Mil Module 9

Download as docx, pdf, or txt
Download as docx, pdf, or txt
You are on page 1of 8

INTERACTIVE

MODULE
FOR
MEDIA
INFORMATION
LITERACY
Teacher: Joel Cabusao Lacay

Educ’l Attainment: BS COMPUTER SCIENCE

Subject: MEDIA AND INFORMATION LITERACY

Topic: CURRENT AND FUTURE TRENDS OF MEDIA AND


INFORMATION
Module Content:

Lesson 9:

A. ICT in the Future: Haptics Technology, Contextual Awareness, Voice and Tone Recognition,
Gamification, Intelligent Routing Devices, Eye Tracking Technology, and Internet Glasses
B. Massive Open Online Courses (MOOC)
C. Wearable Technology
D. Technology Prototyping for Fishing, Agriculture, Women, and Indigenous People

Specific Learning Objectives

At the end of the lesson, the learners are able to:


• Analyze the benefits and challenges of a massive open online course; and
• Fill in a sample pre-enrolment form for a MOOC
 Predict future media innovation

Pre-test. TRUE OR FALSE. Write T if the statement is TRUE F if the statement is


FALSE. Write your answer in the blank sheet of paper.

1. iOS is an operating system of apple.


2. Laptop is an example of wearable technology.
3. Wearable technologies can be use by hospitals.
4. Symbian is a cellphone.
5. Internet stands for international networking.
6. hologram is a physical recording of an interference pattern which uses diffraction to
reproduce a three-dimensional light field
7. e hologram is a physical recording of an interference pattern which uses diffraction to
reproduce a three-dimensional light field.
8. Ethan Zuckerman is the co-founder of Facebook.
9. 3D Allows you to create objects in a 3-dimensional space.
10. Online games are an example of MOOC.

CURRENT AND FUTURE TRENDS OF MEDIA AND INFORMATION

Introduction
Nowadays, people create new things out of their ideas and creative mind knowing
that it will be popular and it will make a trend. Especially
in today’s generation, a simple invention will lead to a
bigger and popular one thanks to social media and
technology, we can’t stop the trends because it will be
widely spread on the internet. According to Ms. Leizel
Avila, here are the current and future trends:

CURRENT AND FUTURE TRENDS OF MEDIA AND INFORMATION


 MOOC
 WEARABLE TECHNOLOGY
 3D ENVRONMENT
 UBITIQUOUS LEARNING

MASSIVE OPEN ONLINE COURSE(MOOCS)

is defined by Educause 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:

a. A revolutionary approach to education that veers away from the physical to the
virtual

b. A kind of learning that happens online, breaking the norm of traditional schools or
universities for higher education.

c. Utilizes information technologies like analytics to help instructors gauge their


student’s learning.
d. Emphasis on connectedness.

WEARABLE TECHNOLOGY

are smart electronic devices (electronic device with micro-controllers) that are
worn close to and/or on the surface of the skin, where they detect, analyze, and
transmit information concerning e.g. body signals such as vital signs, and/or ambient
data and which allow in some cases immediate biofeedback to the wearer.

Examples of wearable technology include: Smart jewelry, such as rings,


wristbands, watches and pins. Smaller devices typically work in coordination with a
smartphone app for display and interaction. Body-mounted sensors that monitor and
transmit biological data for healthcare purposes

3D ENVIRONMENT

Allows you to create objects in a 3-dimensional space. It is widely used by


animators and designers for the film, games and broadcast, web and advertising
industries as well as by engineers and architects to visualize their products,
packaging, and architectural designs. Using a 3D software package, you can create
a simulation of our physical environment by building models.

3D PRINTING

3D or three dimensional in its literal sense refers to anything that has width,
height, and depth. The physical world is an example of a 3D environment. The
concept of 3D environment is explored to mimic the physical world in media.

is the construction of a three-dimensional object from a CAD model or a digital


3D model. The term "3D printing" can refer to a variety of processes in which
material is joined or solidified under computer control to create a three-dimensional
object, with material being added together (such as liquid molecules or powder
grains being fused together), typically layer by layer.

HOLOGRAM

A hologram is a physical recording of an interference pattern which uses diffraction to


reproduce a three-dimensional light field, resulting in an image which retains the depth, parallax,
and other properties of the original scene.[1] Holography is the science and practice of making
holograms. A hologram is a photographic recording of a light field, rather than an image formed
by a lens.
AUGMENTED REALITY

 is an interactive experience of a real-world environment where the objects


that reside in the real world are enhanced by computer-generated perceptual
information, sometimes across multiple sensory modalities,
including visual, auditory, haptic, somatosensory and olfactory. AR can be defined as
a system that fulfills three basic features: a combination of real and virtual worlds,
real-time interaction, and accurate 3D registration of virtual and real objects.

UBITIQUOUS LEARNING

Ubiquitous learning is common in the age of information. Since information in


the digital age can be accessed by anyone, at any given time and place, ubiquitous or an
ever-present type learning of learning is possible.

To define:

Ubiquitous – pervasive, omnipresent, ever present, everywhere


Learning – educational, instructive, didactive, pedagogical
Environment – surroundings, settings, situation, atmosphere

Activity

Name: Score:
Schedule: Date:

Definitions Provide Sample Picture


MOOC
WEARABLE TECHNOLOGY
3D ENVIRONMENT
UBITIQUOUS LEARNING
Test 1. MULTIPLE CHOICE. Write your answer in the blank sheet of paper.

1. where is this wearable used?


a. in hospitals c. in military
b. in colleges d. all of above

 
2. which of these devices can control by TV, Air conditioner and receiver?
a. google glasses c. rings
b. watches d. all of above

 
3. What is the name of the headset for Virtual Reality?
b. Head Mounted Display Headset c. Virtual Reality Headset
b. Virtual Reality Headset d. Virtual Display Headset
 
4. If a car can travel to a destination without human interference, what is it?

a. Artificial Intelligence c. Driverless Car


b. Internet of Things d. Drone

5. Which of these are a disadvantage to wearable technologies?

a. Price
b. Charging Mechanism
c. Health and Safety Distractions
d. All of the above

Test II. Enumeration.


1-5. Give at least 5 examples of wearable technology.
6-10. Give at least 5 examples of virtual reality.
Bibliography:

 Media and Information Literacy by: Mark N. Abadiano Ph.D.


 http://communicationtheory.org/category/communicati on-
models/page/2/
 http://communicationtheory.org/types-of-communication/
 http://www.unesco.org/new/en/communication-and-
information/media-development/media-literacy/mil-as-
composite-concept/
 http://unesdoc.unesco.org/images/0022/002246/224655e. pdf
 http://www.unescobkk.org/fileadmin/user_upload/ict/Wor
kshops/RDTC_15ch/S6D3-Ramon.pdf
 https://www.slideshare.net/arnielping/media-and-information-
literacy-communication

You might also like