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Document No.

: FM-SHS-094
SENIOR HIGH SCHOOL DEPARTMENT Revision No.: 00
Effectivity Date: May 20, 2022
DYNAMIC LEARNING PLAN Page 1 of 12

MEDIA AND INFORMATION LITERACY


S.Y. 2022-2023

Prepared by:

WENCES KATE V. VILLEGAS, LPT

NICOLE A. ATANAYA, LPT

MARK VINCENT B. BANTOG, LPT

MARINEL A. TABBU, MOS

FRANCIS EARL JERICHO D. NADAL, MOS

LORENA C. VENTURA, MIT


Subject Teacher

Reviewed by:

LORENA C. VENTURA, MIT


ITE Coordinator

Recommended by:

CLAIRE T. GUMARANG, MAEd


SHS Principal

Approved by:

EMMANUEL JAMES P. PATTAGUAN, Ph.D.


Vice President for Academics
Document No.: FM-SHS-094
SENIOR HIGH SCHOOL DEPARTMENT Revision No.: 00
Effectivity Date: May 20, 2022
DYNAMIC LEARNING PLAN Page 2 of 12

Week 2 March 27-31, 2023


CONTENT GUIDE
Content Current and Future Trends of Media and Information
● Ubiquitous Learning

● Massive Online Open Content (MOOC)


 Current and Future Trends
Learning At the end of the lesson, the students should be able to:
Competencies  evaluate current trends in media and information and how it will
affect/how they affect individuals and society;
 predict future media innovation;
 synthesize the overall knowledge about media and information
about current and future media innovation.
Activities  Written Work 1
Essential  How do the different media and information trends affect the lifestyle
Questions of a person?
 How do the current and future trends of media and information affect
the economic state of society?
Value  “Trends are like new opportunities, don’t miss the chance of it.”
Statement
References Printed:
 Abadiono, M. N. (2018) Media and Information Literacy Second
Edition. Cronica Book Haus
 SyGaco, S. B. (2018) Perspectives in Media and Information
Literacy. Great Books Trading
 3G Elearning FZ LLC, (2017) Media and Information Literacy

Online:
● Writers, S. (2022, 22 maart). 10 Popular Platforms for Online
Courses | BestColleges. BestColleges.Com. Geraadpleegd op 23
maart 2022, van https://www.bestcolleges.com/blog/platforms-for-
online-courses/
Storey, A. (2020, 12 oktober). Characteristics of Ubiquitous
Learning. You Are Mom. Geraadpleegd op 23 maart 2022, van
https://youaremom.com/children/what-should-you-know/tips-for-
raising-your-child/ubiquitous-learning/

MEDIA AND INFORMATION LITERACY


This document is a property of University of Saint Louis Tuguegarao. It must not be reproduced or transmitted in any form, in whole or in part, without expressed
written permission.
Document No.: FM-SHS-094
SENIOR HIGH SCHOOL DEPARTMENT Revision No.: 00
Effectivity Date: May 20, 2022
DYNAMIC LEARNING PLAN Page 3 of 12

OPENING PRAYER

To begin, may we ask for guidance from our Father. Let us pray the Louisian Prayer.

THE LOUISIAN PRAYER

O God, wellspring of goodness and blessings, we give you thanks and praise as one Louisian
community. The graces You incessantly grant upon us and Your divine providence have
sustained our beloved University throughout the years of mission and excellence.

Having been founded by the Congregation of the Immaculate Heart of Mary, we pray that You
keep us committed and dedicated to our mission and identity to serve the Church and the
society as we become living witnesses to the Gospel values proclaimed by Jesus. For if we are
steadfast in our good and beautiful mission, our works will bring success not only to ourselves
but also to those whom we are bound to love and serve.

Inspired by St. Louis our Patron Saint, who was filled with a noble spirit that stirred him to love
You above all things, may we also live believing that we are born for a greater purpose and
mission as we dwell in Your presence all the days of our life.

Grant all these supplications through the intercession of Mother Mary and through Christ our
Lord. Amen.

I. INTRODUCTION

Hello KaDigital! Last week, you have encountered the Opportunities, Challenges, and
Power of Media and Information. The Media and Information can function to strengthen and
enrich the connections between citizens and intermediary organizations including political
parties, social movements, as well as the economy.
. For this week you will venture into the Current Trends on Media and Information.

II.

