• The world has changed dramatically over the
years. Media and communication grew more
sophisticated, thus, changing the landscape of
information production, consumption, and
sharing. These days you barely write a letter
to someone and send it through snail mail.
Email messaging became more popular
because of its capacity for immediate
feedback.
• Even just over the Internet, much has
changed since its inception. You are now
able to do a lot of things such as go to an
online school without attending physically in
a face-to-face classroom interaction.
Developments in multimedia platforms
heightened media experiences by mixing
various functionalities in one gadget.
Massive Open Online Courses
EDUCAUSE, a nonprofit association and
community of IT leaders and professionals, described
Massive Open Online Course (MOOC) as "a model for
delivering learning content online to any person who
wants to take a course, with no limit on attendance."
There is a growing interest on MOOCs as indicated by
big investments in "companies (Coursera, Udacity,
Udemy), similar nonprofit initiatives (edX), and
learning management systems (Canvas, Blackboard).
According to tech writer Justin Reich,
MOOCs are open in two respects (Vollmer,
2012):
• open enrollment to students outside a hosting
university (as in "open registration"); or
• the materials of the course were licensed using
Creative Commons licenses so their materials
could be remixed and reused by others (as in
"open license")
Wearable Technology
Also known as wearable devices or
wearables, wearable technologies are
"electronic technologies or computers that
are incorporated into items of clothing and
accessories which can comfortably be
worn on the body."
The characteristics of wearables, according to Wearable
Devices magazine, include the following:
• Performing computer-related tasks such as laptops and mobile
phones
• Provide sensory and scanning features (such as biofeedback
and tracking of physiological function) that are typically not
seen in mobile and laptop devices
• Have some form of communications capability and will allow
the wearer access to information in real time
• Data-input capabilities
• Local storage capabilities
Some examples of devices include the following:
• watches
• glasses
• contact lenses
• e-textiles and smart fabrics
• headbands
• beanies and caps
• jewelry
• hearing-aid-like devices (designed to look like
The 3D Environment
You may have seen computer graphics as
well as animation and animatronics in video
games, movies, and TV shows. 3D graphics or
environments have added texture to our media
experience because of the images that we see in
three-dimensional rendering. According to
www.imagearts.ryerson.ca, there are three basic
phases in 3D computer graphics creation:
1.3D modeling - the process of forthing a
computer model of an object's shape
2.Lapon and animation - the motion and
placement of objects within a scene
3.3D rendering - the computer calculations
that, generate the image based on
placement, surface types, and other
qualities
In a 3D environment, an artist creates
an object rendered in three-dimensional
space tale able to "make 3D models,
animate them, give them surface, render
them all in one seamles environment...
land) export the rendered file to different
medium. Some common uses of
environment are in
• three dimensional still models, landscape to
represent buildings, objects architecture or
print:
• two-dimensional animations for film or video
effects, games, broadcast, Web and
advertising:
• three-dimensional virtual spaces; and
• interactive 3D theaters.
Ubiquitous learnings
A kind of e-learning experience that is
more context-based and more adaptive to
leaner needs is called ubiquitous learning
or u-learning. From the name itself, it is a
learning environment that can be accessed
in various contexts and situations, most
prominenth through mobile learning.
A student is more involved in the learning
process because u-learning utilizes all form of
materials "that may be transferred to mobile devices
via cable or wirelessly and (can) be operated in
these mobile devices." These materials can be
videos, audios, PowerPoint presentations, or notes
with embedded source data in them. A student may
not be conscious that he or she is undergoing a
learning process even by simply watching the video
or reading the notes.
Wiki
These are applications allowing several
people to collaborate, modify, extend, or delete
the contents or structure of a particular page
devoted to a topic or content. Unlike blogs, a
wiki has no defined writer or author and has
"little implicit structure, allowing structure to
emerge according to the needs of the users.”
The most popular example of a wiki is the
online encyclopedia Wikipedia. There are other
wikis devoted to certain thematic interests of
niche users or audiences. Wikis are useful only
at a certain extent because of the absence of a
defined author. But they can be a jump-off
point for locating other sources or references,
as well as related topics through links called
wiki nodes.