MOST ESSENTIAL COMPETENCIES
MELC11
Describe the impact of Massive Open Online Course
MELC 13
Describe the different dimensions of
● text information and media
● visual information and media
● audio information and media
● motion information and media
● manipulative information and media
● multimedia information and media
UBIQUITOUS LEARNING
Learning atany time, at any place.
It's an adaptive e-learning approach accessible across
various contexts, particularly mobile devices. It utilizes
diverse materials like videos, audio, and presentations
that can be wirelessly transferred to mobile devices.
This learner-centered model empowers students to
access materials anytime, anywhere, fostering lifelong
learning and honing search skills (Alsheail, 2010).
5.
Wherever a studentis,
he/she can immediately
access learning
materials.
Immediacy
THE MAIN CHARACTERISTICS OF UBIQUITOUS LEARNING ARE: (CHEN ET AL.,
2002; CURTIS ET AL., 2002)
Getting the right
information at the
right place for the
right student.
Adaptability
Access from
everywhere as
personally required.
Accessibility
Learning materials are
always available
unless purposely
deleted.
Permanency
Online collaboration
with teachers and/or
peers
(chat/blogs/forums).
Interactivity
Learning in
context (on-site).
Situated
Instructional
Activities
6.
CURRENT TRENDS OFMEDIA AND INFORMATION
refers to a device system's ability to collect information based on the user's environment combined
with algorithmic preferences.
Examples:
• Some people use navigation apps like Waze to find directions for a specific location.
• Smartphones also have a feature where a user enters only a few letters, and an accurate
contact selection is flashed on-screen.
In addition to these, it follows the user's locations and travels, and notifies him/her of his/her
upcoming appointments.
• When you watch videos from online streaming websites or apps like Youtube or
Netflix, video suggestions and channel preferences are then presented based on the
previous videos you watched.
1. Contextual awareness
7.
CURRENT TRENDS OFMEDIA AND INFORMATION
- requires realistic visual touching to perform a
specific function.
Examples:
• Vibration of your cell phone when someone is
calling you.
• the use of ultrasound by gynecologists for
pregnant women.
Sound waves help visualize the baby inside the
mother’s womb.
• Morse code-modulated haptics enable the deaf-
blind to access the web.
Recent smartphone technology already removed the
physical buttons because of the built-in haptic
feedback.
2. Haptic technology
is the ability of devices to identify a
particular person.
Example:
• Speech recognition only detects spoken
words. This feature is helpful for
biometrics and security purposes. Some
banks already offer voice ID
authentication services. However,
stronger measures must be done to
protect one’s identity because voice
recognition security may still be
3. Voice and tone recognition
8.
CURRENT TRENDS OFMEDIA AND INFORMATION
collects information on a certain location,
particularly about an issue.
Example:
• Drivers using navigation apps can
take a photo of a specific area to
warn other drivers about a road
block, a police officer in sight, or a
road accident. In turn, other drivers
with the same app can be notified
with these reports.
4. Intelligent routing to devices
• It measures eye activity.
• Applications of such technology are
evident in the medical, marketing, and
education industry.
Examples:
• Tobii Pro Glasses are used for research
to assess visual reading strategies, and
understand human behavior.
• Billboards can also install eye-tracking
devices to measure its effectiveness.
5. Eye tracking technology
9.
CURRENT TRENDS OFMEDIA AND INFORMATION
are wearable computer glasses that can display information similar to a
smartphone.
Examples:
• Google Glass and Oculus Rift
• Other wearable devices provide a virtual reality experience for gaming,
medical training, or watching videos.
⚬ Most wearable models are also capable of tracking physical fitness
activities, taking calls, sending messages, and presenting calendar
events.
6. Internet glasses
WEARABLE TECHNOLOGY
Other term:wearable devices or wearables
“Wearable Technology speaks of electronic technologies or computers that are incorporated
into items or clothing and accessories which can comfortably be worn on the body”
12.
EXAMPLE OF DEVICES
Thefive-speaker setup provides
immersive audio, which renders
sights and sounds through your AI
glasses exactly as you would
experience them in person.
RAY BAN SMART
GLASSES
Smartwatches display notifications from your
smartphone, and some smartwatches even let you
make calls and send messages from your wrist. You
can also keep track of how many steps you take in a
day, measure your heart rate and track your
sleeping pattern.
