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DR. CECILIO PUTONG NATIONAL HIGH SCHOOL


City of Tagbilaran

MEDIA AND INFORMATION LITERACY GRADE 12


Name of Learner: ________________________________ Grade Level: _____

Section: _________________________________________ Date: ____________

LEARNING ACTIVITY SHEET

Current and Future Trends of Media and Information

Background Information for Learners


In the previous lesson, you have learned that media and information open both opportunities
and challenges for you as an individual and to the society in general. Media as well carry with
them meaning – even powerful ones – that can influence consumers’ attitudes, behavior, and
views. As a media and information literate individual, you are expected to manage its
challenges and make the best of its opportunities. In this module, we will focus on these
developments: the trends and how it plays a role in the digital era.

Learning Competency with Code


1. Evaluate current trends in media and information and how it will affect/how they
affect individuals and society as a whole;
2. Compare and contrast media and information technologies in the past and present.
3. Describe massive open online courses and define its components;
4. Evaluate the efficiency and effectivity of MOOCs in both training and education.

Key Concepts:
Media and information, much like almost anything in the world, is a dynamic and developing
entity. It is ever-changing in nature – a product of continuous improvement. Here, you will
explore more of these developments and visualize what the future may bring in terms of the
trends in media and information.

1. Massive Open Online Courses

EDUCAUSE, a nonprofit organization composed of IT leaders and professionals,


defines MOOC as “a model for delivering learning content online to any person who wants to
take a course, with no limit on attendance.”

Furthermore, MOOCs can be characterized by the following:

1. A revolutionary approach to education that transitions from physical setting to


a virtual set-up
2. A kind of learning that is facilitated online, breaking the norm of having to
physically go to traditional schools or universities for higher education
3. Utilizes information technologies like analytics to help instructors evaluate
their students’ learning
4. Emphasizes connectedness (Gonzales, 2016)

MOOCS are asynchronous, open-access, Web-based courses geared toward enrolling


hundreds or thousands of students at a time. MOOCs deliver content via recorded video
lectures, online readings, and online assessments, as well as various degrees of student-
student and student-instructor interaction (Kurt, 2018). People enroll in MOOCs for a range

Media and Information Literacy – QTR II WEEK 2 Prepared by : Eva Marie Budiongan
Dr. Cecilio Putong National High School
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of purposes, including Career development, college preparations, supplemental learning,


lifelong learning, corporate training, and more.

There is a distinction though as to whether an online learning material or program is


considered as a MOOC. Here are a number of features that are typically required for a course
to be considered a MOOC:

1. Massive - It should allow access to a very large number of students, much


larger than a face-to-face class, or a traditional online course. It can even reach
up to 500,000 learners or more!
2. Open – It does not have an admission process nor qualifications to be able
to register or enroll. MOOCs being open also means free and open access to
educational resources hosted in varied online places.
3. Online – The course is done remotely via the Internet and does not require
physical attendance at a classroom, which also means that anyone from
anywhere around the world with an Internet connection can avail of these
courses.
4. Courses - It should have learning objectives to be achieved by students after
certain activities within a given period of time.
MOOCs are made and hosted by universities and companies through open enrollment
or open registration. However, most of these institutions do not host MOOCs under their
organization per se but rely on course providers such as Coursera, edX, Udacity, and many
others. They range in length from 1 to 16 weeks (Bowden, 2019). While others run on a
schedule, MOOCs remain flexible, letting you progress through them at your own pace, which
means you are able to go through the lessons and activities according to your schedule.

Like in a traditional classroom, students will also be graded through quizzes,


assignments, or activities. However, these may come as peer review graded by other students
according to a rubric or automatically-marked tests which are graded directly upon
submission.

MOOCs offer a strong starting point for a number of reasons, including:

1. Lack of entry requirements – a MOOC can be taken by anyone who is


interested in the subject matter and able to access the course, regardless of
age, background, or location
2. Repetition – a MOOC will often run two or three times a year, ensuring that
students won’t miss their chance
3. High quality – MOOCs are led by subject matter experts (SMEs) and
supported by teaching assistants so that students have access to first-rate
educational resources
4. Feasibility – a MOOC usually necessitates around 1-2 hours of study a week
for about five weeks, making learning doable for students with busy lives
5. Self-paced but supported learning – a MOOC enables students to work
through the course materials and assessments at their own rates while also
interacting with a global learning community (Kurt, 2018).

