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This document discusses current and future trends in media and information, including:
1. Massive open online content such as MOOCs that provide open access to learning materials through platforms like Duolingo for language learning and Lynda.com for video tutorials.
2. Wearable technology like Google Glass and the PlayStation VR headset that integrate electronics and the internet into accessories worn on the body.
3. 3D environments that allow for virtual reality and interaction through means like 3D printing, films, and holograms.
4. Ubiquitous learning through mobile devices and wireless networks to provide learning content anywhere, anytime.
This document discusses current and future trends in media and information, including:
1. Massive open online content such as MOOCs that provide open access to learning materials through platforms like Duolingo for language learning and Lynda.com for video tutorials.
2. Wearable technology like Google Glass and the PlayStation VR headset that integrate electronics and the internet into accessories worn on the body.
3. 3D environments that allow for virtual reality and interaction through means like 3D printing, films, and holograms.
4. Ubiquitous learning through mobile devices and wireless networks to provide learning content anywhere, anytime.
This document discusses current and future trends in media and information, including:
1. Massive open online content such as MOOCs that provide open access to learning materials through platforms like Duolingo for language learning and Lynda.com for video tutorials.
2. Wearable technology like Google Glass and the PlayStation VR headset that integrate electronics and the internet into accessories worn on the body.
3. 3D environments that allow for virtual reality and interaction through means like 3D printing, films, and holograms.
4. Ubiquitous learning through mobile devices and wireless networks to provide learning content anywhere, anytime.
FUTURE TRENDS OF MEDIA AND INFORMATION “Watch Your Day in 2020” Current and future trends or media and information:
a. Massive open online content
b. Wearable technology (i.e. Google glass, iPhone watch, etc.) c. 3D Environment (i.e. 3D printer, 3D films, holograms, etc.) d. Ubiquitous Learning MASSIVE OPEN AND ONLINE CONTENT “A MOOC is an online course, content, or other resource aimed at unlimited participation and made available in an open access forum using the web.” This representation illustrates how anyone can access a wealth of learning technologies including comprehensive student notes, instructor lesson plans, hands-on exercises, PowerPoints, audio and videos. Example of MOOC: Duolingo is a language learning platform used by more than 70 million people worldwide. Accessible to anyone with an internet connection, this is fun and easy way to learn a new language. Example of MOOC: Englishtown is an award winning online English learning platform with interactive courses and real life teachers. They were the first to pioneer a 24/7 teacher-led English course, giving users access to real teachers anytime, anywhere. Example of MOOC: A learning and training website build around video tutorials. Lynda.com was founded in 1995 as a web resource for Lynda Weinman’s students. The learning platform is now one of the biggest resources for educational and training courses on the internet. WEARABLE TECHNOLOGY Electronics that can be worn on the body, either as an necessary as an accessory or as part of material used in clothing. One of the major features of wearable technology is its ability to connect to the internet, enabling data to be exchanged between a network and the device WEARABLE TECHNOLOGY EXAMPLE: The notorious Google Glass was a prism-based, head- mounted display stuck to a camera and a glasses frame, that was intended to give the wearer at-a- glance information floating just above their right eye. WEARABLE TECHNOLOGY EXAMPLE: The PlayStation VR headset will work with Sony’s current flagship product, the PlayStation 4 gaming console, primarily to provide virtual reality gaming experiences. There are already a number of PlayStation VR gamescurrently in development, over 50 of which are set to be ready for release in time for this year’s launch of the system. 3D Environment • 3D Interactive environments 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). (i.e. 3D printer, 3D films, holograms, etc.) 3D Environment Ubiquitous learning Can be 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 TECHNOLOGIES OF THE FUTURE: Design your own technology Instruction: 1. Design your own technology/app/site with a draft. 2. Describe its function with your target users and its benefit to the society.