MEDIA AND INFORMATION
LITERACY
Current and Future
Trends in Media
and Information
Trend
•A general development or
change in a situation or in the
way that people are behaving.
Source: dictionary.cambridge.org
Bandwagon Effect
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 a community.
Source: webwise.ie
Current and Future Trends in Media and Information
a) Massive open online content
b) Wearable Technology
c) 3D Environment
d) Ubiquitous Learning
Massive Open Online Content (MOOC)
MOOCs are online courses available for anyone to
enroll. It provides an affordable and flexible way to
learn new skills, advance your career and deliver
quality educational experiences at scale.
Source: mooc.org
Massive Open Online Content (MOOC)
Massive Open Online Content (MOOC)
 No classroom setting
 No face to face interaction with
teachers or classmates
 No standard timeline of progress
 Lessons and assessments are
embedded
Massive Open Online Content (MOOC)
o EdX
o Coursera
o Khan Academy
o Udemy
o Canvas
o FutureLearn
o Udacity
o Open Education
Europa
o The Open University
Source: medium.com
MOOC Platforms
Wearable Technology
Wearable Technology refers to mobile electronic
devices that are comfortably worn on the user’s body
or attached to their clothes. These devices are often
called “wearables” for short.
Source: sciencedirect.com
Wearable Technology
What are the examples of wearables?
Wearable Technology
Wearable Technology
Smartwatch
Wearable Technology
Wearable Technology
Google Glass
Wearable Technology
Other examples
- Fitness Trackers (monitor
steps taken, heart rate,
calories burned, etc.)
- Smart Jewelry (obtains
health-tracking data)
- Smart Clothing (enables
advance tracking for medical
care)
Wearable Technology
Other examples
- Head Mounted Displays
(general category of
wearables covering several
segments such as Virtual
Reality (VR) and Augmented
Reality (AR) Glasses e.g.
Google Glass.
3D Environment
3D Environment – a computer-controlled digital
setting. The concept of 3D environment is explored to
mimic the physical world in media. Films are among
the most common media offerings that incorporate
3D.
Source: E-Learning Guide
3D Environment
Avatar
3D Environment
Space Sweepers
Space Sweepers
3D Environment
Space Sweepers
Space Sweepers
3D Environment
3D Visualizations are the best way of representing
creative ideas from various fields and industries. The
latest tools and gadgets for visualization enabled an
even better user experience.
Source: easyrender.com
3D Environment
At first, 3D printers were reserved for some branches
of architecture, design and 3D art, but the fastest-
growing discovery spread over all verticals of society.
Visualized textures can now be touched and felt.
Source: easyrender.com
3D Environment
3D Printer
- Designs and builds 3D models; it
creates the end product by directly
building them using computer
aided design (CAD) or software-
created 3D design diagrams.
Source: techopedia.com
Original Prusa MINI
3D Environment
3D Environment
Hologram
- A three-dimensional image
formed by the interference
of light beams from a laser
or other coherent light
source.
Source: techopedia.com
3D Environment
The latest medium for displaying 3D visualizations
using holographic imagery is helpful in various
industries including military, retail, medicine, and other
commercial efforts. Hologram might become our
primary tool for visualization.
Source: easyrender.com
3D Environment
Ubiquitous Learning
Ubiquitous learning, labeled as u–learning, takes
advantage of digital content, physical surroundings,
mobile devices, pervasive components, and wireless
communication to deliver teaching–learning
experiences to users at anytime, anywhere, and
anyway.
Source: sciencedirect.com
Ubiquitous Learning
Ubiquitous Learning
Ubiquitous Learning transcends the old pedagogical
separations of space (the walls of the classrooms)
and time (scheduling, timetable).
Source: Education at Illinois
Ubiquitous Learning
Characteristics of Ubiquitous Learning
1. Adaptability
2. Permanency
3. Accessibility
4. Immediacy
5. Interactivity
6. Situating of instructional activities
Ubiquitous Learning
What do you think
will be the future
media innovation?
Current and Future Trends in Media and Information
a) Massive open online content
b) Wearable Technology
c) 3D Environment
d) Ubiquitous Learning
Thank you!
Marylie Noran, LPT
marylienoran@gmail.com
Media and Information
Literacy
Senior High School

MIL-lesson for Grade 12 lesson and teach.

