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English 3 Lesson 7 PDF

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7 views24 pages

English 3 Lesson 7 PDF

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Current and

Future Trends
in Media and
Information
In today’s fast-paced digital world, media
and information play a crucial role in
shaping how individuals communicate,
access knowledge, and perceive reality.
Technological advancements have
transformed traditional forms of media into
dynamic, interactive, and highly accessible
platforms. Social media, artificial
intelligence, data-driven content, and real-
time communication now dominate the way
information is produced and consumed. As
society continues to adapt to these
changes, it is important to understand the
current trends and anticipate future
developments that will continue to influence
how we live, learn, and interact.
ONLINE LEARNING

Online learning, also known as Why It Matters:


e-learning or digital education,
refers to the use of internet- It reshapes how people
based platforms and tools to access, consume, and
deliver educational content and interact with educational
facilitate learning outside content.
traditional classrooms. It has It merges the fields of
become one of the most media, communication,
prominent trends in media and and education.
information, especially since the It promotes self-paced,
COVID-19 pandemic flexible learning—anytime,
accelerated the shift to digital anywhere.
platforms.
ONLINE LEARNING

Online learning takes place in


virtual learning environments that But there are challenges to
use learning management overcome. Some students may
systems (LMS) such as Blackboard not have access to a computer
Learn, Google Classroom, Moodle, and to a reliable internet
and Learn. Online courses are access. For those who have
valuable to students anywhere access to the right technology,
and anytime as long as the
some problems may include
necessary information and
communication technology such the lack of motivation to learn
as computers, software, and due to a sense of isolation and
internet connectivity is present and lack of group support and
adequate. communication problems.
MASSIVE OPEN ONLINE
COURSES (MOOC)

A variant of the online learning model that has become


widespread in recent years is the MOOCs or massive
open online course or content. MOOC is a model for
delivering learning content online to every person located
anywhere who wants to take a course. A class can be
open to an unlimited number participants. Most MOOCs
are accessible for free, but some MOOCs require a fee.
MASSIVE OPEN ONLINE
COURSES (MOOC)

Key Characteristics:

Massive: Can accommodate thousands—or even


millions—of learners at once.
Open: Often free or low-cost, accessible to anyone
with internet access.
Online: Delivered via the internet through learning
platforms.
Courses: Structured with lessons, activities, quizzes,
and sometimes certifications.
WEB 2.0
Web 2.0 refers to the second generation of the
World Wide Web, which transformed the internet
from a static, read-only environment (Web 1.0)
into a dynamic, interactive, and user-driven
space.

Web 2.0 has revolutionized how media and


information are created and shared. It empowers
ordinary users to become content producers, not
just consumers. In education, news, marketing,
entertainment, and activism, Web 2.0 has made
information more accessible and participatory.
KEY FEATURES OF WEB 2.0
User-Generated Content (UGC): Users
can create and publish their own
content (e.g., blogs, videos, social
media posts).
Interactivity and Collaboration: Real-
time communication, comments, likes,
shares, and online discussions.
Social Networking: Platforms like
Facebook, Twitter/X, Instagram, TikTok
connect users worldwide.
KEY FEATURES OF WEB 2.0
Multimedia Integration: Combines text,
images, videos, and sound in seamless
experiences.
Tagging and Folksonomy: Use of
hashtags and user-created labels for
content organization.
Cloud-Based Services: Tools like
Google Docs allow collaboration and
file sharing over the web.
WEB 2.0
Web 2.0 content relies on digital media published on
related and network connected platforms.

These media are based on technologies that allow


users to easily publish content online and reach
people from around the world with similar interests.
Knowledge of digital media and platforms provide
the basic language of learning online today and in
the future.
WEB 2.0

PLATFORMS
DIGITAL MEDIA

Photographs Google Photo, Flickr, Instagram, Snapchat

Videos YouTube, Vimeo, Netflix

Audio iTunes store, Soundcloud, Spotify

Graphic Design Canva, Piktochart, Adobe

Office Tools Keynote, Microsoft Office, Google Docs

Blogs Blogspot, Wordpress, Medium


AUDIO:PODCASTS
A podcast is considered a part of Web 2.0
because it is mobile and can serve as a
form of social media. Anyone with a
microphone and audio publishing
software can create a podcast. These can
be played on any computer or mobile
device that can play digital audio files.
Listeners can learn about topics during the
commute to school or available time.
The importance of Graphic Design

Graphic design is defined as the art and craft of bringing organized


structure to a group of diverse elements, both verbal and visual.