In sum, MOOCs are a game-changer for higher education. The large scale availability,
the low cost to students, the questions raised around credentialing, and the analytics that
MOOCs provide all create momentum for new pathways to education.

Example of a MOOC from course provider edX:

Media and Information Literacy – QTR II WEEK 2 Prepared by : Eva Marie Budiongan
Dr. Cecilio Putong National High School
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Course provider

Course title

Course teaser

Course enrollees

Registration link

Other details about


Course description
the course

Course objectives

Host institution

Course instructor Course prerequisites

Screenshot from edX Online Course: How to Write an Essay


(Retrieved from https://www.edx.org/course/how-to-write-an-essay) December 17, 2020

2. Wearable Technology

Also known as wearables or fashion technology, wearable technology is a general


term that encompasses a field of smart devices that are worn on the body. This technology is
also considered as a trend in media and information as with it, people and access information
through media in a much faster manner.

Earlier versions of wearables were devices clipped to the body or on pieces of clothing.
Today, however, advancements in technology allowed powerful sensors to have direct contact
with the skin. Thus, the tech gravitated to other body parts: the wrists, fingers, chest,
forearms, ears, eyes, forehead, temple, and anywhere else you can think of.

According to Wearable Devices magazine (Liquigan, 2016), the characteristics of


wearable include the following:
• Performing computer-related tasks such as laptops and mobile phones
• Provide sensory and scanning features
• Have some form of communication capability and will allow the wearer access
to information in real-time

Media and Information Literacy – QTR II WEEK 2 Prepared by : Eva Marie Budiongan
Dr. Cecilio Putong National High School
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• Data-input capabilities
• Local storage capabilities

Wearable technology is growing to be one of the fastest-rising innovation in the ICT


industry. The new age of wearables is loaded with smart sensors that track our movements
and biometrics, often using Bluetooth to sync wirelessly to a smartphone. Others also rely
on Wi-Fi connectivity and standalone mobile 4G LTE data connections. Wearables also use
sensors to connect to you as a person, helping you to achieve goals such as staying fit and
active, losing weight, being more organized, or tracking your overall mental and physical
health. In the case of VR and AR heads-up displays, they’re providing a wealth of new
entertainment and educational opportunities, as well as enhancing the world around us
(Smith, 2019).

Different fields, such as in gaming, music, entertainment, health and medicine,


fitness and wellness, education, transportation, and many others, have slowly started to
adapt to the use of this technology. Let’s look at these examples of wearable tech:

3. Smartwatch

Smartwatches are wrist-worn devices that connect to your


mobile phone. As they are synced to your smartphone, it allows you to
see notifications on your wrist at a glance. This technology eases the
burden of having to constantly open and check your smartphone text
messages, e-mails, or other notifications. It can even track your
physical activity! Most smartwatches rely on a smartphone to function,
which also means the model you choose will depend on your phone.
For example, the Apple Watch can only be synced with an iPhone,
while Android Wear devices—such as the Moto 360 and Samsung
Gear—can only be connected to Android phones.
Image Source: “Apple extends the Apple Watch experience to the entire family”
https://www.apple.com/newsroom/2020/09/apple-extends-the-apple-watch-experience-to-the-entire-family/

4. Fitness trackers and sports watches

Whether for formal training or just trying to be active and fit,


fitness trackers and sportswatch help you get a better
understanding of your fitness activities. According to GCF Global,
they can track the number of steps you take, your average heart
rate, how long you sleep, and more. This data can then be synced
with another device, which allows you to see trends and patterns in
your activity. For example, you could find out how far you’ve walked
over the past week or estimate how many calories you’ve burned in
a day. Image Source: “Suunto 9, GPS Sports Watch” https://shopee.ph/Suunto-9-GPS-
Sports-Watch-with-Long-Battery-Life-and-Wrist-Based-Heart-Rate-
i.153460743.3436281795

5. Smartglasses
No longer do your specs just help you see things more
clearly: smart glasses can link up with your phone, control
the volume of your music, and even take photographs
(Stevens, 2018). Google Glass was the first to launch this
technology in 2013. Basically, it brings wireless connectivity
and imaging into the frames and lenses of our eyewear,
controls that we can only usually do on our smartphones and
computers. So instead of a keyboard or mouse, you can
Image Source: “Smart Glasses” control smart glasses by tapping or swiping control built into
https://newatlas.com/tag/smart-glasses/ the frame or even verbalizing your commands as you do with
Alexa and Siri.

