The document discusses current and future trends in media and information including massive open online courses (MOOCs). MOOCs provide course materials like lectures and videos that are normally used in conventional education settings. Some advantages of MOOCs are that they have no tuition fees, provide open access to top professors, and are open to all interested students regardless of location. The document also discusses trends in wearable technologies in areas like sports/fitness, healthcare/wellness, security/prevention, and gaming/lifestyle. Emerging technologies discussed include augmented reality, 3D printing, holograms, ubiquitous learning, and paperless societies.
A Critique of the Proposed National Education Policy Reform
describe and define masive open online.pptx
1. CURRENT AND FUTURE TRENDS
OF MEDIA AND INFORMATION
Objective: Define and describe what massive open online courses
2. Current And Future Trends
Nowadays, people create new things
out of their ideas and creative mind
knowing that it will be popular and it
will make a trend. Especially in
today’s generation, a simple
invention will lead to a bigger and
popular one thanks to social media
and technology, we can’t stop the
trends because it will be widely
spread on the internet.
3. Media And Information Literacy
Media and Information Literacy recognizes the
primary role of information and media in our everyday
lives. It lies at the core of freedom of expression and
information - since it empowers citizens to understand
the functions of media and other information providers, to
critically evaluate their content, and to make informed
decisions as users and producer of information and
media content.
4. A massive open online
course (MOOC) is an online course
that has open access and interactive
participation by means of the Web.
MOOCs provide participants with
course materials that are normally
used in a conventional education
setting - such examples are,
lectures, videos, study materials.
Some of the advantages of a MOOC
are as follows:
•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 Open Online Content
5. EXAMPLES
DUOLINGO
Duolingo is a
language learning
platform used by
more than 70 million
people worldwide.
2 TREEHOUSE
Treehouse is
creating the
“classroom from
the future” with this
superb learning
platform.
3 GOOGLE PRIMER
Google Primer is a
new App from
Google designed to
teach digital
marketing basics in
a fast, easy to learn
environment.
6. LYNDA.COM
A learning and
training website build
around video tutorials. 5 TREEHOUSE
With Codecademy, anyone with
internet can access free
courses on coding, 24/7,
anywhere in the world.
7. W
earableT
e
c
h
n
o
l
o
g
i
e
s
Wearable Technologies is the
pioneer and worldwide leading
innovation and market development
platform for technologies worn
close to the body, on the body or
even in the body.
Sports & Fitness
Healthcare &
Wellness
Security &
Prevention
Gaming &
Lifestyle
Wearable Gadgets
Categories of Wearable Technologies:
8. Sports & Fitness
1
A wearable technology
helps the athletes to get
qualified input about vital
data during work-out.
EXAMPLE
Stretch Sense is a fabric sensor
that is perfectly field-ready solution
for naturally measuring sports
movements.
9. 2 Healthcare & Wellness
Wearable medical devices
actually helps patients allows
people to keep track of their
health while avoiding
unnecessary visits to the doctor
and save cost at the same time.
EXAMPLE
Valedo Back Therapy
Valedo Back Therapy is a device
is attached to the person’s back
and the smart sensors are able to
store data.
10. Security & Prevention
3
Wearable Technologies are
essential in countless industries
in order to ensure highest, up-
to-date safety and security
standards.
EXAMPLE
Tech Air Street
by: Alpinestars Inc., Italy
Alpinestars’ Tech-Air is the world’s most technologically
advanced electronic airbag system for motorcycle riders and the
first fully self-contained active protection tech- nology to function
completely independently of the mo- torcycle.
11. Gaming & Lifestyle
4
The world of gaming has been
undergoing massive changes, and
the tools that are used are becoming
as unobtrusive as never imagined
before.
EXAMPLE
Virtuix Omni
It is a virtual reality
system with a
complete body
experience
approach.
12. Wearable Gadgets
Vuzix M100 Smart Glasses
Similar to the notion first
brought to the stage by
Google Glasses, the Vuzix
M100 Smart Glasses was
recently featured in CES
2013.
Google Smart Watch
Google has it all, the operating
system, the browser, the digital
wallet and now, maybe, a
Smart Watch.
13. 3
DE
N
V
I
R
O
N
M
E
N
T
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). They are a kind of virtual habitat.
14. 3D
3D printing or ad
P
d
R
it
I
i
N
v
T
e
I
N
G
manufacturing is a
process of making
three dimensional solid
objects from a digital
file.
15. 3D FILMS
A three-dimensional
stereoscopic film (also known
as three-dimensional film, 3D
film or S3D film)[1] is a motion
picture that enhances the illusion
of depth perception, hence
adding a third dimension.
16. AUGMENTED
REALITY
Augmented reality (AR) is a
type of interactive, reality-
based display environment
that takes the capabilities of
computer generated display,
sound, text and effects to
enhance the user's real-world
experience.
17. 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.
18. UBIQUITOUS LEARNING
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 (Hwang et al. 2008).
19. Key Characteristics of Ubiquitous Learning:
Permanency
Adaptability
Accessibility
Interactivity
Situating of instructional
activities
Immediacy
20. PAPERLESS SOCIET
A Paperless society c
Ya
nbe defined as a
society in which communication and
record keeping (written documents,
letters, etc.) with the use of paper is
replaced by electronic communication
and storage. This concept was originated
by Frederick Lancaster in the year 1978.
21. ADVANTAGES DISADVANTAGES
A paperless office uses less physical
space when bulky filing cabinets are
eliminated or reduced.
Relocating to a smaller office or building
may be possible, saving money on a lease
The chances of losing important
documents are lower when scanned and
filed electronically, and the documents are
often easier to find in an electronic
system.
Up-to-date computer hardware and
software is essential for a paperless office,
so you may have to upgrade your systems
initially and keep them upgraded, which
comes at a cost.
If you don’t have an IT person in your
company, you may need to hire one to
monitor your system, train new users and
perform regular backups of your
information.
Maintaining tight security for your
documents and business information is
vital, and the more people use a system,
the closer it must be monitored for privacy
issues & viruses.