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Mil q2 Presentation Lesson 2

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0% found this document useful (0 votes)
34 views28 pages

Mil q2 Presentation Lesson 2

Uploaded by

anquiraicang
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Current

and Future
Trends in
Media and
Information
Quarter 2 – Lesson 2

This template has been created by Slidesgo


Media and other information providers play a central role in
information and communication processes. Nowadays, media
become the common outlet of self- expression and creativity. Its
huge influence spreads speedily across the globe. The connection
between technological advances and people’s connectivity created a
huge impact on the lives of today’s generation. This module covers
all the above- mentioned concepts.
Technology can provide both opportunities and challenges to
humanity. The internet itself can offer modes of empowerment and
convenience, but it can also promote digital divide and fraud.

Media offer a handful of functions to humans, a number of them


were evident in the various sectors such as in politics, business,
economy, personal, and social, most especially in the education
sector.
PROCESSING ACTIVITY
Directions: Based your answer on the video above. (not more than
50 words)
1. According to the video, what information will you be able to see in
the bathroom mirror?
______________________________________________________
________________________________________________
2. What will be the features of the appliances in the kitchen and
bedroom?
______________________________________________________
______________________________________________________
3. Do you think these features can make the world better, as the
video states?
______________________________________________________
______________________________________________________
Massive Open Online Course
Massive Open Online Course, or MOOC. An online course that
offers open access via the Internet for free or at a low cost. With the
continuous growth of media, modernization is anywhere, learning
becomes more accessible.

Amanda Rollins, 2018 emphasized that the technical pillar of


MOOCs is related to distance learning where ideological principal
talks about “Education for All”. The first MOOCs date back to 2008
with online courses by David Wiley, Utah State University and Alex
Couros, University of Regina.
The term Massive Open Online Course was used for the first time
by George Siemens” Connectivism and Connective
knowledge”(CCKO8)course.
MOOC respects certain technical specifications and
four characteristics:

 Using web formats


 Collaborative learning
 Assessing knowledge
 Time limits

MOOC offers university-level courses without the need to complete


an entire programme of studies, and are becoming increasingly
popular. They offer a large number of students the opportunity to
study high-quality courses online with prestigious universities, often
at no cost. They are ideal for independent study and users can
select courses from any institution offering them. MOOCs do not
always lead to formal qualifications. There are no entry
requirements.
The Implications
1. By taking learning into virtual space, attendance is no longer a
determining factor in one’s education. This makes MOOC
learning a popular alternative for those whose life situations
make them unable to attend regular schools.
2. Managing MOOC is relatively cheaper than running educational
institutions. By taking out the experiences of Universities –
which are passed down to students in exorbitant fees- MOOC
addresses the high cost of education.
3. Analytic provides information about the learning process of
students. Through the use of data collected through analytic,
MOOC provides a means to improve learning.
4. Since it focuses on connectedness as part of the learning
process, MOOC allows education to take place on a global
scale. Connecting learners and instructors all over the world to
one another to maximize education.
Here are some key points
about MOOCs:
1. Accessibility: MOOCs are open to anyone with an internet
connection, making education more accessible to a global
audience. They are often free or available at a low cost, making
them a popular choice for learners who may not have access to
traditional educational institutions.
2. Massive: As the name suggests, MOOCs can accommodate a
large number of students simultaneously. Some courses have
tens of thousands or even hundreds of thousands of enrolled
learners.
Here are some key points
about MOOCs:
3. Online: MOOCs are delivered entirely online, and they usually
include video lectures, quizzes, assignments, discussion forums,
and other interactive elements to facilitate learning.
4. Diverse Subjects: MOOC platforms offer a wide range of
courses covering various subjects, from mathematics and science
to humanities, business, and more. This diversity allows learners to
explore their interests and acquire new skills.
5. Flexibility: One of the key advantages of MOOCs is their
flexibility. Learners can typically study at their own pace, making it
easier to balance education with other commitments, such as work
or family.
Here are some key points
about MOOCs:
6. Certification: Many MOOC providers offer certificates upon
course completion, which can be a valuable addition to a resume
or professional profile. Some even offer more formal credentials
like micro-degrees or specializations.
7. Interactivity: MOOCs often include interactive elements like
discussion forums, peer grading, and collaborative projects,
allowing learners to engage with both the course content and their
fellow students.
8. Self-Paced or Scheduled: MOOCs can be self-paced, allowing
students to start and finish at their convenience, or they can follow
a structured schedule with specific start and end dates.
Here are some key points
about MOOCs:
9. Quality Varies: The quality of MOOCs can vary widely
depending on the platform, the institution providing the course, and
the instructors. Some MOOCs are developed by prestigious
universities and offer high-quality content, while others may be of
lower quality.
10. Lifelong Learning: MOOCs are not limited to traditional
college students; they cater to lifelong learners, professionals
seeking to upskill, and individuals interested in personal
development.
The following information provided on the next page illustrates how
advances in technology affect people’s lives and interests in the
field of education.
The following information provided on the next page illustrates how
advances in technology affect people’s lives and interests in the
field of education.
Some of the most popular MOOC
platforms, as of my last knowledge
update in January 2022, include:
a. Coursera: Founded by Stanford University professors, Coursera
offers courses from top universities and institutions worldwide.
b. FutureLearn: Based in the UK, FutureLearn partners with
universities and cultural institutions to provide courses to a global
audience.
c. Udacity: Udacity focuses on tech and industry-specific courses
and nanodegrees, partnering with companies to create relevant
content.
d. Harvard Online: Harvard University offers online courses through
various platforms and initiatives.
e. Canvas Network: Canvas Network hosts a variety of courses
offered by institutions using the Canvas learning management
system.
Wearable technology often referred to as
wearables, encompasses a range of electronic
devices and gadgets that are designed to be
worn on the body, either as accessories or as
clothing. These devices are equipped with
sensors, connectivity features, and often have
the capability to collect, process, and transmit
data. Wearable technology has gained
popularity in recent years, and it has various
applications across different industries.
Smartwatches is a wearable electronic device
that combines the functions of a traditional
wristwatch with various features and
capabilities typically associated with
smartphones and other digital devices.
Smartwatches are designed to be worn on the
wrist and offer a wide range of functionalities.
Virtual Reality (VR) is an immersive
technology that creates a simulated
environment, often through the use of
headsets or goggles. Oculus, a high-end
VR headsets intended for entertainment
has been released to the public on
March 28, 2016. This wearable
technology takes users to computer
generated worlds and let them
experience it as if they were actually
there. Oculus have so far received
positive reviews among users. However,
concerns were raised about VR
technology’s potential to cause a total
disconnect from the physical world.
The Concept of 3D Environment
refers to a three-dimensional space that is created and
displayed in a digital or virtual format, allowing users to
perceive depth and spatial relationships. In a 3D environment,
objects and elements have width, height, and depth, giving
them a sense of realism and depth perception. This concept is
commonly used in various fields, including computer graphics,
virtual reality, video games, simulation, and design
The Paperless society