Media and Information Literacy – QTR II WEEK 2 Prepared by : Eva Marie Budiongan
Dr. Cecilio Putong National High School
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6. Hearables
Most have had or known earphones and headphones throughout
their lives. Today, these devices, like the ones we previously discussed,
have now also utilized wireless connectivity as well. These Hearables work
just like the traditional earphones and headphones but are already
wireless and are worn in the ear. The most popular example is
Apple’s AirPods, those true wireless earphones that offer quick access to
the Siri voice assistant. However, these hearable aren’t only for music or
entertainment, but some are actually used as smart hearing aids.
Image Source: “Apple AirPods” https://www.amazon.com/Apple-AirPods-Charging-Latest-Model/dp/B07PXGQC1Q

7. VR Headsets

VR or Virtual Reality headsets are devices connected to a


PC/games console and show you a computer-generated virtual
reality that fools you sight and your brain into thinking you are
in a different scenario.

Today, many industries and fields are using and developing more
innovations of these wearable techs, especially in the health care
industry, where they’re looking into devices that could be used
to monitor things like blood pressure, vital signs, or blood sugar
Image Source: “10 Uses and Benefits of
levels for diabetics. From the basic fitness trackers and highly-
Virtual Reality in Tourism” advanced sports and smartwatches to virtual and augmented
https://www.businessworldit.com/ar-vr- reality headsets, wearables are definitely establishing their
technologies/10-uses-and-benefits-of-
virtual-reality-in-tourism/ names. As such, wearable technology will most likely continue to
have an impact on modern society, especially given its efficient
use and aesthetic quality

8. 3D Environment

3D or three-dimensional, in its literal sense, refers to anything that has a width,


height, and depth (Gonzales, 2016). The physical world, the realm we live in, including us
humans, are examples of 3D environments. This technological concept of a 3D environment
is explored to imitate and simulate the physical world through media. The most common
examples of this are computer animations in video games and TV shows. Films have also
been among the most common media modalities that employ 3D. 3D films make objects in
their material appear solid to the audience through the illusion of perception (Gonzales,
2016). If you have been to one of these 3D films, you are made to wear special 3D glasses,
which directs each of your eyes to see a slightly different picture. According to American
Paper Optics, a manufacturer of 3D eyewear, “this is done in the
real world by your eyes being spaced Image Source: “3D Printing”
apart, so each eye has its own slightly https://www.blendspace.com/lessons/bkv
different view. The brain then puts the mF5s1Dtg3KA/3d-printing
two pictures together to form one 3D
image that has depth to it.

Another 3D technology, which has existed for actually quite a


while now, is 3D printing. This innovation brings digital data and
design to the physical world – literally. Simply put, it brings your
design to life! According to The University of Tennessee Knoxville,
3D printing “creates objects by bonding the print material one
layer at a time. They work by making use of 3D design files, such as those created in
AutoCAD, Google SketchUp, or similar applications. These files are processed by specialized
software that slices the data into cross-sections. The printer uses this data to build the

Media and Information Literacy – QTR II WEEK 2 Prepared by : Eva Marie Budiongan
Dr. Cecilio Putong National High School
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desired object from the bottom up one layer at a time.” Unlike laser printers that utilize
inks, 3D printers “prints” in layers of material like plastic, metal, and concrete.