Current and Future Trends of Media and Information


Nowadays, people create new things out of their ideas and creative mind knowing that they will
be popular, and it will make a trend. Especially in today’s generation, a simple invention will lead
to a bigger and more popular one thanks to media and technology, and we can’t stop these
trends from taking the society because they easily spread on the internet. But for us, like Media
and Information Literate Individuals we have the role to spread these trends the best way
possible we can build a better society not only for us but for everyone. UBIQUITOUS LEARNING

Media and Information in Education

MEDIA AND INFORMATION LITERACY


This document is a property of University of Saint Louis Tuguegarao. It must not be reproduced or transmitted in any form, in whole or in part, without expressed
written permission.
Document No.: FM-SHS-094
SENIOR HIGH SCHOOL DEPARTMENT Revision No.: 00
Effectivity Date: May 20, 2022
DYNAMIC LEARNING PLAN Page 4 of 12

https://img.emg-services.net/HtmlPages/HtmlPage12273/online3.jpg
https://i.ytimg.com/vi/NPvreKWaKjY/maxresdefault.jpg
https://media.philstar.com/photos/2020/12/16/class_2020-12-16_21-30-48.jpg

What is Ubiquitous Learning?

● Is defined as an everyday learning environment that is supported by mobile and


embedded computers and wireless networks in our everyday life (Ogata et al. 2009).
● It is aimed to provide learners with content and interaction anytime and anywhere
(Hwang et al.).
● In simpler form, it is learning at any time, at any place.

Characteristics of Ubiquitous Learning


1. Permanency - Learning materials are always available unless purposely deleted.
2. Accessibility - Access from everywhere as personally required.
3. Immediacy - Wherever a student is, he/she can immediately access learning
materials.
4. Interactivity - Online collaboration with teachers and/or peers
(chat/blogs/forums/teleconferencing).
5. Situated Instructional Activities - Learning in context (on-site).
6. Adaptability - Getting the right information at the right place for the right student.

MASSIVE OPEN ONLINE COURSE


What is MOOC?

● MOOC is an online course that has open access and interactive participation utilizing the
Web. MOOCs provide participants with course materials that are normally used in a
conventional education setting - such as examples, lectures, videos, study materials,
and problem sets.

MEDIA AND INFORMATION LITERACY


This document is a property of University of Saint Louis Tuguegarao. It must not be reproduced or transmitted in any form, in whole or in part, without expressed
written permission.
Document No.: FM-SHS-094
SENIOR HIGH SCHOOL DEPARTMENT Revision No.: 00
Effectivity Date: May 20, 2022
DYNAMIC LEARNING PLAN Page 5 of 12

https://www.codlearningtech.org/wp-content/uploads/2015/11/mooc.jpg

Advantages of Massive Online Open Course

● No tuition fees

● Open access, exposing top-level professors at schools that would otherwise be


unavailable to much of the World's population
● Open courses for all interested, regardless of location, resulting in a more diverse
student base
Massive Online Open Course Platforms
https://www.bestcolleges.com/blog/platforms-for-online-courses/ you may visit this
published article about the top 10 best Massive Online Course Platforms.
CURRENT AND FUTURE TRENDS
1. Wearable Technology
● Also known as "wearables", is a category of electronic devices that can be worn as
accessories, embedded in clothing, implanted in the user's body, or even tattooed on the
skin.
● The devices are hands-free gadgets with practical uses, powered by microprocessors
and enhanced with the ability to send and receive data via the Internet.

MEDIA AND INFORMATION LITERACY


This document is a property of University of Saint Louis Tuguegarao. It must not be reproduced or transmitted in any form, in whole or in part, without expressed
written permission.
Document No.: FM-SHS-094
SENIOR HIGH SCHOOL DEPARTMENT Revision No.: 00
Effectivity Date: May 20, 2022
DYNAMIC LEARNING PLAN Page 6 of 12

https://builtin.com/sites/default/files/styles/ckeditor_optimize/public/inline-images/wearables-pillar-page-wearable-technology-examples.jpg

EXAMPLES OF WEARABLE TECHNOLOGIES

● In Louisville, Kentucky, wearable devices made by AIR Louisville are being used to
monitor local air quality, measure pollutants, and identify hotspots for residents with
respiratory problems.
● Cyrcadia Health has developed iTBra, an intelligent patch that can detect early signs of
breast cancer and transmit the information to a lab for analysis.
● Wearable medical alert monitors are extending greater mobility and independence to
the elderly and impaired.
● Smart tattoos that contain flexible electronic sensors are being developed to monitor
heart and brain activity, sleep disorders, and muscle function. While these are
temporary, even inks are being explored!
● A smartwatch for people with Parkinson's disease tracks symptoms and transmits the
data so that more personalized treatment plans can be developed.
● Child monitoring devices equipped with Global Positioning System (GPS).

