Learning Competencies
Students will be able to…
1. describe massive open on-line (MIL11/12CFT-IIIi-26)
2. evaluate current trends in media and information and how it will affect/how they affect individuals and the society as a whole (MIL11/12CFT-IIIi-26)
3. predict future media innovation (MIL11/12CFT-IIIi-27)
4. synthesize the overall knowledge about media and information with skills for producing a prototype of what the learners think is a future media innovation (MIL11/12CFT-IIIi-28)
I- Current and Future Trends in Media and Cummunication
A. Ubiquitous Learning
B. Massive Open Online Course
C. Wearable Technology
D. 3D Environment
II- Performance Task: Project
A. Prototyping for Empathy
Media and Information Literacy (MIL) - 9. Current and Future Trends in Media and Information
1. Media and Information Literacy (MIL)
CURRENT AND FUTURE TRENDS IN MEDIA AND
INFORMATION
Mr. Arniel Ping
St. Stephen’s High School
Manila, Philippines
MIL PPT 20
Updated: June 11, 2017
2. Learning Competencies
Learners will be able to…
define ubiquitous learning (SSHS);
discuss the characteristics of ubiquitous learning
(SSHS);
describe massive open on-line (MIL11/12CFT-IIIi-
26)
Identify current trends in media and information
(SSHS);
3. Learning Competencies
Learners will be able to…
evaluate current trends in media and information
and how it will affect/how they affect individuals
and the society as a whole (MIL11/12CFT-IIIi-26)
predict future media innovation (MIL11/12CFT-IIIi-
27)
4. Learning Competencies
Learners will be able to…
synthesize the overall knowledge about media
and information with skills for producing a
prototype of what the learners think is a future
media innovation (MIL11/12CFT-IIIi-28)
demonstrate their prototype in an exhibit (SSHS).
5. I- Current and Future Trends of Media and Information
A. Ubiquitous Learning
B. Massive Open Online Course
C. Wearable Technology
D. 3D Environment
E. Performance Task: Project
1. Prototyping for Empathy
Topic Outline
7. What is ubiquitous learning?
Ubiquitous
Learning
…learning at any time, at any
place
https://clwb.org/2013/06/10/what-is-
ubiquitous-learning/
8. The main characteristics of ubiquitous learning
are: (Chen et al., 2002; Curtis et al., 2002)
Permanency: Learning
materials are always
available unless
purposely deleted.
Accessibility: Access
from everywhere as
personally required
Source: https://clwb.org/2013/06/10/what-is-ubiquitous-learning/
9. The main characteristics of ubiquitous learning
are: (Chen et al., 2002; Curtis et al., 2002)
Immediacy: Wherever a
student is, he/she can
immediately access learning
materials.
Interactivity: Online
collaboration with teachers
and/or peers
(chat/blogs/forums)
Source: https://clwb.org/2013/06/10/what-is-ubiquitous-learning/
10. The main characteristics of ubiquitous learning
are: (Chen et al., 2002; Curtis et al., 2002)
Situated instructional
Activities: Learning in
context (on-site).
Adaptability: Getting
the right information at
the right place for the
right student.
Source: https://clwb.org/2013/06/10/what-is-ubiquitous-learning/
11. What is MOOC?
Source: http://www.codlearningtech.org/2015/11/23/5-questions-what-you-need-to-know-about-
moocs/
12. Video Presentation
MOOCs and Beyond
(2013), EDUCAUSE SPRINT 2013,
YouTube Channel: educause, retrieved February 7,
2016 from
https://www.youtube.com/watch?v=XGMrzQ7YOfI
13. Formative Assessment
Understanding an Infographics
“To MOOC or Not to MOOC”
by topcollegesonline.org
Published: January 14, 2014
http://elearninginfographics.com/to-mooc-or-not-
to-mooc-infographic/
14. Formative Assessment
Understanding an Infographics
“MOOC: Today and Tomorrow”
by myelearning.com
Published: October 17, 2016
http://elearninginfographics.com/mooc-today-
and-tomorrow-infographic/
15. Formative Assessment:
Class Discussion
What is MOOC?
How was MOOC made possible today?
How is it different from taking a course from a
college or university?
How is it changing or influencing education at
present?
22. Video Presentation: Wearable
Technology
Top 10 Best Wearable Tech Products - Gear UP
YouTube Channel: WatchMojo.com ,
Published Dec. 35, 2016
Retrieved Feb. 8, 2017 from
https://www.youtube.com/watch?v=WMz5CMeXO
LY
23. Video Presentation: 3D Environment
Augmented Reality, Holograms & 3D Scanning
YouTube Channel: Sky News
Published June 5, 2015
Retrieved Feb. 8, 2017 from
https://www.youtube.com/watch?v=NHMyLoTG5-w
24. Video Presentation: 3D Environment
17 Incredible 3D Printed Objects
YouTube Channel: Talltanic,
Published Oct. 3, 2016
Retrieved Feb. 8, 2017 from
https://www.youtube.com/watch?v=FSu19nz7NlE
25. Formative Assessment:
Recitation
Guide Question
1. Which of the discussed trends
in media and information do
you think will have the most
impact or influence to people
and to the society as a whole?
