Quarter 2 - Module 11: Introduction To Media and Information Literacy

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Senior High School

Media and
Information
Literacy
Quarter 2 – Module 11:
Introduction to Media and Information
Literacy

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Lesso Current and
n Future Trends of
Media and
11 Information
Technological advancements, digitization, and the Internet is 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 the society as a whole (MIL11/12CFT-IIIi-26).
2. Describe massive open on-line (MIL11/12CFT-IIIi-26); and
3. Predict future media innovation (MIL11/12CFT-IIIi-27)

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 want 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
3. The letter M is MOOC stands for?
a. Media c. Market
b. Massive d. None of the Above
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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 instructor 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 Lesson 10, 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.

What’s New
Activity 11.1

What you will do

Activity 11.1: 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

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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.

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)

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 in 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
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under their organization per se but rely on course providers such as Coursera, edX,
Udacity,

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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, that 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 are 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 5 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 a momentum for new pathways to education. Check
out an example of a MOOC in the next page.
Example of a MOOC from course provider edX:

Course title

Course
provider

Registration link

Other details about


the course

Course description

Course objectives

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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 11.2: Question and Answer

Instructions: Answer the questions briefly in your own words. Write your answers in a separate
sheet of paper.
What is the impact of MOOC in information access?
Can MOOCs replace the traditional mode of information and knowledge delivery? Expound your
answer.
Are MOOCs potentially harmful to copyright? Why or why not?

Wearable Technology
Also known as wearables or fashion technology, wearable technology is a general
term which 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

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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 are 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 smart phone, 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. Fitness trackers and sports watches

Whether for formal training or just trying to be active


and fit, fitness trackers and sports watches 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.

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3. Smart glasses
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.
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.

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 tech 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 to modern society
especially given its efficient use and aesthetic quality.

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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. Most common examples
of this are computer animations in video games and TV shows. Films have been also 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 have 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, 3D environment has been already 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!

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 anytime,
anywhere, and with anyone. It benefits from the use of technologies to implement the
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 media like mobile phones and computers for an efficient use.
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

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that both private and public education institutions hope to embark on.

What have you learned so far?

Activity 11.3: Question and Answer

Instructions: Answer the questions briefly in your own words. Write your answers in a separate
sheet of paper.
How has wearable technology revolutionized the way people access information?
How does a 3D environment affect the audience’s media experience?
How does ubiquitous learning (u-learning) impact the traditional mode of learning?

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 are often done through credit or debit cards
or through virtual wallets like PayMaya and GCash.
Going paperless offer 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 allows 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 on these trends and technologies by
answering the following enrichment activities!
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What’s More
Enrichment

Activity 11.4:

What you will do

Identify the important details of this MOOC. Write your answers on the activity matrix found in 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

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Activity 11.4 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 11.5: 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.
4. Current trends in media and information include

5. These developments change society’s way of life by

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6. However, these advanced technological tools also pose disadvantages such as

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What I Can Do
Application

Essay: Tech Then and Now

Technology is not 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:
Choose a current media and information technology you know or currently own or patronize and
create a review about it.

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.

Write an essay comparing the difference between their technology and yours.

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:
Research for two (2) specific MOOCs of your choice.
Take note of the following details for the two MOOCs and write them on a separate sheet of paper:
Course title
Course description
Course objectives (if any)
Host institution
Course provider
Course Duration
Cost
Certificate
Answer the following questions:
Would you be willing to enroll yourself for a MOOC?
How effective do you think are MOOCs in providing training and education?

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