Senior High School
Media and
Information Literacy
 Quarter 2 – Module 9: Power, Impact, and
  Implications of Media and Information
                                            1
    Lesson                          Current and Future
                                   Trends of Media and
            9                          Information
       Technological advancements, digitization, and the Internet are swiftly changing the
nature of information production, consumption, and sharing. With this, even the economic,
societal, political, and educational landscapes of society have been aligning its mechanisms
and policies to the realities in the Information Age. In a fast-paced era of information and
technology, society is left with only two choices: adapt to change or get left behind. As such,
MIL encourages us to learn the current trends in Media and Information as well as anticipate
what may come in the future so that we may understand, as consumers, in what ways we
can adapt to and maximize the innovations of these changing times.
       In this lesson, you will identify the latest advancements in media and information
technology and realize how they shape people’s media experience and influence
information needs.
            What I Need to Know
            Learning objectives
       By the end of this lesson, you will:
            1. Evaluate current trends in media and information and how it will affect/how
               they affect individuals and society as a whole (MIL11/12CFT-IIIi-26);
            2. Describe massive open online (MIL11/12CFT-IIIi-26); and
            What I Know
            Pretest
         Let’s see how much you already know before we tackle the next lesson. Write the
letter of your choice on a separate sheet of paper.
1. Another term for MOOC.
              a. Distance Learning                  c. Online Information Hub
              b. E-school                           d. Internet School
2. It refers to the model delivering content online to any person who wants to take a course,
   with no limit to attendance.
              a. Education Model                    c. Massive Open Online Course
              b. Model of Online Learning           d. Electronic Learning Model
                                              2
3. The letter M in MOOC stands for?
              a. Media                               c. Market
              b. Massive                             d. None of the Above
4. Which of the following is not a material suitable for 3D printing?
              a. Concrete                            c. Glass
              b. Plastic                             d. Human tissue
5. Which of the following is not a type of wearable technology with health applications?
              a. Pedometer                           c. Calorie Tracker
              b. Heart-rate monitor                  d. None of the Above
6. A technology that helps instructors evaluate their students’ learning.
              a. Analytics                           c. Online exams
              b. Learning trackers                   d. All of the above
7. This refers to a society’s characterized by the shift from letters to e-mails, newspapers to
   news web pages, books to e-books, and so on.
              a. Electronic Society                  c. Paperless Society
              b. Internet Society                    d. Digital Society
8. Which of the following is not an element of the 3D environment?
              a. Height                              c. Length
              b. Width                               d. Depth
9. Which of the following is not an example of modern wearable technology?
              a. Smart Watches                       c. Smartphones
              b. Fitness Trackers                    d. Headsets
10. Refers to a type of learning that happens anytime, anywhere, and with anyone.
              a. Ubiquitous Learning                 c. Wide Learning
              b. Global Learning                     d. None of the Above
            What’s In
            Review
        In your previous lesson, you have learned that media and information open both
opportunities and challenges for you as an individual and to the society in general. Media as
well carry with them meaning – even powerful ones – that can influence media and
information consumers’ attitudes, behavior, and views. As a digital native and a media and
information literate individual, you are expected to manage its challenges and make the best
use of its opportunities. In this lesson, we will focus on these developments, specifically the
current trends of media and information and how it plays a role in the Digital Era.
                                              3
           What’s New
           Activity 10.1
  What you will do
  Activity 10.1: Identifying Technologies
  Instructions: Identify these technological tools. Name as many as you can and give a
  guess as to how and for what purpose it is used.
              1                       2                       3                    4
           What is It
           Discussion
       Media and information, much like almost anything in the world, is a dynamic and
developing entity. It is ever-changing in nature – a product of continuous improvement. The
photos above are just a few examples of the many technologies and innovations that have
emerged throughout the recent years. Here, you will explore more of these developments
and visualize what the future may bring in terms of the trends in media and information.
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)
                                              4
        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.
       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.
       MOOCs are made and hosted by universities and companies through open
enrollment or open registration. However, most of these institutions do not host MOOCs
under their organization per se but rely on course providers such as Coursera, edX, Udacity,
and many others. They range in length from 1 to 16 weeks (Bowden, 2019). While others
run on a schedule, MOOCs remain flexible, letting you progress through them at your own
pace, which means you are able to study and go through the lessons and activities
according to your time, schedule, and pacing. Like in a traditional classroom, students will
also be graded through quizzes, assignments, or activity. However, these may come as
peer review, which is graded by other students according to a rubric or automatically-marked
tests which are graded directly upon submission.
       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).
        In sum, MOOCs are a game-changer for higher education. The large scale
availability, the low cost to students, the questions raised around credentialing, and the
analytics that MOOCs provide all create momentum for new pathways to education. Check
out an example of a MOOC on the next page.