Why?
27. Performance Task: Project
Title: Prototyping for Empathy
Prototype
the original model of something from
which later forms are developed
(http://dictionary.cambridge.org/us/dictionary/english/prototyp
e)
an original model on which something
is patterned
(https://www.merriam-webster.com/dictionary/prototype)
31. Performance Task: Project
Title: Prototyping for Empathy
Collaborative Learning
Divide the class into 6 or 8 smaller groups.
Materials
partolina pencil
eraser pentel pen
ruler masking tape
scissors coloring materials.
art paper glue
32. Performance Task: Project
Title: Prototyping for Empathy
Procedure
1. Identify problems or issues that is
related to media and information in
the Philippines.
2. Among the identified problems, select
which you think needed an immediate
attention. Brainstorm what causes the
problem and what are the possible
ways to solve it.
33. Performance Task: Project
Title: Prototyping for Empathy
Procedure
3. Pair the different groups. Each
group will interview the other
group to which they are paired
with regarding what issue they
want to address, what causes it,
and how do they want to solve
it.
34. Performance Task: Project
Title: Prototyping for Empathy
Procedure
4. Each group will design a
technology tool that will
provide the needed solution
to the discussed issue or
problem presented to them
by the other group.
35. Performance Task: Project
Title: Prototyping for Empathy
Procedure
5. Create a prototype of the technology tool they
designed to address the problem presented to
them by the other group.
36. Performance Task: Project
Title: Prototyping for Empathy
Procedure
6. Explain in the class the problem or
issue that was presented to them
and present the prototype they
created to solve it.
7. The partner group will provide a
feedback how the prototype can be
improved.
37. Performance Task: Project
Title: Prototyping for Empathy
Procedure
7. The group who presented will
take note of the given
feedback to further improve
their prototype.
8. Each group will improve their
prototype based on the given
feedback.
38. Performance Task: Project
Title: Prototyping for Empathy
Procedure
9. Have an Expo in your classroom where the
prototypes will be displayed with the following
printed information: problem or issue in media and
information, name of the prototype, and what it can
do and how it can solve the given problem. Invite
visitors to your Expo. Assign a member per group to
explain the prototype.
40. References
Media and Information Literacy Curriculum Guide by DepEd
Media and Information Literacy by Boots Liquigan, Diwa
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
This lesson is designed for 3 meetings, one hour per meeting.
http://www.tonybates.ca/2015/02/21/10-key-takeaways-about-differences-between-classroom-blended-online-and-open-learning/
Blended learning is a student-centered approach that integrates learning experiences in online and face-to-face environments.
Source: http://www.learnnc.org/lp/pages/6722
Blended learning is a student-centered approach to creating a learning experience whereby the learner interacts with other students, with the instructor, and with content through thoughtful integration of online and face-to-face environments.
(R. Garrison & H. Kanuka, "Blended Learning: Uncovering its Transformative Potential in Higher Education," Internet and Higher Education 7 (2004): 95–105.)
Taken also from http://www.learnnc.org/lp/pages/6722
Source: http://www.codlearningtech.org/2015/11/23/5-questions-what-you-need-to-know-about-moocs/
What Are They?
A Massive Open Online Course, or MOOC, is an online course that offers open access via the Internet for free or at a low cost. Many MOOCs are modeled after existing college or university courses, but unlike these courses, most MOOCs do not count for college credit. There are some exceptions, however, with a few providers offering certificates of completion if students take proficiency exams, or partnering with more traditional online programs to offer for-credit courses.
What else defines a MOOC? As their name suggests, many MOOCs have huge class sizes, with the largest on record topping out at over 300,000 students. Another important element of a MOOC is open licensing. This can apply not only to the course itself, which offers open enrollment, but also to much of the content, structure, and resources employed by the course, allowing anyone, anywhere to sign up and take the course.