SMARTWATCHES
13.
Better graphics, awider and higher-resolution
display, clearer lenses, smaller controllers
with better-vibrating haptics and, yes, mixed
reality.
META QUEST 3 VR HEADSET
BAMBU LAB X1
A 3D printer, also known as an additive
manufacturing machine, creates physical
objects from digital designs by building
them layer by layer.
This brand is used in creating the LDCU
Robot - LIRA.
14.
CHARACTERISTICS OF WEARABLETECHNOLOGIES ARE:
• Performing computer related tasks such as laptops and
mobile phones.
• Provide sensory and scanning features (biofeedback
and tracking of physiological function)
• Allows the wearer access to information in real time.
According to Wearable Devices Magazine, the
characteristics of wearables are:
15.
• 3D modeling-the
process of forming a
computer model of
objects within a scene
• Layout and animation-
the motion and
placement of objects
within a scene
According to www.imagearts.ryerson.ca, there are three basic phases in 3D computer
graphics creation:
• 3D rendering-the
computer calculations
that, generate the
image based on light
placement, surface
types, and other
qualities
3D ENVIRONMENT
16.
In a 3Denvironment, an artist creates an object rendered
in three-dimensional space to be able to “make 3D
models, animate them, give them surface, render them all
in one seamless environment… [and] export the rendered
file to different medium.” Some common uses of 3D
environment are in
• three-dimensional still models, landscape to
represent buildings, objects for architecture or print
• Two-dimensional animations for film or video effects,
games, broadcast, Web and advertising;
• Three-dimensional virtual spaces
• Interactive 3D theaters
17.
Trends and
technologies will
continueto evolve
and flourish as long
as humans
incessantly seek to
find better ways to
make life more
convenient.
BIG IDEA
18.
REFERENCES
Quipper (2020). Mediaand Information Literacy. Makati City, Philippines. Quipper.com
Media and Information Literacy Curriculum Guide by DepEd
Media and Information Literacy by Boots C. Liquigan, Diwa Learning Systems Inc.
http://www.tonybates.ca/2015/02/21/10-key-takeaways-about-differences-between-classroom-blended-online-and-open-learning/
https://clwb.org/2013/06/10/what-is-ubiquitous-learning/
https://education.illinois.edu/newlearning/ubiquitous-learning.html
https://net.educause.edu/ir/library/pdf/eli7078.pdf
http://www.openuped.eu/images/docs/Definition_Massive_Open_Online_Courses.pdf
http://www.codlearningtech.org/2015/11/23/5-questions-what-you-need-to-know-about-moocs
http://elearninginfographics.com
http://dschool.stanford.edu/dgift/
https://dschool.stanford.edu/wp-content/themes/dschool/method-cards/prototype-for-empathy.pdf
Page 5 http://www.tonybates.ca/wp-content/uploads/Continuum-of-technology-based-teaching-2.jpg
Page 6 http://tiie.w3.uvm.edu/blog/ubiquitous-learning/
Page 7 http://www.corporatetraining.ie/profiles/ulearn/
Page 8 http://www.computertec.com.au/computer-services/
Page 9 https://www.roberthalf.com/baltimore/blog/8-ways-to-better-online-collaboration-among-your-remote-team
WORKSHEET ACTIVITY
Activity 1:Reflective Analysis
Instructions:
1. Watch the movie entitled “Ready Player One”.
2. Discuss the implication of media and information to an individual and the society from the movie.
3. Your analysis must contain three (3) paragraphs (Introduction, Body & Conclusion). (30 points)
Activity 2: Critical Thinking Questions
Instructions:
Provide the most logical explanation to each question. (3 points each)
1. Ready Player One shows a dystopian future. Do you see any parts of the movie as coming true?
2. Wade describes the 21st century as "the dawn of a new era, one where most of the human race now spent all of their
free time inside a video game.” Is that a world you'd want to live in? Why or why not? What are the benefits? The
drawbacks?
3. Do you think Wade will ever push the big red button that will delete OASIS?
4. Wade’s car is a Frankenstein’s monster mash of cars from Back to the Future, Ghostbuster, and Knight Rider. Is this an
original idea? Can you make something original when you are building things solely from others’ creations?
5. Why did Halliday decide to give all his money away in a contest? Why not leave it to charity?