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Weekly Learning Activity Sheets Media and Information Literacy

The document discusses current trends in media and information literacy, including the shift from audiences to users, from media to content, and from scarcity to abundance of information. It also examines emerging digital technologies like haptics, contextual awareness, voice recognition, intelligent routing, eye tracking, internet glasses, wearable devices, and virtual reality. Massive Open Online Courses are mentioned as having implications for the future of education.
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80% found this document useful (5 votes)
9K views

Weekly Learning Activity Sheets Media and Information Literacy

The document discusses current trends in media and information literacy, including the shift from audiences to users, from media to content, and from scarcity to abundance of information. It also examines emerging digital technologies like haptics, contextual awareness, voice recognition, intelligent routing, eye tracking, internet glasses, wearable devices, and virtual reality. Massive Open Online Courses are mentioned as having implications for the future of education.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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WEEKLY LEARNING ACTIVITY SHEETS

Media and Information Literacy


Grade 12 Quarter 4, Week 2

Current and Future Trends in Media and Information

Name: ___________________________________________ Section: ______________________

Learning Objectives:
1. Evaluate current trends in media and information and how it will
affect/how they affect individuals and society as a whole.
2. Describe Massive Open Online Course (MOOC)
3. Predict future media innovation.
4. Synthesize overall knowledge about media and information with skills for
producing a prototype of what you think is a future media innovation.

Key Concepts

The 10 New Paradigms of Communication

Now that we are in the Digital Age (which some experts


consider as the Connected Age), our outlook on communication
changes too. Orihuela (2017) proposes 10 new paradigms or
concepts that characterize communication now:
PARADIGM 1: FROM AUDIENCE TO USER

The communication process in the actual scenario is user centered:


users have the control to choose, to decide, to search, to define and configure,
to subscribe or unsubscribe, to comment and most important: to write, talk
and film.

PARADIGM 2: FROM MEDIA TO CONTENT

The media convergence has reset media identity. Media brand image
becomes one of the most valuable activities of media companies: a source of
credibility and prestige for digital content.

PARADIGM 3: FROM MONOMEDIA TO MULTIMEDIA

The multimedia identity of the actual environment allows all media


industries to converge online and traditional media (press, broadcast, movies).
Online media is multimedia, and multimedia is a new language.

PARADIGM 4: FROM PERIODICITY TO REAL-TIME

Sharing news and opinions with the ability to interact in real-time are
the seed of cybercommunities. However, opportunities for reflection diminishes
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when information comes and goes as quick as time, but today’s fat-paced
information promotes dynamism and new conversational styles.

PARADIGM 5: FROM SCARCITY TO ABUNDANCE

Space for the print media and time for broadcast media ceased to be the
limit to content and now the time of the user is the new scarce resource. The
overflow of information calls for new skills and tools to manage data, news, and
opinions.

PARADIGM 6: FROM EDITOR-MEDIATED TO NON-MEDIATED

Worldwide publishing without editors, but with a close peer review daily
process and in most cases open to comments from readers is the nature of
social web publishing. Hence, the agenda of relevant current affairs goes
beyond the established media land and now is share with a wide variety of new
sources, most of them not media.

PARADIGM 7: FROM DISTRIBUTION TO ACCESS

The access paradigm is complementary with the user paradigm and both
explain the strong interactive nature of new environment. Access means to
seek, search, navigate, surf, decide, an active attitude, a will to connect and
communicate, the contrary of the passive reception of media content.

PARADIGM 8: FROM ONE WAY TO INTERACTIVITY

This has three levels:

First level: the possibility for the user to choose the format of information
(browser and navigation interface configuration).

Second level: the possibility for the user to produce input for a system.
This contribution could be co-authoring, writing comments, answering pools
and tests, posting news, and so on.

Third level: the possibility for the user to communicate with other users
of the system in real or delay time.

PARADIGM 9: FROM LINEAR TO HYPERTEXT

Hypertext becomes the grammar of the digital world. The pathways of the
info-spaces are built on links. Creating and activating links online could be the
new name of alphabetization. Reading and writing by linking, this is, exploring
and creating hypertextual environments daily is the most strategic skill digital
natives are achieving.

