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Current and Future Trends of Media and

Information
Media offer a handful of functions to humans, a users to computer generated worlds and let
number of them were evident in the various sectors them experience it as if they were actually there.
such as in politics, business, economy, personal, and However, concerns were raised about VR
social, most especially in the education sector. technology’s potential to cause a total
disconnect from the physical world.
Massive Open Online Content and its
Implications. The Concept of 3D Environment
• Massive Open Online Content (MOOC) is • 3D or three dimensional in its literal sense
defined by Educause as a model for delivering refers to anything that has width, height, and
learning content online to any person who depth. The physical world is an example of a 3D
wants to take a course, with no limit on environment. The concept of 3D environment is
attendance. explored to mimic the physical world in media.
• The term Massive Open Online Course was used
for the first time by George Siemens. The Paperless Society
• The paperless society is a society where
Four Characteristics of MOOC: communication is done electronically and all
1. Using web formats forms of printed communication have become
2. Collaborative learning obsolete. It is characterized by the shift from
3. Assessing knowledge letters to e-mails, newspapers to news web
4. Time limits pages, books to e-books, and so on.

MOOC can be characterized by the following: Ubiquitous learning


a. A revolutionary approach to education that • Ubiquitous learning is common in the age of
veers away from the physical to the virtual. information. Since the information in the
b. A kind of learning that happens online, digital age can be accessed by anyone, at any
breaking the norm of traditional schools or given time and place, ubiquitous or an ever-
universities for higher education. present type learning of learning is possible.
c. Utilizes information technologies like analytics
to help instructors gauge their student’s
learning.
d. Emphasis on connectedness.

Wearable Technology
• Wearable technology is seen to be the
upcoming technology of the future. Wearable
technologies today are smart watches. These
watches are worn as a typical wristwatch but do
more than just tell time.

Smart Watches
• Smart watches as a wearable are developed for
convenience, but its inability to function as an
independent gadget puts it at a distinct
disadvantage. Another example is Fitness
tracker. It is derived from smart watches in form
and physical design but serves health
applications.

Virtual Reality (VR)


• Virtual Reality (VR) wearable technology is
gradually growing in popularity among
enthusiasts. This wearable technology takes

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