You are on page 1of 30

Trend

• A general development or
change in a situation or in the
way that people are behaving.
Taylor Swift BTS
Niana Guerrero DonBelle
KATHNIEL Andrea Brillantes
TikTok is a social media platform for
creating, sharing and discovering short
videos. The app is used by young people
as an outlet to express themselves
through singing, dancing, comedy, and
lip-syncing, and allows users to create
videos and share them across the
community.
Current and Future Trends in Media and Information

• Massive open online courses


• Wearable Technology
• 3D Environment
• Ubiquitous Learning
Massive Open Online Courses (MOOC)

- 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. People enroll in MOOCs for a range of
purposes, including career development, college
preparations and more.
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 education 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 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.
Wearable Technology

-Wearable technology also known as wearables or fashion


technology is a general term that encompasses a field of
smart devices that worn in the body. This technology is also
considered as a trend in media and information as with it,
people and access information media in a much faster
manner.
Smartwatch are
wrist-worn devices
that can connect to
your mobile phones

Fitness Trackers and


Sportswatch can track
number of steps you
take, your average heart
rate, and how long you
sleep
Smartglasses can link up
with your phone, control
the volume of your music
and even can take
photographs.

Hearables work just like the


traditional earphones and
headphones but are already
wireless and are worn in the
ear.
VR 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 different scenario.
3D Environment

- 3D environment is a computer controlled digital setting.


The concept of 3D environment is explored to mimic the
physical world of media. Films are among the most
common media offerings that incorporate 3D.
Avatar
Space Sweepers
3D visualization are the best way of
representing the creative ideas from various
fields and industries. The latest tools and
gadgets for visualization enabled an even
better user experience
3D Printer - designs and
builds 3D models; it creates
the end product by directly
building them using
computer aided design.
Hologram - A three dimensional image
formed by the interference of light beams
from a laser or other coherent light source.
Ubiquitous Learning

-Ubiquitous learning, labeled as u-learning, takes


advantage of digital content, physical surrounding,
mobile devices, pervasive components and wireless
communication to deliver teaching learning
experience to users, at anytime and anywhere.
Characteristics of Ubiquitous Learning
• Adaptability
• Permanency
• Accessibility
• Immediacy
• Interactivity
• Situating of instructional activities
THANK YOU!
1.What is the primary purpose of TikTok?
A) Long-form video content
B) Social networking for professionals
C) Short video creation and sharing
D) Online education platform

2. Which of the following is NOT considered a type of wearable technology?


A) Smartwatch
B) VR Headset
C) Drone
D) Fitness Tracker

3. How do MOOCs deliver content?


A) Live classroom sessions
B) Recorded video lectures, online readings, and assessments
C) Printed study materials
D) One-on-one tutoring sessions
4. What is the main function of a 3D printer?
A) Create holographic images
B) Build 2D models
C) Design computer software
D) Construct 3D models using computer-aided design

5. Which characteristic is NOT associated with Ubiquitous Learning


(u-learning)?
A) Permanency
B) Accessibility
C) Isolation
D) Immediacy
Identification Questions:
6. Identify the social media platform used for creating
short videos, including singing, dancing, and lip-syncing.

7. Name two types of devices categorized under wearable


technology, as mentioned in the information.

8. Identify a film mentioned in the context of 3D


environments.
9. Name a celebrity mentioned in the information related
to current trends in media and information.

10. Identify the type of device that connects to a PC or


game console, creating a virtual reality experience.
Fill in the Blank Questions:
11. MOOCs deliver content via recorded video
lectures, online readings, and online _______.

12. Wearable technology is also known as wearables


or fashion technology, encompassing a field of smart
devices worn on the _______.

13. 3D visualization is considered the best way of


representing creative ideas from various fields and
industries, enabled by the latest tools and gadgets
for _______.
14. Ubiquitous learning, labeled as u-learning, takes
advantage of digital content, physical surroundings, mobile
devices, pervasive components, and wireless _______ to deliver
teaching and learning experiences.

15. Smartglasses can link up with your phone, control the


volume of your music, and even take _______.
Explanation Questions:

16-18 Explain the concept of Massive Open Online Courses


(MOOCs) and provide two reasons why individuals might
enroll in them. (3pts)

19-20. Describe the role of VR headsets in creating a virtual


reality experience and how they impact the user's perception.
(2pts)

You might also like