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OUTCOME-BASED EDUCATION
LEARNING QUARTER 4
MODULE WEEK 2
QUARTER 4
WEEK 2
Learning Objectives
In your journey through the discussions and different tasks, you are expected
to:
1. evaluate current trends and innovations in media and information technology
and how it will affect/how they affect individuals and the society as a whole;
2. describe massive open on-line: and
What I Know
Direction: Choose the letter of the correct answer. Write the chosen letter on a
separate sheet of paper.
Lesson
CURRENT AND FUTURE TRENDS
2 OF MEDIA AND INFORMATION
What’s In
In the previous discussion you have learned several issues and media
controversies that are happening not only in your community but the around the
globe as well. It has been stressed that media and information are powerful
instruments that can affect change for better or the other way around. With this, an
immense responsibility has been laid to all entities who shape public opinions.
As technology rapidly advances, communication becomes more convenient
and accessible. As a result, information can now be disseminated from sources to
receivers. People are now given enormous opportunities to express themselves
using various platforms and at the same time can easily gain access to information
irrespective of distance and time. Thus, information can effortlessly go “viral”.
When something goes viral on social media, it means that Internet users have
widely and rapidly shared such photo, video, or comment online. Thus, anything that
goes viral on the Internet becomes an instant trending and popular topic. These are
concrete examples of how media can influence the economy, education, society and
politics.
How much do you know about the current and future trends of media and
information? Write three information that you already know in the first column of the
table below. In the second column, write question about the information you want to
learn from this lesson.
2.
3.
What is It
Wearable Technology
Have you ever been stuck in traffic while you are on a bus? You need not get
bored since you can use your mobile phone to listen to music, watch movies, or play
games. Some gadgets that are being used today can be classified as wearable
technology. It literally means that they can be worn like an accessory as they are
small and lightweight, but durable enough to be put in the pocket of your pants or
bags.
Most mobile phones are wearable technologies because they can be attached
to a lace and worn like a necklace. There are also electronic gadgets like a
pedometer, which one can put on his arm or waist through a strap, so he can monitor
the number of his steps, calories burned, and heart rate while doing a physical
exercise.
The hearing aid can also be considered a wearable technology as it enables a
deaf person to hear and even adjust its volume. In addition, the latest laptops
nowadays are light and compact enough that they can easily fit into a backpack;
unlike before where laptops are too bulky and heavy.
Wearable technology can also come as a microchip embedded in one’s body.
Wearable technology, like headphones or mobile phones, can also be customized
when it comes to design and external accessories to match one’s lifestyle,
personality, or interest.
As people bring more inventive and imaginative gadgets, modern devices are
also being created. The most recent wearable technologies are Google Glass, smart
watch and fitness trackers.
B. Smart Watch
The Smart watch has similar features with other Apple or android products. It
can connect through the Internet, which allows users to receive and respond to
notifications right away. It can also be used to take photos, play music, and store
data. Apart from these, Smart watch can make and receive calls as it allows use to
sync their device with their mobile
phones.
As a watch, it gives accurate
time and can be set in digital or analog
https://bit.ly/3b9NPMw
mode. It can also be used as a timer and an alarm. In
addition, it can be a health and fitness monitor as it provides visual images of the
user’s daily activities, which motivates them to sit less and be more active.
https://bit.ly/3f0rxOl
iPad and tablet have some similar features with an iPhone and an Android
phone. They can function as a phone that can make and receive calls, but the
iPads and tablets are usually bigger than smartphones. In addition, iPad is from
the Apple while tablet is from Google. A phablet, on the other hand, is similar to
an iPhone or an Android phone as it combines the features of a smartphone and
a tablet.
b. Hologram
How does a hologram differ from a 3-D object? A 3-D object is tangible,
which means that one can actually touch the object. A hologram image, on the
other hand, is intangible and transparent. It can also project the picture similar to a
three-dimensional object through the use of laser beams. However, as it uses light
that passes through a wave front reconstruction, the image-looks like a hollow
reflection, unlike a 3-D object which has depth.
A hologram is an ideal educational tool since it allows the viewer to see the
image in different perspectives. It can also be used as a perfect model in studying
human anatomy or astronomy since it can create a simulation of an actual
environment.
c. 3-D Environment
A 3-D environment is a virtual location created by game or graphic designers
to make players feel like they are the actual characters in the game they are playing.
Players are represented as animated figures in a three-dimensional visual
environment that can either be fanciful or realistic. A 3-D environment also gives
users a new visual experience and sensation, which makes them enjoy the game
even more.
UBIQUITOUS LEARNING
In a traditional school setting, students should go to school and listen while
the teacher discusses the lesson. But with modern technology, teachers and
students can now hold their classes anytime, anywhere using the Internet. Through
online school programs, the students can attend classes in a virtual classroom
through a forum or a lesson conducted via video conference. This implies that
learning can be continuous as long as someone has access to mobile technologies.
There are many educational applications available in App Store or Google Play that
can be downloaded for free. These interactive educational tools make learning much
more fun for students.
More progressive or nontraditional schools practice ubiquitous learning as this
aligned with their academic program such as focusing on the development of the
child’s multiple intelligence. Science schools also observe ubiquitous learning to
enable their students to be adept in mobile technology which will be relevant in their
field of study as future scientist or inventors. International schools also implement
ubiquitous learning as international students need to raise their global awareness,
which can be achieved through the digital world.
The Implications
The Open Learning philosophy, which governs the design of the platform's student
and teacher experience is based on the pedagogical foundations of:
I. Student empowerment, to foster deeper learning through intrinsic
motivation,
J. Authentic, active learning experiences which go beyond publishing
content,
K. Community and connectedness, to provide a social platform with the best
support, encouragement, knowledge sharing, and engagement.
What’s More
In the first column, answer the question with what you have previously written in the
What I Know? column. In the second column, give your practical applications where
you can use these pieces of information.
What new and interesting information How can I use and apply this
have I learned? information?
1.
2.
3.
What I Can Do
Goal Present a video clip that shows detailed and honest review about
an educational video game or any useful applications for students
whether for mobile/android/ios or for windows.
Choose the letter of the best answer for each item. Write your answer on a separate
sheet of paper.
1. This promotes independent learning, where the students study the materials
through their own pace.
A. MOOC B. CGI
C. Convention D. gadgets.
References
Online Reference
https://bit.ly/2PVZEOU
https://bit.ly/3b9NPMw
https://bit.ly/33pycfy
https://cnet.co/3f0qGgB
https://bit.ly/3f0rxOl
https://bit.ly/2RAeqvm
https://bit.ly/3uG1xP7
https://global.oup.com/us/companion.websites/9780199859931/student/chapt
er7/overview/
https://www.coursehero.com/file/52007202/REVIEWERdocx/
https://app.slidebean.com/p/tHiyJiz1AI/Current-and-Future-Trends-in-Media-
and-Information
https://www.cnet.com/news/apple-iphone-12-comparison-four-models-specs-
iphone-12-pro-pro-max-mini/
Tagangin, M.A. n.d. Wearable Technology.
https://app.slidebean.com/p/tHiyJiz1AI/Current-and-Future-Trends-in-Media-
and-Information.
Book Reference:
Magpile, Christine Marie. n.d. Media and Information Literacy. Mother Ignacia,
St. Brgy.Paligsahan, Quezon City: The Intelligente Publishing, Inc.