● StretchSense is a fabric sensor that is the perfectly field-ready solution for naturally
measuring sports movements. A wearable technology helps the athletes to get qualified
input about vital data during work-out.
● Wearable medical devices help patients allows people to keep track of their health while
avoiding unnecessary visits to the doctor and saving cost at the same time. Valedo
Back Therapy is a device that is attached to the person’s back and the smart sensors
can store data.
● The world of gaming has been undergoing massive changes, and the tools that are used
are becoming as unobtrusive as never imagined before. Virtuix Omni is a virtual reality
system with a complete body experience approach.
OTHER EXAMPLES OF WEARABLE GADGETS

● Smart jewelry, such as rings, wristbands, watches, and pins.

● Body-mounted sensors that monitor and transmit biological data for healthcare
purposes.

MEDIA AND INFORMATION LITERACY


This document is a property of University of Saint Louis Tuguegarao. It must not be reproduced or transmitted in any form, in whole or in part, without expressed
written permission.
Document No.: FM-SHS-094
SENIOR HIGH SCHOOL DEPARTMENT Revision No.: 00
Effectivity Date: May 20, 2022
DYNAMIC LEARNING PLAN Page 7 of 12

● Fitness trackers, often in the form of wristbands or straps, those monitor things like
physical activity and vital signs.
● Smart clothing with built-in technology that can perform a variety of tasks including
fitness or health monitoring, interacting with phones and other devices.
● AI hearing aids that can filter out unwanted noises and automatically adapt for best
performance in the user’s current environment.

2. 3-D Environment
● are often referred to as virtual reality or interactive 3D and have a figurative appearance.
Much like our own world, this type of world allows interaction with other (networked)
beings as well as manipulation of objects (Loeffler & Andersen 1994).

https://miro.medium.com/max/1838/1*wV8t5zwwqz97i1pTFbMUCw.jpeg

EXAMPLES OF 3-D ENVIRONMENT TECHNOLOGY

● 3D Printing or additive manufacturing is a process of making three dimensional solid


objects from a digital file. Example: If you already watched the Marvel Cinematic
Universe Movies, some of the combat materials in the movies are 3D printed like Thor’s
Hammer and Captain America’s Shield.
● 3D Films - a three-dimensional stereoscopic film (also known as three-dimensional film,
3D film, or S3D film). It is a motion picture that enhances the illusion of depth perception,
hence adding a third dimension. Examples of 3D Films, Avatar (2009), How to Train
your Dragon (2010), Gravity (2013), and more.
● Augmented reality (AR) - headsets that integrate digital information into a display of the
user’s environment and mixed reality (MR) headsets that integrate physical reality and
digital content in a way that enables interaction with and among real-world and virtual
objects. (VR headsets, at the far end of the virtuality continuum, entirely replace the user

MEDIA AND INFORMATION LITERACY


This document is a property of University of Saint Louis Tuguegarao. It must not be reproduced or transmitted in any form, in whole or in part, without expressed
written permission.
Document No.: FM-SHS-094
SENIOR HIGH SCHOOL DEPARTMENT Revision No.: 00
Effectivity Date: May 20, 2022
DYNAMIC LEARNING PLAN Page 8 of 12

environment with digital information.) Examples are Gucci try on shoes in AR., Toyota
vehicle demo, and more.
● Holograms – a hologram is an image created by a photographic projection of a
recording of a light field rather than an image formed by some sort of lens.

3. Haptics Technology
● Haptics is a feedback technology (using computer applications) that takes advantage of
the user’s sense of touch by applying force, vibrations, and/or motions. Simple haptics is
used in smartphones, game controllers, joysticks, and steering wheels. Haptics is
gaining widespread acceptance as a key part of virtual reality systems, adding the sense
of touch to previously visual-only solutions. There are many possibilities for Haptics to be
applied to gaming, movies, manufacturing, medical, and other industries.
● Imagine your doctor operating on you in the Philippines from his computer in Canada or
feeling the texture of clothing for sale on the internet or interacting with a hologram.
● Haptics technology has the potential to create new industries in the future.

https://www.futurebridge.com/wp-content/uploads/2020/02/Website-IMG-Article_Haptic.jpg

4. Gamification Technology
● With the increase in the use of gaming amongst the younger generation, game design
thinking is now being applied to non-gaming (business) applications to make them more
fun and engaging. It has been called one of the most important trends in technology by
several industry experts. It can potentially be applied to any industry and almost anything
to create fun and engaging experiences, converting customers (users) into players.
● Gamification is radically changing the way companies do business, increasing
engagement with customers, employees, and stakeholders to levels never seen before.

