time are
the seed of cybercommunities. However, opportunities for reflection

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diminishes when information comes and goes as quick as time, but
today’s fast-paced information promotes dynamism and new
conversational styles.

PARADIGM 5. FROM SCARCITY TO ABUNDANCE

Space for the print media and time for broadcast media ceased to be
the limit to content and now the time of the user is the new scarce
resource. The overflow of information calls for new skills and tools to
manage data, news, and opinions.

PARADIGM 6. FROM EDITOR-MEDIATED TO NON-MEDIATED

Worldwide publishing without editors, but with a close peer review daily
process and in most cases open to comments from readers is the
nature of social web publishing. Hence, the agenda of relevant current
affairs goes beyond the established media land and now is share with a
wide variety of new sources, most of them not media.

PARADIGM 7. FROM DISTRIBUTION TO ACCESS

The access paradigm is complementary with the user center paradigm


and both explain the strong interactive nature of the new environment.
Access means to seek, search, navigate, surf, decide, an active
attitude, a will to connect and communicate, the contrary of the
passive reception of media content.

PARADIGM 8. FROM ONE WAY TO INTERACTIVITY

This has three levels:

First level: the possibility for the user to choose the format of
information display (browser and navigation interface
configuration).

Second level: the possibility for the user to produce input for a
system. This contribution could be co-authoring, writing
comments, answering pools and tests, posting news, and so on.

Third level: the possibility for the user to communicate with other
users of the system in real or delay time.

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PARADIGM 9. FROM LINEAR TO HYPERTEXT

Hypertext becomes the grammar of the digital world. The pathways of


the info-spaces are built on links. Creating and activating links online
could be the new name of alphabetization. Reading and writing by
linking, this is, exploring and creating hypertextual environments daily
is the most strategic skill digital natives are achieving.

PARADIGM 10. FROM DATA TO KNOWLEDGE

The extraordinary amount of data these days bring back the role of
media as social managers of knowledge. Today, the strategic mission
of media is the information about the information: information
intelligence, interpretation, filtering and searching combined with the
challenge of new interactive multimedia narratives and delivered by a
wide range of channels.

Keep in mind these ten paradigms as we go over this lesson as well as the
succeeding ones.

What is It

Trends in Digital Technology

Many of the technological advances we are seeing today will shape our daily
lives in the future – the way we relax, interact, communicate and conduct
business. From virtual worlds, avatar emotions, artificial intelligence, computer
generated storytelling and narrative, interactive 360 holographic images, mixed
reality, stress disorder virtual therapies and so much more. ICT will continue to
advance, empower and transform every aspect of our life. Here are some of
these emerging technologies and trends.

Haptics technology
Is a feedback technology (using computer applications) that takes advantage of
the user’s sense of touch by applying force, vibrations and/or motions to the

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User. Simple haptics is used in
game controllers, joysticks and
steering wheels and is becoming
more common in
Smartphones. Haptics is gaining
widespread acceptance as a key
part of virtual reality systems (i.e.
computer simulated
environments)
- adding the sense of touch to
previously visual only solutions. It "Haptic and luminous screen 2" by jeanbaptisteparis is licensed under
CC BY-SA 2.0 is also used in virtual arts, such as

sound synthesis, graphic design and animation. There are many possibilities for
Haptics to be applied to gaming, movies, manufacturing, medical, and other
industries. Imagine your doctor operating on your local hospital from his
computer in Australia.

Contextual awareness
By combining ‘hard sensor’ information such as where you are and the conditions
around you, combined with ‘soft sensors’ such as your calendar, your social
network and past preferences - future devices will constantly learn about who
you are and how you live, work and play. As your devices learn about your life,
they can begin to anticipate your needs. Imagine your PC advising you to leave
home 15 minutes early or take a different route to avoid a traffic jam on your
way to work. Consider a “context aware” remote control that instantly
determines who is holding it and automatically selects the Smart TV preferences
for that person.

Voice and tone recognition


Not only can voice and tone recognition be used to confirm a person’s identity
but tone recognition can be used to detect a person’s health or emotional state.
This technology will open new opportunities in security and healthcare – with
mobile applications.

Intelligent routing to devices


This future technology will be useful to, for example, local councils. While on the
move, staff will be able to provide the precise description and location of a
streetbased issue using Smartphones and mobile devices that can take photos
and have GPS (global positioning system) support. Intelligent routing will then
alert the responsible team to action.

Eye tracking technology


Eye tracking technology measures eye positions and movements which are
analyzed through computer applications. Future laptops, smartphones and

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tablets could contain thousands of tiny
imaging sensors built into the display
screen. Eye tracking technology could
have many possible applications,
including:
• Law enforcement – lie detection
• Airport security – identifying
suspicious behavior, e.g. to catch
"Google Glass" by jurvetson is licensed under CC BY 2.0
terrorists before they strike
• Retail – recording, monitoring and analyzing consumer behavior to ‘tailor’
marketing to individuals
• Safety - alerting and awakening a drowsy or distracted driver would save
many lives
• Health care – assisting people with disabilities or paralysis to communicate
(laptop) and improve mobility (electric wheelchair)
• Human-computer interaction – using screen icons and a blink here or a
gaze there. Say goodbye to the mouse and keyboard.

