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Learning Competency:

At the end of the lesson, students will be able


to:
1.Evaluate current trends in media and
information and how it will affect/ how
they affect individuals and society as a
whole.
2.Describe massive open- on line
a. Massive open online
content
Current and Future b. Wearable technology
(i.e. Google glass,
Trends of Media IPhone watch, etc.)
and Information c. 3D environment (i.e. 3D
printer, 3D films,
holograms, etc.
d. Ubiquitous learning
“Watch Your
Motivational Activity Day in 2020”

Source: from GetManiatech from https://


www.youtube.com/watch?v=zJUQENC-SVQ
Retrieved 31, August 2018
• According to the video, what information
will you be able to see in the bathroom
mirror?
• What will be the features of the
appliances in the kitchen and bedroom?
• Do you think these features can make the
world better, as the video states?
Many of the technological advances we are seeing today
will shape our daily life in the future – the way we relax,
interact, communicate and conduct business. From
virtual worlds, avatar emotions, artificial intelligence,
computer generated storytelling and narrative,
interactive 360 holographic images, mixed reality, stress
disorder virtual therapies and so much more. ICT will
continue to advance, empower and transform every
aspect of our life.
Haptics
Technology
• Haptics technology -- Is a feedback technology (using
computer applications) that takes advantage of the user’s sense
of touch by applying force, vibrations and/or motions to the
User. Simple haptics is used in game controllers, joysticks and
steering wheels and is becoming more common in
Smartphones. Haptics is gaining widespread acceptance as a
key part of virtual reality systems (i.e. computer simulated
environments) - adding the sense of touch to previously visual
only solutions. It is also used in virtual arts, such as sound
synthesis, graphic design and animation. There are many
possibilities for Haptics to be applied to gaming, movies,
manufacturing, medical, and other industries.
Contextual awareness-- By combining ‘hard sensor’
information such as where you are and the
conditions around you, combined with ‘soft sensors’
such as your calendar, your social network and past
preferences - future devices will constantly learn
about who you are and how you live, work and play.
Example: As your devices learn about
your life, they can begin to anticipate
your needs. Imagine your PC advising
you to leave home 15 minutes early or
take a different route to avoid a traffic
jam on your way to work.
Example: Consider a “context aware”
remote control that instantly determines
who is holding it and automatically
selects the Smart TV preferences for that
person.
Voice and tone recognition -- Not
only can voice and tone recognition
be used to confirm a person’s
identity but tone recognition can be
used to detect a person’s health or
emotional state. This technology
will open new opportunities in
security and healthcare – with
mobile applications.
Intelligent routing to devices -- This future technology will
be useful to, for example, local councils. While on the
move, staff will be able to provide the precise description
and location of a street-based issue using Smartphones and
mobile devices that can take photos and have GPS (global
positioning system) support. Intelligent routing will then
alert the responsible team to action.
Eye tracking technology -- Eye
tracking technology measures eye
positions and movements which are
analyzed through computer
applications. Future laptops,
smartphones and tablets could contain
thousands of tiny imaging sensors
built into the display screen.
Eye tracking technology could have many possible applications, including:
• Law enforcement – lie detection
• Airport security – identifying suspicious behavior, e.g. to catch terrorists before
they strike
• Retail – recording, monitoring and analyzing consumer behavior to ‘tailor’
marketing to individuals
• Safety - alerting and awakening a drowsy or distracted driver would save many
lives
• Health care – assisting people with disabilities or paralysis to communicate
(laptop) and improve mobility (electric wheelchair)
• Human-computer interaction – using screen icons and a blink here or a gaze there.
Say goodbye to the mouse and keyboard.
Internet Glasses--Technology that can display images
directly onto our retinas while not blocking our sight is being
developed. This technology can be used in eyeglasses and
have uses ranging from e-Gaming to military defense. In the
next 10-20 years experts predict that Internet glasses will
replace Smartphones. Imagine these viewing experiences:
• Seeing building schematics and locations of others (especially
useful for security or fire fighters)
• Giving a speech while information is streamed to your
eyeglasses in real time
• Receiving turn by turn directions as you walk toward your
destination
• Viewing virtual recipes while cooking without losing your
rhythm
• Walking down the street, seeing one of your friends show up
"on screen" 2 blocks and 1 cafe away
Discussion:
• Which ones did you like best?
• Which ones already exist?
• Which ones do you think might become a reality next year?
Explain your answer.
• Do you think these technological advances can make
communication in life better?
• What problems or issues can they solve?
• What possible issues can you foresee with these technologies?
Explain your answer.
MOTIVATION (10 MINS)
Wearable Technology
• What are the top 3 features of the Smartband that
you like best?
• Do you think Smartbands can make
communication among Filipinos easier or faster?
• Which gadgets do you think would benefit each of
the following sectors the most: fisher-folk,
agriculture, and women? Explain your answer.
Wearable technology
1. Smart watches- are worn as typical wristwatch but do more than just tell
time. It perform the same functions of a smartphone. They are developed
for convenience.
2. Fitness tracker- derived from smart watches in form and physical design
but serves health applications. The types of fitness trackers can either
count steps like pedometers, measure distance in runs or jogs, monitor
calorie intake, and heart rate. It promotes health and wellness among its
enthusiasts.
3. Virtual reality (VR) wearable technology is gradually growing in
popularity among its enthusiasts. Oculus, a high- end VR headset is
intended for entertainment. Through its state- of- the- art graphics and
360- degree virtual environment, takes its users to computer generated
worlds and lets them experience it as if they were actually there.
The Future of Education

