CURRENT AND FUTURE TRENDS OF MEDIA AND INFORMATION
- Slides: 59
CURRENT AND FUTURE TRENDS OF MEDIA AND INFORMATION Reports: Lagyap Lanante
I. Current and TOPIC OUTLINE Future Trends of Media and Information A. Ubiquitous Learning B. Massive Open Online Course C. Wearable Technology D. 3 D Environment E. Performance Task: Project 1. Prototyping for Empathy
UBIQUITOUS LEARNING
UBIQUITOUS LEARNING IS OFTEN SIMPLY DEFINED AS LEARNING ANYWHERE, ANYTIME AND IS THEREFORE CLOSELY ASSOCIATED WITH MOBILE TECHNOLOGIES
THE PORTABILITY OF COMPUTERS AND COMPUTING DEVICES HAS BLURRED THE TRADITIONAL LINES BETWEEN FORMAL AND INFORMAL LEARNING.
SIX ASPECTS OF UBIQUITOUS LEARNING NICHOLAS C. BURBULES (2009), 1. Spatial ubiquity 2. Mobile devices 3. Interconnectedness 4. Practical ubiquity 5. Temporal ubiquity 6. Globalized transnational networks
SPATIAL UBIQUITY • We have constant access to the Internet (and conversely, others have constant access to you). The distinction of formal vs. informal learning is blurred - as people can access the Internet (and therefore the knowledge and connections implicit in the Internet) anytime, anywhere.
This idea has implications for learning and memory in the age of Google what is the important knowledge that we need in our heads?
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MOBILE DEVICES • From mobile phones to computers sewn into clothing, learning is enabled by the mobility of computing devices. We are headed toward a time when being constantly "connected' will be a way of life.
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INTERCONNECTEDNESS • With web 2. 0 technology, we can be constantly to connected not only to information on the Internet, but to other people who have knowledge and skills that we don't. This creates a web of knowledge that becomes a large part of how we learn - at all times.
(This concept is tied closely with theory of connectivism. (Siemens, 2005) which proposes that one's ability to find sources of knowledge are more important than current knowledge itself, and that maintaining connections is key to learning).
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PRACTICAL UBIQUITY • There is a blurring of traditional lines in an either/or situation. Burbules (2009) notes that "work/play, learning/entertainment, accessing/creating information, public/private are distinctions that conceptually might never have been as clear-cut as our usage suggested them to be.
But for a host of social and cultural reasons they are becoming increasingly untenable as sharp distinctions today. " For learning, the implication is that there is a new expectations of how, when why learning takes place - the traditional, factory model is not relevant to the new model of learning.
This change is not limited to technology - one example being project-based learning which may or may not have a technology component.
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TEMPORAL UBIQUITY • Instead of one's schedule being created around the opportunities to learn, there is a shift and with mobile and ubiquitous computing, learning can be scheduled around one's habits and preferences. This also denotes a shift in perception of and interaction with time.
Rather than "lifelong learning" being something that adults do after traditional school is over, lifelong learning is continual learning - seemless between traditional an non-traditional learning
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GLOBALIZED TRANSNATIONAL NETWORKS • In the flattened world, there are continual flows of people, information and ideas across traditional physical and cultural barriers. We are in an age of fundamental interconnectedness.
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MASSIVE OPEN ONLINE COURSE
A massive open online course (MOOC) is a free Web-based distance learning program that is designed for the participation of large numbers of geographically dispersed students. A MOOC may be patterned on a college or university course or may be less structured.
6 MASSIVE OPEN ONLINE COURSE'S (MOOC) 1. Duolingo 2. Treehouse 3. Lynda 4. Codecademy, 5. Google Primer 6. Education First
DUOLINGO • Duolingo (/ˌdjuːoʊˈlɪŋɡoʊ/ DEW-oh-LING -goh) is a freemium language-learning platform that includes a languagelearning website and app, as well as a digital language proficiency assessment exam. Duolingo offers all its language courses free of charge.
TREEHOUSE • Treehouse brings affordable technology education to people everywhere in order to help them achieve their dreams and change the world.
• Treehouse believes in the democratization of technical education. There are currently too many barriers, economical and psychological. Our students learn at their own pace and become job ready within months at a fraction of the cost.
LYNDA • lynda. com is an American online education company offering thousands of video courses in software, creative, and business skills. Founded in 1995, the company produces video tutorials taught by industry experts.
• Members have unlimited access to watch the videos, which are primarily educational. On April 9, 2015, Linked. In announced its purchase of lynda. com for $1. 5 billion. Based in Carpinteria, California, lynda. com has more than 500 employees worldwide, and offers instruction in English as well as German,
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CODECADEMY • Codecademy is an education company. But not one in the way you might think. We're committed to building the best learning experience inside and out, making Codecademy the best place for our team to learn, teach, and create the online learning experience of the future.
GOOGLE PRIMER • Primer currently offers lessons in three categories—content marketing, PR and media, and search advertising—with more topics to be added later. Each lesson contains theory slides that users can swipe through.
DEMONSTRATING THE TOPIC, AS WELL AS A SUMMARY INTERACTIVE QUIZ AND A PRACTICE SECTION, WHERE USERS CAN TEST THEIR NEW SKILLS.
EDUCATION FIRST • EF Education First is an international education company with a difference. For the past 50 years, EF has specialised in providing people of all ages learning opportunities around the world. From educational travel to language training
Academic degree programs and cultural exchange, EF has sought to create natural immersive environments to maximise learning. It doesn’t matter if you’re joining us on an educational travel tour or taking a job with us teaching English abroad
YOU’RE GUARANTEED TO LEARN SOMETHING NEW AND CREATE MEMORIES THAT LAST A LIFETIME.
WEARABLE TECHNOLOGY
Wearable technology (also called wearable gadgets) is a category of technologydevices that can be worn by a consumer and often include tracking information related to health and fitness.
TECH GADGETS INCLUDE DEVICES THAT HAVE SMALL MOTION SENSORS TO TAKE PHOTOS AND SYNC WITH YOUR MOBILE DEVICES.
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3 D ENVIRONMENT
3 D Interactive environments are often referred to as virtual reality or interactive 3 Dand 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).
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PERFORMANCE TASK: PROJECT
A performance task is any learning activity or assessment that asks students to perform to demonstrate their knowledge, understanding and proficiency. Performance tasks yield a tangible product and/or performance that serve as evidence of learning.
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PROTOTYPING FOR EMPATHY • In the same way a solution prototype helps you gain understanding about your concept, an empathy prototype helps you gain understanding about the design space and people's mindsets about certain issues.
YOU CAN CREATE PROTOTYPES FOR EMPATHY TO TEST WITH USERS OR WITH YOUR DESIGN TEAM.
EXAMPLES:
THANK YOU
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