Internet glasses
Technology that can display images directly onto our retinas while not blocking
our sight is being developed. This technology can be used in eyeglasses and
have uses ranging from e-Gaming to military defense. In the next 10-20 years
experts predict that Internet glasses will replace Smartphones. Imagine these
viewing experiences:
• Seeing building schematics and locations of others (especially useful for
security or fire fighters)
• Giving a speech while information is streamed to your eyeglasses in real
time
• Receiving turn by turn directions as you walk toward your destination
• Viewing virtual recipes while cooking without losing your rhythm
• Walking down the street, seeing one of your friends show up "on screen" 2
blocks and 1 cafe away

Wearable Technology

Wearable technologies today are smart watches. These watches are worn as a
typical wristwatch but do more than just tell time. Modern smart watches
perform the same functions as smartphones.

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Smart watches as a wearable are developed for convenience, but its inability to
function as an independent
gadget puts it at a distinct
disadvantage.

Another example is a Fitness


tracker. It is derived from smart
watches in form and physical
design but serves
health applications. Fitness
trackers aim to promote health
and wellness among its
enthusiasts, unfortunately,
issues in their accuracy have
been raised in several reviews.

Virtual Reality (VR) wearable technology is gradually growing in popularity


among enthusiasts.
Wearable technology takes users to computer generated worlds and let them
experience it as if they were "Wearable Technology" by ForbesOste is licensed under CC BY-NC-ND 2.0
actually there.
However, concerns were raised about VR technology’s potential to cause a
total disconnection from the physical world.

What’s More

The Massive Open Online Course and its implications

The media and information are in a constant change, and its development is a
continuous process. This development is highly dependent on how connected
entities are. In fact, while some books would refer to this age as the Age of
Information, others would fittingly call this time as the “Connected Age.”
Oblinger (2013) provides explanation to the current ways of the world:

The change started with the network. Moving digital information instantly from
one place to another has reshaped delivery systems, business models, and
economics and has led to the globalization of almost every industry.
However, this "network effect" is about more than the dissemination of

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information. It is about
connections. We are no
longer in the information
age—we are in the
connected age. Everyone
and everything is
interconnected. Anyone
who can access the web can
participate. The connections "Perception, Action and the Brain" by brewbooks is licensed under CC BY-SA 2.0
magnify the reach and value of not just information but also our relationships,
creating opportunities for learning, working, and collaborating on an
unprecedented scale.

Keep in mind the concept of the spider’s web. A web cannot hang on its own with
just a single strand. For it to spread out, each of its strand must be
interconnected, and a spider’s power to capture its prey depends on how wide its
web spreads and how many connections it has.

With that said the next matter to be considered is on how we as citizens of this
age keep ourselves connected to the worldwide network. It cannot be argued
that getting updated as often as possible is the key to our connectedness.
Hence, the educating aspect of the connected age becomes a prime concern,
and with this, MOOC comes in the frontline.

The Massive Open Online Course (MOOC) is defined as a model for


delivering learning content online to any person who wants to take a course, with
no limit on attendance. It can be characterized by the following:

1. A revolutionary approach to education that moves away from the


physical to the virtual

2. A kind of learning that happens online, breaking the norm of traditional


schools or universities for higher education.

3. Utilizes information technologies like analytics to help instructors


gauge their student’s learning.

4. Emphasis on connectedness.

The Implications

1. By taking learning into virtual space, attendance is no longer a


determining factor in one’s education. This makes MOOC learning a
popular alternative for those whose life situations make them unable to
attend regular schools
2. Managing MOOC is relatively cheaper than running educational
institutions. By taking out the experiences of Universities – which are

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passed down to students in exorbitant fees- MOOC addresses the high
cost of education.

3. Analytic provides information about the learning process of students.


Through the use of data collected through analytics, MOOC provides a
means to improve learning.

4. Since it focuses on connectedness as part of the learning process, MOOC


allows education to take place on a global scale, connecting learners and
instructors all over the world to one another to maximize education.

References

Commission on Higher Education (2016). Teaching Guide for Media and


Information
Literacy. Creative Commons AttributionNonCommercial-ShareAlike 4.0
International License https://www.bulbapp.com/u/basic-camera-movement

GetMania tech (2015, January 19). Watch your day in 2020 [ Future Technology ]
[HD] [Video]. YouTube. https://www.youtube.com/watch?v=zJUQENC-SVQ

Gonzales, E.D. (2016). Media and Information Literacy. JFS Publishing Services:
Pasay City.

Massive Open Online Course (MOOC) (2020). Educause Retrieved on 30 October


2020 from https://library.educause.edu/topics/teaching-and-learning/
massive-open-online-coursemooc#:~:text=What%20Is%20a%20MOOC
%3F, with%20no%20limit% 20on%20attendance.

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Oblinger, DG. (2013). “Higher Education in the Connected Age.” EDUCAUSE
Review. Retrieved from https://er.educause.edu/articles/2013/4/higher-
educationin-the-connected-age.

Orihuela, J.L. (2017). “The 10 new paradigms of communication in the digital


age.” Retrieved on 2 November 2020 from https://medium.com/@jlori/the-
10-newparadigms-of-communication-in-the-digital-age-7b7cc9cb4bfb.

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For inquiries or feedback, please write or call:

Department of Education - Bureau of Learning Resources (DepEd-BLR)

Ground Floor, Bonifacio Bldg., DepEd Complex


Meralco Avenue, Pasig City, Philippines 1600

Telefax: (632) 8634-1072; 8634-1054; 8631-4985

Email Address: blr.lrqad@deped.gov.ph * blr.lrpd@deped.gov.ph

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