PARADIGM 10: FROM DATA TO KNOWLEDGE

The extraordinary amount of data these days bring back the role of
media as social managers of knowledge. Today, the strategic mission of media
is the information about the information: information intelligence,
interpretation, filtering and searching combined with the challenge of new
interactive multimedia narratives and delivered by a wide range of channels.

Trends in Digital Technology

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Some Emerging Technology and Trends
Haptics Technology

Is a feedback technology (using computer application) that takes


advantage of the user’s sense of touch by applying force, vibrations and/or
motions to the User. Simple haptics is used in game controllers, joysticks and
steering wheels and is becoming more common in Smartphones. Haptics is
gaining widespread acceptance as a key part of virtual reality systems (i.e.,
computer simulated environments) – adding the sense of touch to previously
visual only solutions. It is also used in virtual arts such as sound synthesis,
graphic design and animation. There are many possibilities for Haptics to be
applied to gaming, movies, manufacturing, medical, and other industries.

Contextual Awareness

By 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. Imagine your PC
advising you to leave home 15 minutes early or take a different route to avoid a
traffic jam on your way to work. Consider a “context aware” remote control that
instantly determines who is holding it and automatically selects the Smart TV
preferences for that person.

Voice and Tone Recognition

Not only can voice and tone recognition be used to confirm a person’s
identity, but tone recognition can be used to detect a person’s health or
emotional state. This technology will open new opportunities in security and
healthcare – with mobile applications.

Intelligent Routing to Devices

This future technology will be useful to, for example, local councils.
While on the move, staff will be able to provide the precise description and
location of a street-based issue using Smartphones and mobile devices that
can take photos and have GPS (global positioning system) support. Intelligent
team will then alert the responsible team to action.

Eye Tracking Technology

Eye tracking technology measures eye positions and movements which


are analyzed through computer applications. Future laptops, smartphones and
tablets could contain thousands of tiny imaging sensors built into the display
screen. Eye tracking technology could have many possible applications,
including:

 Law enforcement – lie detection.


 Airport security – identifying suspicious behavior, e.g. to catch
terrorists before they strike
 Retail – recording, monitoring and analyzing consumer behavior
to ‘tailor’ marketing to individuals.

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 Safety – alerting and awakening a drowsy or distracted driver
would save many lives.
 Health Care – assisting people with disabilities or paralysis to
communicate (laptop) and improve mobility (electric wheelchair)
 Human-computer interaction – using screen icons and a blink
here or a gaze there. Say goodbye to the mouse and keyboard.

Internet Glasses

Technology that can display images onto our retinas while not blocking
our sight is being developed. This technology can be used in eyeglasses and
have uses ranging from e-Gaming to military defense. In the next 10-20 years
experts predict that Internet glasses will replace Smartphones. Imagine these
viewing experiences:

 Seeing building schematics and locations of others (especially


useful for security or fire fighters)
 Giving speeches while information is streamed to your eyeglasses
in real time.
 Receiving turn by turn directions as you walk towards your
destination.
 Viewing virtual recipes while cooking without losing your rhythm.
 Walking down the street, seeing one of your friends show up “on
screen” 2 blocks and 1 café away.

Wearable Technology

Wearable technologies today are smart watches. These watches are worn
like typical wristwatch but do more than just tell time. Modern smart watches
perform the same functions as smartphones. Smart watches as a wearable are
developed for the convenience, but its inability to function as an independent
gadget puts it at a distinct disadvantage.

Another example is a Fitness tracker. It is derived from smart watches in


form and physical design but serves health applications. Fitness trackers aim
to promote health and wellness among its enthusiasts, unfortunately, issues in
their accuracy have been raised in several reviews.

Virtual Reality (VR) wearable technology is gradually growing in


popularity among enthusiasts. Wearable technology takes users to computer
generated worlds and let them experience it as if they were actually there.
However, concerns were raised about VR technology’s potential to cause a total
disconnection from the physical world.