mooc
M- assive
O-pen
mooc O-nline
C-ourse
MOOC
- According to Educause is a model
for delivering learning content online
to any person who wants to take a
course, with no limit on attendance.
Characteristics of MOOC
• A revolutionary approach to education that veers
away from the physical to virtual.
• A kind of learning that happens online, breaking
the norm of traditional schools or universities for
higher education.
• Utilizes information technologies like analytics to
help instructors gauge their students’ learning.
• Emphasis on connectedness.
The implications of MOOC
• Attendance is no longer a determining factor in
one’s education.
• Managing MOOC is relatively cheaper than
running educational institutions.
• Analytics provides information about the
learning process of students.
• MOOC allows education to take place on a
global scale.
Written Task 3.
Directions: On a one- whole sheet of paper,
through any graphic organizer, describe the
MOOC in terms of its characteristics and
implications.
Note: Use an appropriate graphic organizer to
describe the MOOC. (20 points)
Criteria:
Appropriateness of the graphic organizer
used- 5
Completeness of the description in terms
of characteristics and implications- 15
Total= 20
The Concept of 3D Environment
- Three dimensional or 3D, refers to anything that has width,
height, and depth. The physical world is an example of 3D
environment.
- The concept of 3D environment is explored to mimic the
physical world in media.
- 3D films make objects in their material appear solid to the
audience tricking the illusion of perception.
- It is also a fast growing element in the graphic design and
imaging.
3D Printing
- This technology brings digital data and design to the physical world
literally. The process begins with a virtual design that can either be
created through a 3D modeling program or copied from an actual
object through a scanner.
- Additive Manufacturing or AM technologies build 3D objects in
layers of material like plastic, metal, and concrete.
- Practical applications of this technology is seen in medical
applications.
- The concept of 3D bio- printing or 3D printing uses human
materials like tissues or bones to create organs or body parts that
can be theoretically transplanted to an actual human body.
The paperless society
- It is a society where communication is done electronically and all
forms of printed communication have become obsolete.
- It is characterized by a shift from letters to e- mails, newspapers to
news web pages, books to e- books, and so on.

