CURRENT AND FUTURE TRENDS
OF MEDIA AND INFORMATION
Objective: Define and describe what massive open online courses
Current And Future Trends
Nowadays, people create new things
out of their ideas and creative mind
knowing that it will be popular and it
will make a trend. Especially in
today’s generation, a simple
invention will lead to a bigger and
popular one thanks to social media
and technology, we can’t stop the
trends because it will be widely
spread on the internet.
Media And Information Literacy
Media and Information Literacy recognizes the
primary role of information and media in our everyday
lives. It lies at the core of freedom of expression and
information - since it empowers citizens to understand
the functions of media and other information providers, to
critically evaluate their content, and to make informed
decisions as users and producer of information and
media content.
A massive open online
course (MOOC) is an online course
that has open access and interactive
participation by means of the Web.
MOOCs provide participants with
course materials that are normally
used in a conventional education
setting - such examples are,
lectures, videos, study materials.
Some of the advantages of a MOOC
are as follows:
•No tuition fees
•Open access, exposing top
level professors at schools that
would otherwise be unavailable
to much of the World's
population
•Open courses for all
interested, regardless of
location, resulting in a more
diverse student base
Massive Open Online Content
EXAMPLES
DUOLINGO
Duolingo is a
language learning
platform used by
more than 70 million
people worldwide.
2 TREEHOUSE
Treehouse is
creating the
“classroom from
the future” with this
superb learning
platform.
3 GOOGLE PRIMER
Google Primer is a
new App from
Google designed to
teach digital
marketing basics in
a fast, easy to learn
environment.
LYNDA.COM
A learning and
training website build
around video tutorials. 5 TREEHOUSE
With Codecademy, anyone with
internet can access free
courses on coding, 24/7,
anywhere in the world.
W
earableT
e
c
h
n
o
l
o
g
i
e
s
Wearable Technologies is the
pioneer and worldwide leading
innovation and market development
platform for technologies worn
close to the body, on the body or
even in the body.
Sports & Fitness
Healthcare &
Wellness
Security &
Prevention
Gaming &
Lifestyle
Wearable Gadgets
Categories of Wearable Technologies:
Sports & Fitness
1
A wearable technology
helps the athletes to get
qualified input about vital
data during work-out.
EXAMPLE
Stretch Sense is a fabric sensor
that is perfectly field-ready solution
for naturally measuring sports
movements.
2 Healthcare & Wellness
Wearable medical devices
actually helps patients allows
people to keep track of their
health while avoiding
unnecessary visits to the doctor
and save cost at the same time.
EXAMPLE
Valedo Back Therapy
Valedo Back Therapy is a device
is attached to the person’s back
and the smart sensors are able to
store data.
Security & Prevention
3
Wearable Technologies are
essential in countless industries
in order to ensure highest, up-
to-date safety and security
standards.
EXAMPLE
Tech Air Street
by: Alpinestars Inc., Italy
Alpinestars’ Tech-Air is the world’s most technologically
advanced electronic airbag system for motorcycle riders and the
first fully self-contained active protection tech- nology to function
completely independently of the mo- torcycle.
Gaming & Lifestyle
4
The world of gaming has been
undergoing massive changes, and
the tools that are used are becoming
as unobtrusive as never imagined
before.
EXAMPLE
Virtuix Omni
It is a virtual reality
system with a
complete body
experience
approach.
Wearable Gadgets
Vuzix M100 Smart Glasses
Similar to the notion first
brought to the stage by
Google Glasses, the Vuzix
M100 Smart Glasses was
recently featured in CES
2013.
Google Smart Watch
Google has it all, the operating
system, the browser, the digital
wallet and now, maybe, a
Smart Watch.
3
DE
N
V
I
R
O
N
M
E
N
T
3D Interactive environments are often
referred to as virtual reality or interactive 3D and
have a figurative appearance. Much like our
own world, this type of world allows interaction
with other (networked) beings as well as
manipulation of objects (Loeffler& Andersen
1994). They are a kind of virtual habitat.
3D
3D printing or ad
P
d
R
it
I
i
N
v
T
e
I
N
G
manufacturing is a
process of making
three dimensional solid
objects from a digital
file.