                                            5
Example of a MOOC from course provider edX:
                                                     Course title
   Course
   provider
                               Registration link
                                                                      Other details about
                                                                          the course
                                      Course description
                                     Course objectives
                                    Host institution
                          Screenshot from edX Online Course: How to Write an Essay (Retrieved from
                               https://www.edx.org/course/how-to-write-an-essay) May 30, 2020
  What have you learned so far?
  Activity 10.2: Question and Answer
  Instructions: Answer the questions briefly in your own words. Write your answers in a
  separate sheet of paper.
     1. What is the impact of MOOC in information access?
     2. Can MOOCs replace the traditional mode of information and knowledge
        delivery? Expound your answer.
     3. Are MOOCs potentially harmful to copyright? Why or why not?
                                                 6
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.
        Earlier versions of wearables were devices clipped to the body or on pieces of clothing.
Today, however, advancements in technology allowed powerful sensors to have direct contact
with the skin. Thus, the tech gravitated to other body parts: the wrists, fingers, chest, forearms,
ears, eyes, forehead, temple, and anywhere else you can think of (yes, even those parts).
      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
        Wearable technology is growing to be one of the fastest-rising innovation in the ICT
industry. The new age of wearables is loaded with smart sensors that track our movements
and biometrics, often using Bluetooth to sync wirelessly to a smartphone. Others also rely
on Wi-Fi connectivity and standalone mobile 4G LTE data connections. Wearables also use
sensors to connect to you as a person, helping you to achieve goals such as staying fit and
active, losing weight, being more organized, or tracking your overall mental and physical
health. In the case of VR and AR heads-up displays, they’re providing a wealth of new
entertainment and educational opportunities, as well as enhancing the world around us
(Smith, 2019).
        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
Image source:
https://lh3.googleusercontent.co
                                   an iPhone, while Android Wear devices—such as the Moto 360
m/MXePhzfVe8V2E4yt3SUxchV          and Samsung Gear—can only be connected to Android
RYm_1--                            phones.
mqhwRvy0c87Hb8QzuC16nr3k
eB3DHOyHNvUd92ow=s151
                                                  7
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. For example,
                                         you could find out how far you’ve walked over the past week
                                         or estimate how many calories you’ve burned in a day.
Image source: https://products.galeriesdelacapitale.com/fr/products/ca-the-source-Fitbit-bracelet-d-activita-
c-charge-3-de-fitbita-r-or-rose-bleu-gris/0ef2f6c4-fa99-4cc1-b844-97ba3b78ab82
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
Image source:                       can control smart glasses by tapping or swiping control built
https://news.knowledia.com/US/en/se into the frame or even verbalizing your commands as you
arch?query=&topic=Zll
                                    do with Alexa and Siri.
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.
Image source: https://www.lizardtienda.com/producto/auriculares-bluetooth/
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.
   Image source: https://www.giga.de/deals/vr-set-oculus-rift-beim-red-friday-bei-mediamarkt-stark-reduziert/
                                                        8
        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. From the basic fitness trackers and highly-advanced sports and
smartwatches to virtual and augmented reality headsets, wearables are definitely
establishing their names. As such, wearable technology will most likely continue to have an
impact on modern society, especially given its efficient use and aesthetic quality.
3. 3D Environment
        3D or three-dimensional, in its literal sense, refers to anything that has a width,
height, and depth (Gonzales, 2016). The physical world, the realm we live in, including us
humans, are examples of 3D environments. This technological concept of a 3D environment
is explored to imitate and simulate the physical world through media. The most common
examples of this are computer animations in video games and TV shows. Films have also
been among the most common media modalities that employ 3D. 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.
       Another 3D technology, which has existed for actually quite a while now, is 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 concrete.
       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).”
Compared to mobile learning and e-learning, it is a more context-based approach and more
adaptive to the needs and pacing of the learner.
         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.
                                               9
        However, in the Philippine setting, especially in the public education system, most u-
learning tools fail to endure because of the lack of resources and, thus, not effectively
sustaining the actual needs of the students. It is, nevertheless, still a promising endeavor
that both private and public education institutions hope to embark on.
  What have you learned so far?
   Activity 10.3: Question and Answer
  Instructions: Answer the questions briefly in your own words. Write your answers in
  a separate sheet of paper.
      1. How has wearable technology revolutionized the way people
         access information?
      2. How does a 3D environment affect the audience’s media experience?
      3. How does ubiquitous learning (u-learning) impact the traditional mode of
         learning?
5. Paperless Society
        A call for faster transactions and greener mechanisms brought paperless
transactions as a viable and useful practice in 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.
        However, for a country like the Philippines where many places are still without
electricity, even more so Internet, going entirely paperless, is still a far-fetched aim.
Bureaucracy in several companies and organizations, both public and private, also hamper
the actual realization of a paperless society. Despite such, societies are positively gearing
towards going paperless as places, and people who are capable of carrying it out have
already adapted such procedures.