As the visual and the virtual come together, today's student must be
able to process and produce information presented with visuals that
adhere to design principles and hetoric. Graphic design used to be
associated with the print media but with the spread of design
applications to all media, its meaning has expanded to the use of
words, pictures and sounds in film, broadcast, and online media.
The importance of Graphic Design

Graphic Design templates can be found in Canva, Piktochart, and


Adobe Creative Suite. These provide guidelines and spaces for
interaction for creating, editing, and publishing infographics and
relevant images that are visually pleasing and informative at the
same time.
Office tools are software that provide tools for publishing and
sharing information in the form of text, slides, and tables.
Such output can now be presented in a pictorial or graphical
format using techniques and skills within the emerging
DATA discipline of Data Visualization.

VISUALIZATION Data Visualization refers to encoding data using Office Tools,


but the goal is to communicate information through visual
objects and icons. Simply put, data visualization is the
presentation of data in a graphical format guided by design
principles and storytelling.
New tools have taken advantage of the current and
emerging computer processing speeds: Google Drawings
for diagram creation and sharing, Google Forms for
DATA surveys, and Google Fusion Tables for data trends and
VISUALIZATION behavior.

Data visualization offers information that is meaningful and


easily understood.
Wearable technology such as smartwatches and eyeglasses with
cameras refer to electronic devices that can be worn on the body as
accessories or as implants that offer metrics, social sharing, geo-
spatial capacities, and mobile-based tools. There are shoes that

Wearable have bluetooth enabled sensors that record cadence, stride length,
and speed. These can be then synched with a smart watch and the

Technology data accessed through an app and shared with others. Personal
data is social, and part of the bigger global data.

Other names are used to refer to wearable technology, for instance:


personal technology, wearables, and fashion electronics, among
others.
Two developments have given birth to wearable technology, namely:
first, the increasing capacity and speed of processors and the shrinking
of device and component size and cost. Gadgets nowadays are very
powerful, yet very small and increasingly cheap. The availability and
Wearable portability of these devices make their integration into everyday objects

Technology
and spaces more feasible. Second, these devices can now be networked
by an increasing range of wireless systems, such as the third-
generation mobile communications networks, free wireless local area
network access and satellite global positioning systems (GPSs).

Data extracted from these devices can provide a new layer of analysis
and information in tackling everyday issues.
Virtual Reality (VR) refers to the use of computer
modeling and simulation to enable a person to
interact with an artificial three-dimensional (3D)
visual or other sensory environment. It refers to
technologies that use software to generate
realistic images, sounds and other sensations
Virtual that replicate a real environment and immerse
Reality the users' senses in a computer-generated
environment that lets them experience a different
reality. Specialized software and goggles
integrated with speakers to generate realistic
images, sounds, and sensations are used.
Augmented Reality is an enhanced view of reality
made possible by using technology to overlay
digital Information on an image of something
Augmented being viewed through a device such as a
Reality smartphone camera.
Programming Language and App
Development
Smartphones and computers are controlled by software written
by programmers. App, abbreviation for 'application', is a piece of
software that runs on an electronic device, most specially a
mobile phone. Apps are based on programming languages -
the instructions of a programmer to a machine such as a phone
or computer. These languages are used to develop software
programs, scripts, or instructions for the hardware to execute.
Since the launch of iPhone a decade ago, mobile apps have
been the center of the tech industry and there are no signs as yet
that the trend will slow down.
CONCLUSION
In conclusion, the current and future trends in media and
information reflect a fast-evolving landscape shaped by
technology, user interactivity, and the growing demand for
accessibility and personalization. From the rise of online
learning and MOOCs to the dominance of social media, AI-
driven content, and Web 2.0 platforms, it’s clear that media and
information are no longer one-way systems—they are now
dynamic, participatory, and constantly adapting. As we move
forward, it becomes essential not only to stay updated with
these innovations but also to think critically about how we use,
create, and share information in an increasingly digital world.
ASSIGNMENT
Write a short essay (500-1000 words) with the title: “My School
in the Year 2035.”

In your essay, imagine and describe what you think school will
be like in the future. Use your creativity, but also connect it with
the current trends in media and information you’ve learned
about.

There should be 3 parts: INTRO, BODY, CONCLUSION


THANK YOU

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