3D FILMS
A three-dimensional
stereoscopic film (also known
as three-dimensional film, 3D
film or S3D film)[1] is a motion
picture that enhances the illusion
of depth perception, hence
adding a third dimension.
AUGMENTED
REALITY
Augmented reality (AR) is a
type of interactive, reality-
based display environment
that takes the capabilities of
computer generated display,
sound, text and effects to
enhance the user's real-world
experience.
HOLOGRAMS
A hologram is an image
created by a photographic
projection of a recording
of a light field rather than
an image formed by some
sort of lens.
UBIQUITOUS LEARNING
Ubiquitous learning can be defined as
an everyday learning environment that
is supported by mobile and embedded
computers and wireless networks in
our everyday life (Ogata et al. 2009). It
is aimed to provide learners with
content and interaction anytime and
anywhere (Hwang et al. 2008).
Key Characteristics of Ubiquitous Learning:
Permanency
Adaptability
Accessibility
Interactivity
Situating of instructional
activities
Immediacy
PAPERLESS SOCIET
A Paperless society c
Ya
nbe defined as a
society in which communication and
record keeping (written documents,
letters, etc.) with the use of paper is
replaced by electronic communication
and storage. This concept was originated
by Frederick Lancaster in the year 1978.
ADVANTAGES DISADVANTAGES
A paperless office uses less physical
space when bulky filing cabinets are
eliminated or reduced.
Relocating to a smaller office or building
may be possible, saving money on a lease
The chances of losing important
documents are lower when scanned and
filed electronically, and the documents are
often easier to find in an electronic
system.
Up-to-date computer hardware and
software is essential for a paperless office,
so you may have to upgrade your systems
initially and keep them upgraded, which
comes at a cost.
If you don’t have an IT person in your
company, you may need to hire one to
monitor your system, train new users and
perform regular backups of your
information.
Maintaining tight security for your
documents and business information is
vital, and the more people use a system,
the closer it must be monitored for privacy
issues & viruses.
Courtesy Of: Powtoon.com

describe and define masive open online.pptx

  • 1.
    CURRENT AND FUTURETRENDS OF MEDIA AND INFORMATION Objective: Define and describe what massive open online courses
  • 2.
    Current And FutureTrends Nowadays, people create new things out of their ideas and creative mind knowing that it will be popular and it will make a trend. Especially in today’s generation, a simple invention will lead to a bigger and popular one thanks to social media and technology, we can’t stop the trends because it will be widely spread on the internet.
  • 3.
    Media And InformationLiteracy Media and Information Literacy recognizes the primary role of information and media in our everyday lives. It lies at the core of freedom of expression and information - since it empowers citizens to understand the functions of media and other information providers, to critically evaluate their content, and to make informed decisions as users and producer of information and media content.
  • 4.
    A massive openonline course (MOOC) is an online course that has open access and interactive participation by means of the Web. MOOCs provide participants with course materials that are normally used in a conventional education setting - such examples are, lectures, videos, study materials. Some of the advantages of a MOOC are as follows: •No tuition fees •Open access, exposing top level professors at schools that would otherwise be unavailable to much of the World's population •Open courses for all interested, regardless of location, resulting in a more diverse student base Massive Open Online Content
  • 5.
    EXAMPLES DUOLINGO Duolingo is a languagelearning platform used by more than 70 million people worldwide. 2 TREEHOUSE Treehouse is creating the “classroom from the future” with this superb learning platform. 3 GOOGLE PRIMER Google Primer is a new App from Google designed to teach digital marketing basics in a fast, easy to learn environment.
  • 6.
    LYNDA.COM A learning and trainingwebsite build around video tutorials. 5 TREEHOUSE With Codecademy, anyone with internet can access free courses on coding, 24/7, anywhere in the world.
  • 7.
    W earableT e c h n o l o g i e s Wearable Technologies isthe pioneer and worldwide leading innovation and market development platform for technologies worn close to the body, on the body or even in the body. Sports & Fitness Healthcare & Wellness Security & Prevention Gaming & Lifestyle Wearable Gadgets Categories of Wearable Technologies:
  • 8.