        MOOCs, Wearables, 3D, U-Learning – these are only a few of the many
technological advances that we can only expect to shape our daily life now and in the future
– the way we communicate, conduct business and even have fun. From virtual worlds,
wireless devices, artificial intelligence, holographic images and videos, and so much more.
All these trends will continue to advance, empower, and transform every aspect of our lives.
      Now, let’s further harness your knowledge of these trends and technologies by
answering the following enrichment activities!
                                              10
            What’s More
            Enrichment
 What you will do
Activity 10.4: Examining a MOOC
       Identify the important details of this MOOC. Write your answers on the activity matrix
found on the next page.
          Screenshot from Coursera Online Course: Journalism Skills for Engaged Citizens (Retrieved from
                          https://www.coursera.org/learn/journalism-skills) May 30, 2020
                                                       11
Activity 10.4 Matrix
            Component                                        Answer
    1. Course title
    2. Course brief description
    3. Course provider
    4. Host institution
    5. Course instructor/s
    6. Course duration
    7. Cost of enrollment
  What you will do
  Activity 10.5: Weighing Pros and Cons
  Instructions: In the table below, write down what you think are the pros (advantages)
  and cons (disadvantages) of the previously discussed trends in media, information,
  and technology.
        Trend                      Pros                               Cons
    1. MOOCs
    2. Wearable
    technology
    3. 3D
    environment
    4. U-Learning
    5. Paperless
    Society
           What I Have Learned
           Generalization
Complete the sentence stem below.
  1. Current trends in media and information include
                                                                                          .
   2. These developments change society’s way of life by _                           _
                                                                                       .
   3.        However, these advanced technological tools also pose disadvantages such as
                                            12
            What I Can Do
            Application
   Essay: Tech Then and Now
   Technology isn’t what it is now compared to what our parents, grandparents, or elder
   relatives have grown up to. In this activity, you will discover how our tech now differ
   from what they have used before. On a separate sheet of paper, answer the following
   questions:
   1. Choose a current media and information technology you know or currently own or
   patronize and create a review about it.
   2. Ask an elder (parents, aunts or uncles, grandparents) for their opinion of a
   similar yet earlier version of the technology you used for your own review.
   3. Write an essay comparing the difference between their technology and yours.
            Assessment
            Posttest
I. MULTIPLE CHOICE. Identify the correct answer to the following questions. Write the letter
of your choice in the space before the number.
         1. The letter M in MOOC stands for?
              a. Media                                c. Market
              b. Massive                              d. None of the Above
         2. A technology that helps instructors evaluate their students’ learning.
              a. Analytics                            c. Online exams
              b. Learning trackers                    d. All of the above
        3. This refers to a society’s characterized by the shift from letters to e-mails,
            newspapers to news web pages, books to e-books, and so on.
              a. Electronic Society                   c. Paperless Society
              b. Internet Society                     d. Digital Society
 ______ 4.Which of the following is not an example of modern wearable technology?
              a. Smart Watches                        c. Smartphones
              b. Fitness Trackers                     d. Headsets
 ______ 5.Refers to a type of learning that happens anytime, anywhere, and with anyone.
              a. Ubiquitous Learning                  c. Wide Learning
              b. Global Learning                      d. None of the Above
                                               13
II. IDENTIFICATION: Identify the term/s being referred to below. Write your answers to the
space provided before the number.
                   1. The unabbreviated term for a model delivering learning content to any
                      online person who wants to take a course, with no limit on attendance.
                   2. Refers to the eyewear used to watch 3D films.
                   3. A transaction that is done electronically or digitally without the use of
                      physical documents.
                   4. A kind of technology that brings digital data and design to the physical
                      world.
                   5. Refers to the obsoleteness of printed communications in society.
                   6. Refers to the material used in 3D printing aside from plastic and metal.
                   7. Broadly defined as any gadget that is worn instead of being carried.
                   8. An example of a wearable technology that tracks your wellness and
                      physical activity.
                   9. The sense tricked in 3D films.
                   10. Refers to the device that shows you a computer-generated virtual
                      reality.
            Additional Activity
    Exploring More Online Courses
           To further expand your knowledge on MOOCs, this activity will let you explore
    on the various online courses available on the Web. So here’s what you have to do:
        1. Research for two (2) specific MOOCs of your choice.
        2. Take note of the following details for the two MOOCs and write them on a
           separate sheet of paper:
               a. Course title
               b. Course description
               c. Course objectives (if any)
               d. Host institution
               e. Course provider
               f. Course Duration
               g. Cost
               h. Certificate
        3. Answer the following questions:
               a. Would you be willing to enroll yourself for a MOOC?
               b. How effective do you think are MOOCs in providing training and
                   education?
                  Awesome! You are done with Lesson 9.
               Great work! You deserve a tap on the shoulder
                        Now, get ready for Module 10!