The Massive Open Online Course and Its Implications


The media and information are in a constant change and its development
is a continuous process. This development is highly dependent on how
connected entities are. In fact, while some books would refer to this age as the
Age of Information, others would fittingly call this time as the “Connected Age”.
Oblinger (2013) provides explanation to the current ways of the world:

The change started with the network. Moving digital information


instantly from one place to another has reshaped delivery systems, business
models, and economics and has led to the globalization of almost every

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industry. However, this “network effect” is about more than the dissemination
of information. It is about connections. We are no longer in the Information age
– we are in the connected age. Everyone and everything are interconnected.
Anyone who can access the web can participate. The connections magnify the
reach and value of not just information but also our relationships, creating
opportunities for learning, working, and collaborating on unprecedented scale.
Keep in mind the concept of the spider’s web. A web cannot hang on its own
with just a single strand. For it to spread out, each of its strand must be
interconnected, and a spider’s power to capture its prey depends on how wide
its web spreads and how many connections it has.

With that said the next matter to be considered is on how we as citizens


of this age keep ourselves connected to the worldwide network. It cannot be
argued that getting updated as often as possible is the key to our
connectedness. Hence, the educating aspect of the connected age becomes a
prime concern, and with this, MOOC comes in the frontline.

The Massive Open Online Course (MOOC) is defined as a model for


delivering learning content online to any person who wants to take a course,
with no limit on attendance. It can be characterized by the following:

1. A revolutionary approach to education that moves away from the


physical to the virtual
2. A kind of learning that happens online, breaking the norm of
traditional schools or universities for higher education.
3. Utilizes information technologies like analytics to help instructors
gauge their student’s learning.
4. Emphasis on connectedness.

The Implications

1. By taking learning into virtual space, attendance is no longer a


determining factor in one’s education. This makes MOOC learning a
popular alternative for those whose life situations make them unable
to attend regular schools.
2. Managing MOOC is relatively cheaper than running educational
institutions. By taking out the experiences of Universities – which are
passed down to students in exorbitant fees – MOOC addresses the
high cost of education.
3. Analytics provides information about the learning process of students.
Through the use of data collected through analytics, MOOC provides a
means to improve learning.
4. Since it focuses on connectedness as part of the learning process,
MOOC allows education to take place on a global scale, connecting
learners and instructors all over the world to one another to maximize
education.

Activity 1: M.I.L. Droid

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Directions: Design your own robot whose primary function is to
safeguard media and information and promote MOOC. You’ll give it
a name: M.I.L. Droid, the Media and Information Literate Android.
You are given the freedom to decide how M.I.L. Droid would look,
but make sure that you are able to enumerate and explain at least
five functions relevant in promoting MIL and MOOC. Enjoy
designing!
RUBRIC FOR M.I.L. DRIOD DESIGN
Criteria 10 8 6 4 2
Excellent Very Good Fair Poor
Good
Elements of Planned The The The design The student
design: line, carefully; design student was did the
texture, color, made shows did the completed minimum
shape/form, several that the assignmen and turned or the
value & space sketches student t in but design was
and applied adequately shows little never
Principles of
showed on the , yet it evidence of completed
design:
awareness principles shows lack any
repetition,
of the of design of understand
balance,
elements while planning ing of the
emphasis,
and using one and little elements
contrast and
principles or more evidence and
unity
of design; elements that an principles
choose effectively overall of art; no
color ; showed design was evidence of
10points scheme an planned. planning.
carefully, awarenes
used space s of filling
effectively. the space
adequatel
y.
Creativity/ The The The The The student
Originality student student student student showed no
explored tried a tried in fulfills the evidence of
several few ideas idea and assignment original
10 points choices for helps out but gave no thought.
before selecting adequately evidence of
selecting one; or , but it trying
one; based his lacked anything
generating or her originality; unusual.
many work on substitute
ideas; tried someone d
unusual else’s “symbols”
combinatio idea: for
ns or made personal
changes on decisions observatio
several after n; might
ideas; referring have
made to one copied
connection source:

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s to solve the work.
previous problem
knowledge; in logical
demonstrat way.
ed
understand
ing
problem
solving
skills.
Effort/Persever The project The The The project The student
ance was student student was did not
continued work finished completed finish the
until it was hard and the with work
5 points complete as completed project, minimum adequately.
the student the but it effort
could make project, could have
it; give it but with been
effort far a loom or improved
beyond effort it with more
that might effort;
required; to have been adequate
pride in outstandi interpretat
going well ng. ion of the
beyond the assignmen
requiremen t, but
t. lacking
finishes;
choose an
easy
project
and did it
differently.
Craftmanship/ The With a The The The student
artwork little more student student showed
Skill/
was effort, the showed showed poor
Consistency beautiful work average below craftmanshi
ang could craftmans average p, evidence
patiently have been hip; craftmansh of laziness
5 points done; it outstandi adequate, ip, lack of or lack of
was as ng; lacks but not as pride in understandi
good as the good as it finished ng.
hard work finishing could have work.
could make touches been, a bit
it. careless.