    Sports & Fitness 1 Awearable technology helps the athletes to get qualified input about vital data during work-out. EXAMPLE Stretch Sense is a fabric sensor that is perfectly field-ready solution for naturally measuring sports movements.
  • 9.
    2 Healthcare &Wellness Wearable medical devices actually helps patients allows people to keep track of their health while avoiding unnecessary visits to the doctor and save cost at the same time. EXAMPLE Valedo Back Therapy Valedo Back Therapy is a device is attached to the person’s back and the smart sensors are able to store data.
  • 10.
    Security & Prevention 3 WearableTechnologies are essential in countless industries in order to ensure highest, up- to-date safety and security standards. EXAMPLE Tech Air Street by: Alpinestars Inc., Italy Alpinestars’ Tech-Air is the world’s most technologically advanced electronic airbag system for motorcycle riders and the first fully self-contained active protection tech- nology to function completely independently of the mo- torcycle.
  • 11.
    Gaming & Lifestyle 4 Theworld of gaming has been undergoing massive changes, and the tools that are used are becoming as unobtrusive as never imagined before. EXAMPLE Virtuix Omni It is a virtual reality system with a complete body experience approach.
  • 12.
    Wearable Gadgets Vuzix M100Smart Glasses Similar to the notion first brought to the stage by Google Glasses, the Vuzix M100 Smart Glasses was recently featured in CES 2013. Google Smart Watch Google has it all, the operating system, the browser, the digital wallet and now, maybe, a Smart Watch.
  • 13.
    3 DE N V I R O N M E N T 3D Interactive environmentsare often referred to as virtual reality or interactive 3D and have a figurative appearance. Much like our own world, this type of world allows interaction with other (networked) beings as well as manipulation of objects (Loeffler& Andersen 1994). They are a kind of virtual habitat.
  • 14.
    3D 3D printing orad P d R it I i N v T e I N G manufacturing is a process of making three dimensional solid objects from a digital file.
  • 15.
    3D FILMS A three-dimensional stereoscopicfilm (also known as three-dimensional film, 3D film or S3D film)[1] is a motion picture that enhances the illusion of depth perception, hence adding a third dimension.
  • 16.
    AUGMENTED REALITY Augmented reality (AR)is a type of interactive, reality- based display environment that takes the capabilities of computer generated display, sound, text and effects to enhance the user's real-world experience.
  • 17.
    HOLOGRAMS A hologram isan image created by a photographic projection of a recording of a light field rather than an image formed by some sort of lens.
  • 18.
    UBIQUITOUS LEARNING Ubiquitous learningcan be defined as an everyday learning environment that is supported by mobile and embedded computers and wireless networks in our everyday life (Ogata et al. 2009). It is aimed to provide learners with content and interaction anytime and anywhere (Hwang et al. 2008).
  • 19.
    Key Characteristics ofUbiquitous Learning: Permanency Adaptability Accessibility Interactivity Situating of instructional activities Immediacy
  • 20.
    PAPERLESS SOCIET A Paperlesssociety c Ya nbe defined as a society in which communication and record keeping (written documents, letters, etc.) with the use of paper is replaced by electronic communication and storage. This concept was originated by Frederick Lancaster in the year 1978.
  • 21.
    ADVANTAGES DISADVANTAGES A paperlessoffice uses less physical space when bulky filing cabinets are eliminated or reduced. Relocating to a smaller office or building may be possible, saving money on a lease The chances of losing important documents are lower when scanned and filed electronically, and the documents are often easier to find in an electronic system. Up-to-date computer hardware and software is essential for a paperless office, so you may have to upgrade your systems initially and keep them upgraded, which comes at a cost. If you don’t have an IT person in your company, you may need to hire one to monitor your system, train new users and perform regular backups of your information. Maintaining tight security for your documents and business information is vital, and the more people use a system, the closer it must be monitored for privacy issues & viruses.
  • 22.

Editor's Notes

  • #5 Massive-a large mass/ daku nga sakup kabilugan.