  • 1.
  • 2.
    Current and Future Trendsin Media and Information
  • 3.
    Trend •A general developmentor change in a situation or in the way that people are behaving. Source: dictionary.cambridge.org
  • 5.
  • 7.
    TikTok is asocial 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 a community. Source: webwise.ie
  • 9.
    Current and FutureTrends in Media and Information a) Massive open online content b) Wearable Technology c) 3D Environment d) Ubiquitous Learning
  • 10.
    Massive Open OnlineContent (MOOC) MOOCs are online courses available for anyone to enroll. It provides an affordable and flexible way to learn new skills, advance your career and deliver quality educational experiences at scale. Source: mooc.org
  • 11.
    Massive Open OnlineContent (MOOC)
  • 12.
    Massive Open OnlineContent (MOOC)  No classroom setting  No face to face interaction with teachers or classmates  No standard timeline of progress  Lessons and assessments are embedded
  • 13.
    Massive Open OnlineContent (MOOC) o EdX o Coursera o Khan Academy o Udemy o Canvas o FutureLearn o Udacity o Open Education Europa o The Open University Source: medium.com MOOC Platforms
  • 14.
    Wearable Technology Wearable Technologyrefers to mobile electronic devices that are comfortably worn on the user’s body or attached to their clothes. These devices are often called “wearables” for short. Source: sciencedirect.com
  • 15.
    Wearable Technology What arethe examples of wearables?
  • 16.
  • 17.
  • 18.
  • 19.
  • 20.
    Wearable Technology Other examples -Fitness Trackers (monitor steps taken, heart rate, calories burned, etc.) - Smart Jewelry (obtains health-tracking data) - Smart Clothing (enables advance tracking for medical care)
  • 21.
    Wearable Technology Other examples -Head Mounted Displays (general category of wearables covering several segments such as Virtual Reality (VR) and Augmented Reality (AR) Glasses e.g. Google Glass.
  • 22.
    3D Environment 3D Environment– a computer-controlled digital setting. The concept of 3D environment is explored to mimic the physical world in media. Films are among the most common media offerings that incorporate 3D. Source: E-Learning Guide
  • 23.
  • 24.
  • 25.
  • 26.
    3D Environment 3D Visualizationsare the best way of representing creative ideas from various fields and industries. The latest tools and gadgets for visualization enabled an even better user experience. Source: easyrender.com
  • 27.
    3D Environment At first,3D printers were reserved for some branches of architecture, design and 3D art, but the fastest- growing discovery spread over all verticals of society. Visualized textures can now be touched and felt. Source: easyrender.com
  • 28.
    3D Environment 3D Printer -Designs and builds 3D models; it creates the end product by directly building them using computer aided design (CAD) or software- created 3D design diagrams. Source: techopedia.com Original Prusa MINI
  • 29.
  • 30.
    3D Environment Hologram - Athree-dimensional image formed by the interference of light beams from a laser or other coherent light source. Source: techopedia.com
  • 31.
    3D Environment The latestmedium for displaying 3D visualizations using holographic imagery is helpful in various industries including military, retail, medicine, and other commercial efforts. Hologram might become our primary tool for visualization. Source: easyrender.com
  • 32.
  • 33.
    Ubiquitous Learning Ubiquitous learning,labeled as u–learning, takes advantage of digital content, physical surroundings, mobile devices, pervasive components, and wireless communication to deliver teaching–learning experiences to users at anytime, anywhere, and anyway. Source: sciencedirect.com
  • 34.
  • 35.
    Ubiquitous Learning Ubiquitous Learningtranscends the old pedagogical separations of space (the walls of the classrooms) and time (scheduling, timetable). Source: Education at Illinois
  • 36.
    Ubiquitous Learning Characteristics ofUbiquitous Learning 1. Adaptability 2. Permanency 3. Accessibility 4. Immediacy 5. Interactivity 6. Situating of instructional activities
  • 37.
  • 38.
    What do youthink will be the future media innovation?
  • 39.
    Current and FutureTrends in Media and Information a) Massive open online content b) Wearable Technology c) 3D Environment d) Ubiquitous Learning
  • 40.
    Thank you! Marylie Noran,LPT marylienoran@gmail.com Media and Information Literacy Senior High School

Editor's Notes

  • #1 Hello everybody! This is a new video after a very long time. I have finally decided to make another recorded lesson for Media and Information Literacy.
  • #2 Today, we are going to learn the current and future trends. What are the recent changes? Are there any development in communication and technology? Should we anticipate more changes and development in the future?
  • #3 First, let us define the word trend.
  • #4 As you can see here in the picture, these are celebrities who were trending at some point - Heart Evangelista for her fashion ; Korean actor Park Seo Joon as an actor; Mimiyuuuh as Youtube influencer. That being said, trend can be about certain style in fashion, entertainment, or whatsoever that is gaining popularity at a certain point of time. Usually, people follow anything that is trending.
  • #5 The psychology behind it is that people tend to follow the crowd. It is called the Bandwagon effect where people act in a certain way because others are doing the same.
  • #6 To set an example: As of the first quarter of the year 2022, the people are going crazy with Tiktok. Many people are using it.
  • #17 Smartwatches are likely the most commonly-known and commonly-used wearables. Using this, you can connect to your smartphone and it has some other useful features as well.
  • #19 It is a smart-glass device with a 5Megapixel camera able to record video.
  • #38 Today, we are going to learn the current and future trends. What are the recent changes? Are there any development in communication and technology? Should we anticipate more changes and development in the future?