Functions: (5 points each)

1. ___________________________________________________________
2. ___________________________________________________________
3. ___________________________________________________________
4. ___________________________________________________________
5. ___________________________________________________________

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Activity 2: Then, Now and Beyond (It would help if you have an
elder answering it with you.)
Directions: Choose a current media and information technology you currently own
or patronize and create a review about it. Then 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. Lastly, think of how this technology will develop 10 years
from now. You may follow this format in your discussion.
THEN NOW BEYOND
(Describe how the (Identify the (Write your predictions about
how the technology described in
technology presented in technology you will the middle column would be 10
the middle column was review and briefly years from now. Remember to
according to your elder describe its features.) include new features.)
source. Also indicate the
decade when the
technology was used.)
1.

Reflection: Student Version 2020


Due to the world health crisis, many Filipino students are
compelled to engage in MOOCs in order to continue with their studies,
and the concept of ubiquitous learning (that is learning anywhere,
anytime and every time) has been realized sooner than expected for
many.
Whether you are engaged in online, blended or modular learning,
reflect on your current situation as a learner. Write about the challenges
you encounter every day, the funny moments you experienced in
distance learning, and personal suggestion as to how the learning
process can be improved.
It may also help if you ask some of your friends who experience
much more intensive online sessions about their own reflection.

Assessment:
A. Directions: Choose the letter of the best answer in each item. Write the
answer in your paper.

1. Which of the following is not an example of modern wearable


technology?

a. Smart Watches c. Smartphones


b. Fitness Tracker d. Headsets
2. Technology that takes advantage of the user’s sense of touch using
computer applications.
a. Contextual Awareness c. VR Technology
b. Haptics d. Wearable Technology

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3. It refers to the model for delivering content online to any person who
wants to take a course with no limit to attendance.
a. Education Model
b. Model of Online Learning
c. Massive Open Online Course
d. Electronic Learning Model
4. It refers to a type of learning that happens anytime, anywhere and with
anyone.
a. Global Learning c. Ubiquitous
b. Online Learning d. Virtual Learning
5. A technology that provides a big picture of learning outcomes through
available data such as test results.
a. Analytics c. Online Exams
b. Learning Trackers d. All of the above

B. Directions: Identify the word within the parentheses to complete the


sentences.

___________________ 1. (Ubiquitous, Online) learning means that education can


happen anytime, every time.

___________________ 2. The grammar of the digital world is (hypertext, linear


text).

___________________ 3. Real time information dissemination promotes


(reflective, dynamic) interactions.

____________________4. The communication process nowadays must be


(audience, user)- centered.

____________________5. The network influx of online learning opportunities that


allows wide networking is a clear proof that we are in the (digital, connected)
age.

____________________6. When it comes to management, MOOCs are (cheaper,


more expensive) compared to traditional learning.

____________________7. (Analytics, Haptics) provides relevant and reliable


information about the learning process of students.

____________________8. (Group chats, Printed modules) are tools for MOOCs.


____________________9. MOOCs are designed for (small, large) classes.

____________________ 10. A MOOC program is (restricted, flexible) for the


learner.

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References for the Learners:
Media and Information Literacy
Alternative Delivery Mode
Quarter 2 – Module 2: Current and Future Trends in Media and Information
First Edition, 2020

Published by: Department of Education Region IV-A CALABARZON


Regional Director: Wilfredo E. Cabral
Assistant Regional Director: Ruth L. Fuentes

Media and Information Literacy


DIWA Senior High School Series

https://drive.google.com/drive/folders/1-NZ0UovXOBKFvHS7-mXQbIUW-_bBwCAT

Answer Key

Assessment A. Assessment B.
1. B 1. ubiquitous
2. hypertext
2. B
3. dynamic
3. C
4. user
4. C
5. connected
5. A
6. cheaper
7. analytics
8. group chats
9. large
10. flexible

Prepared by:

MIL Teachers of ANHS-SHS

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