Current and
Future Trends of
Media and
Information
The bandwagon effect is
a psychological
phenomenon where
people adopt certain
behaviors, follow trends,
or purchase items
primarily because they
see others doing so.
1. Massive Open Online Courses
EDUCAUSE, a nonprofit organization composed of IT leaders and
professionals, defines MOOC as “a model for delivering learning
content online to any person who wants to take a course, with no
limit on attendance.”
Furthermore, MOOCs can be characterized by the following:
1. A revolutionary approach to education that transitions from
physical setting to a virtual set-up
2. A kind of learning that is facilitated online, breaking the norm of
having to physically go to traditional schools or universities for higher
education
3. Utilizes information technologies like analytics to help instructors
evaluate their students’ learning
4. Emphasizes connectedness (Gonzales, 2016)
1. Massive Open Online
Courses
MOOCS are asynchronous, open-access, Web-based courses geared toward
enrolling hundreds or thousands of students at a time.
MOOCs deliver content via:
recorded video lectures, online readings, and online assessments, as well as
various degrees of student-student and student-instructor interaction (Kurt, 2018).
People enroll in MOOCs for a range of purposes, including :
Career development, college preparations, supplemental learning, lifelong
learning, corporate training, and more.
1. Massive Open Online
Courses
There is a distinction though as to whether an online learning material or program
is considered as a MOOC. Here are a number of features that are typically required
for a course to be considered a MOOC:
1. 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!
2. 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.
3. 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.
4. Courses - It should have learning objectives to be achieved by students after
certain activities within a given period of time.
1. Massive Open Online
Courses
MOOCs offer a strong starting point for a number of reasons, including:
1. Lack of entry requirements – a MOOC can be taken by anyone who is interested in
the subject matter and able to access the course, regardless of age, background, or
location
2. Repetition – a MOOC will often run two or three times a year, ensuring that students
won’t miss their chance
3. High quality – MOOCs are led by subject matter experts (SMEs) and supported by
teaching assistants so that students have access to first-rate educational resources
4. Feasibility – a MOOC usually necessitates around 1-2 hours of study a week for about
five weeks, making learning doable for students with busy lives
5. Self-paced but supported learning – a MOOC enables students to work through the
course materials and assessments at their own rates while also interacting with a global
learning community (Kurt, 2018).
Example of MOOC in the Phil.
1. UP Open University (UPOU)- offers topics like
teaching, health and environment through their own
platform called Model (Massive Open Distance e-
Learning)
Coursera and edX- provide courses from univ.
worldwide that are accessible in the phil. Like
Ateneo de Manila
TESDA Online Program (TOP)- free online courses
that focus on skills training, ranging from basic
computer literacy to entrepreneurship, as part of its
national strategy to promote lifelong learning.
2. Wearable Technology
Also known as wearables or fashion technology, wearable technology is a general term
that encompasses a field of smart devices that are worn on the body. This technology is
also considered as a trend in media and information as with it, people and access
information through media in a much faster manner.
According to Wearable Devices magazine (Liquigan, 2016), the characteristics of
wearable include the following:
• Performing computer-related tasks such as laptops and mobile phones
• Provide sensory and scanning features
• Have some form of communication capability and will allow the wearer access to
information in real-time
• Data-input capabilities
• Local storage capabilities
2. Wearable Technology
Different fields, such as in gaming, music, entertainment, health and medicine, fitness
and wellness, education, transportation, and many others, have slowly started to adapt to
the use of this technology. Let’s look at these examples of wearable tech:
1. Smartwatch Smartwatches are wrist-worn devices that connect to your mobile phone.
As they are synced to your smartphone, it allows you to see notifications on your wrist at
a glance. This technology eases the burden of having to constantly open and check your
smartphone text messages, e-mails, or other notifications. It can even track your physical
activity!
Most smartwatches rely on a smartphone to function, which also means the model you
choose will depend on your phone. For example, the Apple Watch can only be synced
with an iPhone, while Android Wear devices—such as the Moto 360 and Samsung Gear
—can only be connected to Android phones.
2. Wearable Technology
2. Fitness trackers and sports watches
Whether for formal training or just trying to be active and fit, fitness trackers and
sportswatch help you get a better understanding of your fitness activities. According to
GCF Global, they can track the number of steps you take, your average heart rate,
how long you sleep, and more. This data can then be synced with another device, which
allows you to see trends and patterns in your activity.