UBIQUITOUS LEARNING
- It is common in the age of information.
- Since the information in the digital age can be accessed by anyone,
at any given time and place, ubiquitous or ever- present type of
learning is possible.
Learning Competency:
At the end of the lesson, students will be able to:
• predicts future media innovation (MIL11/12CFT-IIIi-27)
• synthesizes the overall knowledge about media and
information with skills for producing a prototype of what
the learners think is a future media innovation
(MIL11/12CFT-IIIi-28)
Group case study The task of each group is to
on the impact of design a prototype of a piece
media and of technology that will help
information the lives of Filipinos in the
following sectors:
literacy to selected • Fishing (Group 1)
sectors. You are • Agriculture (Group 2)
going to form four • Women (Group 3)
groups. • Indigenous People (Group 4)
A prototype is an original
model on which
something is patterned.
Group 1: Fishing Sector
1. Your task is to design a prototype of something that will improve the lives of people in
the fishing sector.
2. The group should watch these two videos:
• The first video is about a fishing village in Verde Island Passage in the northern
Philippines whose marine habitat is increasingly under threat from coastal erosion and
rising water temperatures. Retrieved from: https://
www.youtube.com/watch?v=jzCHSLpYg4
• The second video is about the Community Based Fisheries Value Chain model in India
whose project uses GIS technology to map water bodies and analyze their fish
production potential. Retrieved from: https://www.youtube.com/watch? v=uVpTBgKidYc
3. In order to come up with your prototype, fill in the table below using the information
from the videos. The information can then guide you in your design. Afterward, you may
then draw your prototype.
FISHERFOLK SECTOR
What Why do they How will How do How do they Are there If yes, are they If no, what
information need those they get they disseminate current efficient innovations/
do Filipino information? them? validate those ways/technolo enough? What prototypes can
fisher folks them? information? gies to get, innovations/ you design?
need to have validate, and prototypes can What are the
a better catch disseminate you design? features of this
and to those prototype?
protect the information?
marine life?
Group 2: Agriculture Sector
1. Your task is to design a prototype of something that will improve the lives of
people in agriculture.
2. The group should watch these two videos:
• The first video presents the state of agriculture sector that has been neglected for
more than two decades. With both aging farmers and climate change in the
equation, food security in the Philippines is becoming a big challenge. Retrieved
from: https://www.youtube.com/watch?v=AC0IRDDhz2M
• The second video illustrates a youth's ICT-enabled journey into profitable farming,
based on the publication 'ICT4D Effects: Youth, ICTs and Agriculture. Retrieved
from: https://www.youtube.com/watch?v=vTDvQT_Kenw
3. In order to come up with your prototype, fill in the table below using the
information from the videos. The information can then guide you in your design.
Afterward, you may then draw your prototype.
AGRICULTURE SECTOR
What Why do they How How do How do they Are there current If yes, are If no, what
information need those will they disseminate ways/technologie they innovations/
do Filipino information? they validate those s to get, validate, efficient prototypes
farmers get them? information? and disseminate enough? can you
need to them? those What design?
have better information? innovations/ What are
rice prototypes the features
production can you of this
and sales? design? prototype?
Group 3: Women’s Sector
1. Your task is to design a prototype of something that will help
entrepreneurial women.
2. Watch the video on how the women in Payatas, Quezon City (a
dumping site) became entrepreneurs through the help of
Rags2Riches and fashion designer Rajo Laurel. Retrieved from:
https://www.youtube.com/watch?v=-g2x8QreMoE
3. In order to come up with your prototype, fill in the table below
using the information from the videos. The information can then
guide you in your design. Afterward, you may then draw your
prototype.
WOMEN’S SECTOR
What Why do they How How do How do they Are there current If yes, are If no, what
information need those will they disseminate ways/technologies to they efficient innovations/
do these information? they validate those get, validate, and enough? prototypes
women need get them? information? disseminate those What can you
to increase them? information? innovations/ design? What
their prototypes are the
income? can you features of
design? this
prototype?
Group 4: Indigenous Peoples
1. Your task is to design a prototype of something that would help to
improve the lives of people in indigenous groups.
2. The group must watch the following video about the indigenous
communities in Aurora and how their lives are affected by the
establishment of an economic zone. Retrieved from:
https://www.youtube.com/watch?v=M1B1bFWHWbE
3. In order to come up with your prototype, fill in the table below
using the information from the videos. The information can then
guide you in your design. Afterward, you may then draw your
prototype.
INDIGENOUS PEOPLE SECTOR
What information do Why do they need How will How do they How do they Are there current If yes, are they If no, what
the indigenous those information? they get validate disseminate those ways/technologies to get, efficient enough? innovations/
communities need to them? them? information? validate, and disseminate What innovations/ prototypes can you
have a better life? those information? prototypes can you design? What are the
design? features of this
prototype?
How a prototype looks like
Oral Presentation Rubric
CRITERIA
Organization 5
Subject Knowledge 5
Mechanics 5
Elocution 5
Total: 20
Prototype Rubric
CRITERIA 10 9 8 7
Prototype Format The project The project The project The project
follows the format follows the format follows the follows the format
to an outstanding to a satisfactory format. to a slight degree.
degree. degree.
Prototype’s The project shows The project shows The project shows The project shows
Insight superior insight good insight into decent insight into limited insight
into the work’s the work’s theme, the work’s theme, into the work’s
theme, conflicts or conflicts, or conflicts, or theme, conflicts,
characterization. characterization. characterization. or
characterization.

Creativity The project shows The project shows The project shows The project shows
excellent average creativity moderate little creativity in
creativity in in design. creativity in design.
design design.
SYNTHESIS
1.What are the strengths of your prototype?
2.How can your prototype design help
empower the assigned sectors?
3.Synthesize how media and information
prototypes can help in the advancement of
the society, especially in the marginalized
sectors discussed.

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