9. Ubiquitous Learning

Ubiquitous learning or “u-learning”


is a kind of e-learning experience that “implies
a vision of learning which is connected across
all the stages on which we play out our lives.
Learning occurs not just in classrooms, but in
the home, the workplace, the playground, the
library, museum, and nature center, and in
our daily interactions with others (Bruce,
2009).” Compared to mobile learning and e-
learning, it is a more context-based approach
and more adaptive to the needs and pacing of
the learner.
Image Source: “The Benefits and Potential of Innovative Ubiquitous Learning Environments to Enhance Higher Education Infrastructure and
Student Experiences in Saudi Arabia” https://scialert.net/fulltext/?doi=jas.2010.2358.2368

.
U-learning is a kind of wireless modality where learning takes place at any time, anywhere,
and with anyone. It benefits from the use of technologies to implement learning activities and
achieve learning objectives. These technologies incorporate learning materials such as videos,
audios, PowerPoint presentations, or notes with embedded source data in them (Liquigan,
2016). It is a very personalized and dynamic mechanism that uses devices integrated into
the students’ environment. Furthermore, u-learning maximizes the use of any form of media
like mobile phones and computers for efficient use.

However, in the Philippine setting, especially in the public education system, most u-
learning tools fail to endure because of the lack of resources and, thus, not effectively
sustaining the actual needs of the students. It is, nevertheless, still a promising endeavor
that both private and public education institutions hope to embark on.

10. Paperless Society

A call for faster transactions and greener mechanisms


brought paperless transactions as a viable and useful practice in
society. A paperless society is a society where communication and
transactions are done electronically or digitally, and all forms of
printed communication have become obsolete. It is characterized by
the shift from letters to e-mails, newspapers to news web pages,
books to e-books, and so on (Gonzales, 2016). Paperless transactions
also include cashless dealing, Image Source: “Wolverton: Paperless society remains a
which is often done through distant dream”
credit or debit cards or through https://www.mercurynews.com/2015/04/17/wolverton-
paperless-society-remains-a-distant-dream/
virtual wallets like PayMaya
and GCash.

Going paperless offers several benefits, like acquiring savings on costs on materials,
printing, labor, and storage. In addition, paperless transactions minimize the risk of losing
or misplacing a digital document and allow employees to access and edit a digital document,
whether remotely or in the office, then electronically manage or send it. These documents can
also be accessed simultaneously, eliminating the need for multiple copies and thus saving
time and adding to work efficiency.

Media and Information Literacy – QTR II WEEK 2 Prepared by : Eva Marie Budiongan
Dr. Cecilio Putong National High School
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However, for a country like the Philippines where many places are still without
electricity, even more so Internet, going entirely paperless, is still a far-fetched aim.
Bureaucracy in several companies and organizations, both public and private, also hamper
the actual realization of a paperless society. Despite such, societies are positively gearing
towards going paperless as places, and people who are capable of carrying it out have already
adapted such procedures.

MOOCs, Wearables, 3D, U-Learning – these are only a few of the many technological
advances that we can only expect to shape our daily life now and in the future – the way we
communicate, conduct business and even have fun. From virtual worlds, wireless devices,
artificial intelligence, holographic images and videos, and so much more. All these trends will
continue to advance, empower, and transform every aspect of our lives.

Activity 1. Identifying Technologies: Identify these technological tools. Name as many as


you can and give a guess as to how and for what purpose it is used

1. Name: ____________________________________________________________________________
Purpose: __________________________________________________________________________

2. Name: ____________________________________________________________________________
Purpose: __________________________________________________________________________

3. Name: ____________________________________________________________________________
Purpose: __________________________________________________________________________

4. Name: ____________________________________________________________________________
Purpose: __________________________________________________________________________

Activity 2. Examining a MOOC: Identify the important details of this MOOC. Write your
answers on the activity matrix. (Write N/A if not applicable.)

Media and Information Literacy – QTR II WEEK 2 Prepared by : Eva Marie Budiongan
Dr. Cecilio Putong National High School
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Screenshot from Coursera Online Course: COVID-19 Contact Tracing


(https://www.coursera.org/learn/covid-19-contact-tracing) December 17, 2020

Activity Matrix
Component Answer
1. Course title
2. Course brief description
3. Course objectives
4. Course prerequisites
5. Course level/difficulty
6. Course provider
7. Host institution
8. Course instructor/s

Media and Information Literacy – QTR II WEEK 2 Prepared by : Eva Marie Budiongan
Dr. Cecilio Putong National High School
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9. Course duration
10. Cost of enrollment

Activity 3. Tech Then and Now: Technology is not what it is now compared to what our
parents, grandparents, or elder relatives have grown up to. In this activity, you will discover
how our tech now differ from what they have used before. On a separate sheet of paper,
answer the following questions in the form of an essay:

1. Choose a current media and information technology you know or currently own or
patronize and create a review about it.
2. Ask an elder (parents, aunts or uncles, grandparents) for their opinion of a similar yet
earlier version of the technology you used for your own review.
3. Write an essay comparing the difference between their technology and yours.

