CURRENT AND
FUTURE
TRENDS OF
MEDIA AND
INFORMATION
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OBJECTIVES
• Evaluating current trends in media and information
literacy
a) Massive open online content, Wearable technology (i.e.
Google glass, IPhone watch, etc.)
b) 3D Environment (i.e. 3D printer, 3D films, holograms,
etc.) and Ubiquitous Learning.
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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.
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CURRENT AND FUTURE TRENDS OF MEDIA
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MEDIA AND INFORMATION
LITERACY
Media and Information Literacy recognizes the primary
role of information and media in our daily lives. It lies at
the core of freedom 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.
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WHAT IS MASSIVE OPEN ONLINE
CONTENT (MOOC)?
-AS NOTED ON WIKIPEDIA.ORG, A “MOOC”
I S A N O N L I N E C O U R S E , C O N T E N T, O R
O T H E R R E S O U R C E A I M E D AT U N L I M I T E D
PA R T I C I PAT I O N A N D M A D E AVA I L A B L E I N
AN OPEN ACCESS FORUM USING THE WEB.
COURSE TO BE CONSIDERED A MOOC:
• MASSIVE – It should allow access to a very large number of students, much larger than a face to face
class, or a traditional online course. It can even reach up to 500,000 learners or more
• OPEN – It does not have an admission process nor qualifications to be able to register or enroll. Moocs
being open also means free and open access to educational resources hosted in varied online places.
• ONLINE – The course is done remotely via the internet and does not require physical attendance at a
classroom which also means that anyone from anywhere around the world with an internet connection can
avail of these courses.
• COURSES – It should have learning objectives to be achieved by students after certain activities within a
give period of time.
EXAMPLE OF “MOOC”:
DUOLINGO APP IS A
LANGUAGE LEARNING
PLATFORM USED BY MORE
THAN 70 MILLION PEOPLE
WORLDWIDE.
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ANOTHER EXAMPLE OF “MOOC”
FutureLearn is a British digital education platform
founded in December 2012. The company was
acquired by Global University Systems in
December 2022 and previously jointly owned by
The Open University and SEEK Ltd. It is a
massive open online course, microcredential and
degree learning platform. Wikipedia.
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WHAT IS WEARABLE
TECHNOLOGY?
ACCORDING TO WIKIPEDIA.ORG, WEARABLE
T E C H N O L O G Y I S A N Y T E C H N O L O G Y T H AT I S
D E S I G N E D T O B E U S E D W H I L E W O R N. C O M M O N
TYPES OF WEARABLE TECHNOLOGY
I N C L U D E S M A R T WAT C H E S A N D S M A R T G L A S S E S
WEARABLE ELECTRONIC DEVICES ARE OFTEN CLOSE
T O O R O N T H E S U R FA C E O F T H E S K I N , W H E R E T H E Y
D E T E C T, A N A LY Z E , A N D T R A N S M I T I N F O R M AT I O N S .
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EXAMPLES OF WEARABLE TECHNOLOGY
Google Glass, or simply Glass, was a brand of
smart glasses developed and sold by Google. It was
developed by X (previously Google X), with the
mission of producing a ubiquitous computer. Google
Glass displays information to the wearer using a
head-up display. Wearers communicate with the
Internet via natural language voice commands. From
Wikipedia.
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ANOTHER EXAMPLE OF WEARABLE TECHNOLOGY
Apple Watch is a wearable smartwatch
that allows users to accomplish a variety
of tasks, including making phone calls,
sending text messages and reading email.
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3D ENVIRONMENT
-3D INTERACTIVE ENVIRONMENTS ARE OFTEN
R E F E R R E D T O A S V I RT U A L R E A L I T Y O R
I N E R A C T I V E 3 D A N D H AV E A F I G U R AT I V E
APPEARANCE. MUCH LIKE OUR OWN WORLD,
THIS TYPE OF WORLD ALLOWS INTERACTION
WITH OTHER (NETWORKED) BEINGS AS WELL
A S M A N I P U L AT I O N O F O B J E C T S ( L O E F F L E R &
ANDERSOEN 1994). THEY ARE KIND OF
V I R T U A L H A B I T AT .
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EXAMPLES OF 3D ENVIRONMENT:
3D PRINTER
3D FILM
HOLOGRAMS
3D PRINTER
3D printing or additive manufacturing is the
construction of a three-dimensional object from a CAD
model or a digital 3D model. It can be done in a
variety of processes in which material is deposited,
joined or solidified under computer control with the
material being added together (such as plastics, liquids
or powder grains being fused), typically layer by layer.
(WIKIPEDIA)
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3D FILMS
3D films are motion pictures made to give an illusion of
three-dimensional solidity, usually with the help of special glasses
worn by viewers. They have existed in some form since 1915, but
had been largely relegated to a niche in the motion picture
industry because of the costly hardware and processes required to
produce and display a 3D film, and the lack of a standardized
format for all segments of the entertainment business. (Wikipedia)
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3D HOLOGRAM
A hologram is a recording of an interference pattern that can
reproduce a 3D light field using diffraction. In general usage,
a hologram is a recording of any type of wavefront in the
form of an interference pattern. It can be created by
capturing light from a real scene, or it can be generated by a
computer, in which case it is known as a
computer-generated hologram, which can show virtual
objects or scenes. (Wikipedia)
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UBIQUITOUS LEARNING
- Aneveryday 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).
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CHARACTERISTICS OF UBIQUITOUS LEARNING:
ADAPTABILITY: Learners get right information in the right places, time and way.
PERMANENCY: Learners never lose work. All the learning processes are recorded continuously.
ACCESSIBILITY: Learners have access to documents, data, video from anywhere.
IMMEDIACY: Learners can get information wherever learners are.
INTERACTIVITY: Learners can interact with experts, teachers, peers in the form of synchronous and
asynchronous communication.
SITUATING OF INSTRUCTIONAL ACTIVITIES: Knowledge required are presented in their natural and
authentic forms
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CURRENT AND FUTURE TRENDS OF MEDIA
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THANK YOU SO
MUCH FOR
LISTENING
RICO B. SALAMAT
NICHOLE JHENE D. SARMIENTO
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