MEDIA AND INFORMATION LITERACY


This document is a property of University of Saint Louis Tuguegarao. It must not be reproduced or transmitted in any form, in whole or in part, without expressed
written permission.
Document No.: FM-SHS-094
SENIOR HIGH SCHOOL DEPARTMENT Revision No.: 00
Effectivity Date: May 20, 2022
DYNAMIC LEARNING PLAN Page 9 of 12

https://elearningindustry.com/wp-content/uploads/2020/07/how-to-gain-knowledge-by-using-gamification.jpg

5. Eye Tracking Technology


● Eye-tracking technology measures eye positions and movements which are analyzed
through computer applications. Future technology could contain thousands of tiny
imaging sensors built into it.

https://www.rethink.industries/wp-content/uploads/2019/10/medium-Female-digital-eye-1024x511.jpg

6. Voice and Tone Recognition Technology


● Voice and tone recognition be used to confirm a person’s identity, not only, but tone
recognition can also be used to detect a person’s health or emotional state. This
technology will increase opportunities in security and healthcare services.

MEDIA AND INFORMATION LITERACY


This document is a property of University of Saint Louis Tuguegarao. It must not be reproduced or transmitted in any form, in whole or in part, without expressed
written permission.
Document No.: FM-SHS-094
SENIOR HIGH SCHOOL DEPARTMENT Revision No.: 00
Effectivity Date: May 20, 2022
DYNAMIC LEARNING PLAN Page 10 of 12

https://pegus.digital/wp-content/uploads/2019/05/1531996912_shutterstock708158770.jpg

7. Contextual Awareness Technology


● Combining hard sensor information such as where you are and the conditions around
you, combined with soft sensors such as your calendar, your social network, and past
preferences – future devices will constantly learn about who you are and how you live,
work and play. As your devices learn about your life, they can begin to anticipate your
needs.
● Example: Imagine your personal computer advising you to leave home 15 minutes early
or take a different route to avoid a traffic jam on your way to work. Another is, to consider
a “context-aware” remote control that instantly determines who is holding it and
automatically selects the Smart TV preferences for that person.

https://www.afd-techtalk.com/wp-content/uploads/2016/12/context-aware.jpg

MEDIA AND INFORMATION LITERACY


This document is a property of University of Saint Louis Tuguegarao. It must not be reproduced or transmitted in any form, in whole or in part, without expressed
written permission.
Document No.: FM-SHS-094
SENIOR HIGH SCHOOL DEPARTMENT Revision No.: 00
Effectivity Date: May 20, 2022
DYNAMIC LEARNING PLAN Page 11 of 12

Trends serve a long-term and lasting effect to change something. Different


developments nurtured from the past will help the future move forward on its goals and even
intensify it more to new stages that would dominate and help the improvements of different
areas in our society.

Ubiquitous provide learners the opportunities to learn in their environment, in context,


using different kinds of materials that they can relate their work and living experiences with. This
kind of learning helps different learners to stand on their own, this also helps them in generating
new ideas that were formed in the context of their new learning and discoveries in the world of
information.

Massive Online Open Course brings knowledge to those who may not have access and
who may not afford the cost of higher education. These courses not only help them in learning
and gaining new knowledge thus MOOC helps them become competent learners whose aim is
to utilize new learnings the best way possible.

Different technological device advances and shape today’s daily life and in the future –
the way we relax, interact, communicate, and conduct different things. From virtual worlds,
avatar emotions, artificial intelligence, computer-generated storytelling, 3D environment, haptics
technology, eye technology, gamification, interactive 360 holographic images, mixed reality,
stress disorder virtual therapies and so much more. Media and Information will continue to
advance, empower, and transform every aspect of our life.

CLOSING PRAYER

To formally end the class, may we pray the Glory Be.

GLORY BE

Glory be to the Father, and to the Son, and to the Holy Spirit.

As it was in the beginning, is now, and will be forever.

Amen.

MEDIA AND INFORMATION LITERACY


This document is a property of University of Saint Louis Tuguegarao. It must not be reproduced or transmitted in any form, in whole or in part, without expressed
written permission.
Document No.: FM-SHS-094
SENIOR HIGH SCHOOL DEPARTMENT Revision No.: 00
Effectivity Date: May 20, 2022
DYNAMIC LEARNING PLAN Page 12 of 12

REMARKS:

FIRST DRAFT
Date submitted to the Area Coordinator:
Date checked by the Area Coordinator:
Date returned to the Subject Teacher:

SECOND DRAFT
Date submitted to the Area Coordinator:
Date checked by the Area Coordinator:
Date returned to the Subject Teacher:

THIRD DRAFT
Date submitted to the Principal:
Date checked by the Principal:
Date returned to the Area Coordinator:

FINAL DLP
Date submitted to the Principal:

MEDIA AND INFORMATION LITERACY


This document is a property of University of Saint Louis Tuguegarao. It must not be reproduced or transmitted in any form, in whole or in part, without expressed
written permission.

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