Rubric for Essays

Source: Essay rubric from readwritethink.org. (2013) Retrieved from


http://www.readwritethink.org/files/resources/printouts/Essay%20Rubric.pdf

Closure/Reflection

The advancement of media and information brings society countless opportunities such as
___________________________________________________________________________
___________________________________________________________________________
___________________________________________________________________________
___________________________________________________________________________
___________________________________________________________________________

References for Learners

Media and Information Literacy – QTR II WEEK 2 Prepared by : Eva Marie Budiongan
Dr. Cecilio Putong National High School
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• Khanna, Udit. “The Impact of Social Media Marketing Today.” Social Media
Impact, January 29, 2018. http://www.socialmediaimpact.com/impact-social-
media-marketing-today/.
• Kraidy, Marwan M. “Social Change and the Media.” Penn Libraries, 2002.
https://repository.upenn.edu/cgi/viewcontent.cgi?article=1335&context=asc_paper
s.
• Kurt, Serhat. “Massive Open Online Courses (MOOCs), Definitions.” Educational
Technology, November 10, 2018. https://educationaltechnology.net/massive-open-
online-courses-moocs-definitions/.
• Liquigan, Boots C. Media and Information Literacy. Makati City, Philippines: Diwa
Learning Systems Inc., 2016.
• “Media and Information Literacy: Why Does It Matter?: Co-Inform.” Co. Accessed
June 3, 2020. https://coinform.eu/media-and-information-literacy-why-does-it-
matter/.
• Mora, Sergio Luján. “MOOC (Massive Open Online Course).” What is a MOOC? -
MOOC (Massive Open Online Course). Accessed June 3, 2020.
http://desarrolloweb.dlsi.ua.es/moocs/what-is-a-mooc.
• Shikati, Chomwa. “Ways Social Media Has Changed Our Society.” Medium. What
it Takes, November 9, 2017. https://medium.com/w-i-t/ways-social-media-has-
changed-our-society-38fd4d3e5ce8.
• Team, All About Vision Editorial. “Smart Glasses: How They Work and What’s
Next.” All About Vision. All About Vision, June 3, 2020.
https://www.allaboutvision.com/eyeglasses/smart-glasses/.
• “Wearables: What Is Wearable Technology?” GCFGlobal.org. Accessed June 3,
2020. https://edu.gcfglobal.org/en/wearables/what-is-wearable-technology/1/.
• “What Is Ubiquitous Learning.” IGI Global. Accessed June 3, 2020. https://www.igi-
global.com/dictionary/the-qrcode-format-as-a-tool-for-inclusive-personalised-and-
interdisciplinary-learning-experiences/30819.
• “What Is Wearable Tech? Everything You Need to Know Explained.” Wearable,
August 17, 2019. https://www.wareable.com/wearable-tech/what-is-wearable-tech-
753.
• [Author removed at request of original publisher]. “2.1 Mass Media and Its
Messages.” Understanding Media and Culture. University of Minnesota Libraries
Publishing edition, 2016. This edition adapted from a work originally produced in
2010 by a publisher who has requested that it not receive attribution., March 22,
2016. https://open.lib.umn.edu/mediaandculture/chapter/2-1-mass-media-and-
its-messages/

• Toston, R. (2020, December). Current and Future Trends of Media and


Information. Tagbilaran City, Bohol, Philippines.

Toston, R. (2020, December). Current and Future Trends of Media and Information. Tagbilaran City,
Bohol, Philippines.

Media and Information Literacy – QTR II WEEK 2 Prepared by : Eva Marie Budiongan
Dr. Cecilio Putong National High School

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