2. Wearable Technology
3. Smartglasses
No longer do your specs just help you see things more clearly: smart
glasses can link up with your phone, control the volume of your music, and
even take photographs (Stevens, 2018). Google Glass was the first to
launch this technology in 2013. Basically, it brings wireless connectivity
and imaging into the frames and lenses of our eyewear, controls that we
can only usually do on our smartphones and computers. So instead of a
keyboard or mouse, you can control smart glasses by tapping or swiping
control built into the frame or even verbalizing your commands as you do
with Alexa and Siri.
2. Wearable Technology
4. Hearables
Most have had or known earphones and headphones throughout
their lives. Today, these devices, like the ones we previously
discussed, have now also utilized wireless connectivity as well.
These Hearables work just like the traditional earphones and
headphones but are already wireless and are worn in the ear. The
most popular example is Apple’s AirPods, those true wireless
earphones that offer quick access to the Siri voice assistant.
However, these hearable aren’t only for music or entertainment, but
some are actually used as smart hearing aids .
2. Wearable Technology
5. VR Headsets
VR or Virtual Reality headsets are devices connected to a PC/games console
and show you a computer-generated virtual reality that fools you sight and
your brain into thinking you are in a different scenario .
Today, many industries and fields are using and developing more
innovations of these wearable techs, especially in the health care industry,
where they’re looking into devices that could be used to monitor things like
blood pressure, vital signs, or blood sugar levels for diabetics.
3. 3D Environment
3D or three-dimensional, in its literal sense, refers to anything that has a width,
height, and depth (Gonzales, 2016).
3D films make objects in their material appear solid to the audience through the
illusion of perception (Gonzales, 2016). If you have been to one of these 3D films,
you are made to wear special 3D glasses, which directs each of your eyes to see a
slightly different picture. According to American Paper Optics, a manufacturer of 3D
eyewear, “this is done in the real world by your eyes being spaced apart, so each
eye has its own slightly different view. The brain then puts the two pictures together
to form one 3D image that has depth to it.
3D printing. This innovation brings digital data and design to the physical world –
literally. Simply put, it brings your design to life! According to The University of
Tennessee Knoxville, 3D printing “creates objects by bonding the print material one
layer at a time. They work by making use of 3D design files, such as those created in
AutoCAD or similar applications. These files are processed by specialized software
that slices the data into cross-sections. The printer uses this data to build the
desired object from the bottom up one layer at a time.” Unlike laser printers that
utilize inks, 3D printers “prints” in layers of material like plastic, metal, and
3. 3D Environment
Overall, the 3D environment has already been widely used
because it gives the audience or the users a more engaging and
enjoyable media experience because the images and videos are
in three-dimensional rendering – meaning it’s as if we’re looking
at something real!
4. Ubiquitous Learning
Ubiquitous learning or u-learning is a kind of e-learning experience that
“implies a vision of learning which is connected across all the stages on
which we play out our lives. Learning occurs not just in classrooms, but
in the home, the workplace, the playground, the library, museum, and
nature center, and in our daily interactions with others (Bruce, 2009).”
U-learning is a kind of wireless modality where learning takes place at
any time, anywhere, and with anyone. It benefits from the use of
technologies to implement learning activities and achieve learning
objectives. These technologies incorporate learning materials such as
videos, audios, PowerPoint presentations, or notes with embedded
source data in them (Liquigan, 2016). It is a very personalized and
dynamic mechanism that uses devices integrated into the students’
environment. Furthermore, u-learning maximizes the use of any form
of media like mobile phones and computers for efficient use.
5. Paperless Society
A paperless society is a society where communication and transactions are
done electronically or digitally, and all forms of printed communication
have become obsolete. It is characterized by the shift from letters to e-
mails, newspapers to news web pages, books to e-books, and so on
(Gonzales, 2016). Paperless transactions also include cashless dealing,
which is often done through credit or debit cards or through virtual wallets
like PayMaya and GCash.
Going paperless offers several benefits, like acquiring savings on costs on
materials, printing, labor, and storage. In addition, paperless transactions
minimize the risk of losing or misplacing a digital document and allow
employees to access and edit a digital document, whether remotely or in
the office, then electronically manage or send it. These documents can also
be accessed simultaneously, eliminating the need for multiple copies and
thus saving time and adding to work efficiency.