Wearable Technology
Google glass (https://www.pinterest.com/explore/vr-headset/)
Fitbit Charge 2 (http://intl.target.com/p/fitbit-charge-2-heart-rate-fitness-wristband/-/A-51591651)
iPhone watch (http://www.iphonefaq.org/archives/975325)
Microsoft HoloLens (https://www.microsoft.com/microsoft-hololens/en-us)
HTC Vive VR Headset (http://uk.businessinsider.com/htc-vive-pre-order-date)
3D Environment
3D printer (http://www.3ders.org/articles/20140329-ultimaker-2-3d-printer-source-files-now-online.html
Wearable Technology
Google glass (https://www.pinterest.com/explore/vr-headset/)
Fitbit Charge 2 (http://intl.target.com/p/fitbit-charge-2-heart-rate-fitness-wristband/-/A-51591651)
iPhone watch (http://www.iphonefaq.org/archives/975325)
Microsoft HoloLens (https://www.microsoft.com/microsoft-hololens/en-us)
HTC Vive VR Headset (http://uk.businessinsider.com/htc-vive-pre-order-date)
3D Environment
3D printer (http://www.3ders.org/articles/20140329-ultimaker-2-3d-printer-source-files-now-online.html
Wearable Technology
Google glass (https://www.pinterest.com/explore/vr-headset/)
Fitbit Charge 2 (http://intl.target.com/p/fitbit-charge-2-heart-rate-fitness-wristband/-/A-51591651)
iPhone watch (http://www.iphonefaq.org/archives/975325)
Microsoft HoloLens (https://www.microsoft.com/microsoft-hololens/en-us)
HTC Vive VR Headset (http://uk.businessinsider.com/htc-vive-pre-order-date)
3D Environment
3D printer (http://www.3ders.org/articles/20140329-ultimaker-2-3d-printer-source-files-now-online.html
Wearable Technology
Google glass (https://www.pinterest.com/explore/vr-headset/)
Fitbit Charge 2 (http://intl.target.com/p/fitbit-charge-2-heart-rate-fitness-wristband/-/A-51591651)
iPhone watch (http://www.iphonefaq.org/archives/975325)
Microsoft HoloLens (https://www.microsoft.com/microsoft-hololens/en-us)
HTC Vive VR Headset (http://uk.businessinsider.com/htc-vive-pre-order-date)
3D Environment
3D printer (http://www.3ders.org/articles/20140329-ultimaker-2-3d-printer-source-files-now-online.html
Wearable Technology
Google glass (https://www.pinterest.com/explore/vr-headset/)
Fitbit Charge 2 (http://intl.target.com/p/fitbit-charge-2-heart-rate-fitness-wristband/-/A-51591651)
iPhone watch (http://www.iphonefaq.org/archives/975325)
Microsoft HoloLens (https://www.microsoft.com/microsoft-hololens/en-us)
HTC Vive VR Headset (http://uk.businessinsider.com/htc-vive-pre-order-date)
3D Environment
3D printer (http://www.3ders.org/articles/20140329-ultimaker-2-3d-printer-source-files-now-online.html
Wearable Technology
Google glass (https://www.pinterest.com/explore/vr-headset/)
Fitbit Charge 2 (http://intl.target.com/p/fitbit-charge-2-heart-rate-fitness-wristband/-/A-51591651)
iPhone watch (http://www.iphonefaq.org/archives/975325)
Microsoft HoloLens (https://www.microsoft.com/microsoft-hololens/en-us)
HTC Vive VR Headset (http://uk.businessinsider.com/htc-vive-pre-order-date)
3D Environment
3D printer (http://www.3ders.org/articles/20140329-ultimaker-2-3d-printer-source-files-now-online.html
This activity is inspired by the Design Thinking. Please go to this this links to know more about it before implementing this activity:
http://dschool.stanford.edu/dgift/
https://dschool.stanford.edu/wp-content/themes/dschool/method-cards/prototype-for-empathy.pdf
This activity is inspired by the Design Thinking. Please go to this this links to know more about it before implementing this activity:
http://dschool.stanford.edu/dgift/
https://dschool.stanford.edu/wp-content/themes/dschool/method-cards/prototype-for-empathy.pdf
Please read this http://www.userfocus.co.uk/articles/paperprototyping.html
Divide the class into 6, 8, or 10 smaller groups. It has to be an even number because you need to pair the groups later.
A first or preliminary version of a device or vehicle from which other forms are developed
(https://en.oxforddictionaries.com/definition/prototype)
In software development, a prototype is a rudimentary working model of a product or information system, usually built for demonstration purposes or as part of the development process. In the systems development life cycle (SDLC) Prototyping Model, a basic version of the system is built, tested, and then reworked as necessary until an acceptable prototype is finally achieved from which the complete system or product can now be developed.
(http://searchmanufacturingerp.techtarget.com/definition/prototype)
At the end of the activity, explain Design Thinking process to the students by relating the 5 steps in the given activity.
Source: http://dschool.stanford.edu/redesigningtheater/the-design-thinking-process/
The Design Thinking Process
The Design Thinking process first defines the problem and then implements the solutions, always with the needs of the user demographic at the core of concept development. This process focuses on needfinding, understanding, creating, thinking, and doing. At the core of this process is a bias towards action and creation: by creating and testing something, you can continue to learn and improve upon your initial ideas.
The design thinking process consists of these 5 steps:
EMPATHIZE: Work to fully understand the experience of the user for whom you are designing. Do this through observation, interaction, and immersing yourself in their experiences.
DEFINE: Process and synthesize the findings from your empathy work in order to form a user point of view that you will address with your design.
IDEATE: Explore a wide variety of possible solutions through generating a large quantity of diverse possible solutions, allowing you to step beyond the obvious and explore a range of ideas.
PROTOTYPE: Transform your ideas into a physical form so that you can experience and interact with them and, in the process, learn and develop more empathy.
TEST: Try out high-resolution products and use observations and feedback to refine prototypes, learn more about the user, and refine your original point of view.