The paperless society is a


society where communication is
done electronically 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.
Ubiquitous learning

Ubiquitous learning is common


in the age of information. Since
the information in the digital age
can be accessed by anyone, at
any given time and place,
ubiquitous or an ever-present
type learning of learning is
possible.
Current Trends
1. Digital Transformation and Streaming Platform
On-demand content: Platforms like Netflix, Hulu, and
Disney+ have transformed how audiences consume media.
Streaming is now the dominant mode of media consumption,
especially for younger generations.
Cord-cutting: More people are canceling traditional cable
subscriptions in favor of digital platforms.
Current Trends
2. Short-form Content and Social Media
Platforms like TikTok, Instagram Reels, and YouTube Shorts
are driving the popularity of short, snackable videos.
User-generated content is on the rise, with influencers and
creators shaping narratives and engaging audiences.
3. Artificial Intelligence and Personalization
AI-driven algorithms on platforms like Netflix, YouTube, and
Spotify personalize content recommendations.
AI-generated content (text, video, music) is starting to
impact media production, creating new types of interactive
experiences.
Current Trends
4. Augmented Reality (AR) and Virtual Reality (VR)
While still niche, AR and VR are increasingly used in
gaming, entertainment, and advertising to create immersive
experiences.
Brands are experimenting with VR for virtual events and product
demonstrations, while AR is being used for filters and virtual
shopping experiences.
5. Podcasting and Audio Content
Podcasts have become a mainstream medium, with growing
listener bases.
Platforms like Spotify and Apple Podcasts are investing in
exclusive content, and there’s an increasing trend toward niche,
topic-specific podcasts.
Future Trends
1. Metaverse and Immersive Media
The metaverse—a collective virtual shared space—may
revolutionize how media is consumed, blending gaming,
entertainment, social interaction, and commerce
Media companies may develop immersive experiences
where users can interact with virtual environments in real-time.
2. AI-Generated Content and Automation
AI will increasingly be used to generate news articles, video
clips, and other forms of media content, blurring the lines between
human- and machine-created media.
Automation tools for journalism (e.g., AI-generated news
summaries) will continue to evolve.
Future Trends
3. 5G and Faster Connectivity
With the broader rollout of 5G, faster internet speeds will
enable smoother, higher-quality streaming of video content,
including 4K and VR.
The low latency of 5G will also enhance the adoption of AR,
VR, and IoT (Internet of Things) applications in media.
2. Blockchain and Decentralization
Blockchain technology could reshape how media content is
distributed and monetized, giving creators more control over their
content and earnings.
Decentralized platforms may emerge as alternatives to
traditional social media, offering more user privacy and ownership
of personal data.
Future Trends
5. Interactive and Gamified Content
As attention spans shrink, media content is becoming more
interactive. Gamified experiences, quizzes, and polls are
increasingly embedded in media to boost engagement.
Interactive storytelling will become more common, with
users having the ability to influence the narrative of a story or
choose their own adventure.
6. Sustainability in Media Production
There’s growing concern about the environmental impact of
large-scale media production. In the future, we might see more
sustainable media practices, such as eco-friendly filming
techniques and green broadcasting initiatives.
Future Trends
7. Synthetic Media and Deepfakes
Advances in synthetic media, including deepfakes, will
impact the media landscape. While these tools can be used for
creative expression, they also raise ethical concerns regarding the
authenticity of media and information.
PERFORMANCE TASK: TANONG KO, SAGOT!

Today, we're going to play a game called 'Tanong Ko,


Sagot Mo' (I Ask, You Answer). After the other group
asks a question, it's your turn to provide an answer.
Share your thoughts related to our topic in lesson 2.
You'll have Ten (10) seconds to answer for each
question. I'll signal when it's time to switch roles. Have
a good time together. Let's get started!
THANKS!
Do you have any questions?
jennylynsenconiegue88@gmail.
com

CREDITS: This presentation template was created


by Slidesgo, and includes icons by Flaticon, and
infographics & images by Freepik

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