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CURRENT AND FUTURE TRENDS IN

MEDIA AND INFORMATION LITERACY


Reported by : Group 8
Different Trends in MIL
A Ubiquitous Learning

B Massive Open Online Course

C Wearable Technology

D 3D Environment
What is Ubiquitous Learning?
D
Ubiquitous learning can be defined as an everyday learning environment that
is supported by mobile and embedded computers and wireless networks in
D

our everyday life. It is aimed to provide learners with content and interaction a
nytime and anywhere
Characteristics of Ubiquitous Learning
Learners never lose their work unless it is purposefully deleted. In addition, all the learning
Permanency processes are recorded continuously everyday.

Learners have access to their documents, data, or videos from anywhere. That information is
Accessibility provided based on their requests. Therefore, the learning involved is self-directed.

Wherever learners are, they can get any information immediately. Thus, learners can solve
Immediacy problems quickly. Otherwise, the learner can record the questions and look for the answer later.

Learners can interact with experts, teachers, or peers in the form of synchronies or asynchronous
Interactivity communication. Hence, the experts are more reachable and the knowledge becomes more
available.

Situating of The learning could be embedded in our daily life. The problems encountered as well as the
instructional knowledge required are all presented in their natural and authentic forms. This helps learners
activities notice the features of problem situations that make particular actions relevant.

Adaptability Learners can get the right information at the right place with the right way.
Different Trends in MIL
A Ubiquitous Learning

B Massive Open Online Course

C Wearable Technology

D 3D Environment
What is MOOC?

M O O C
MASSIVE OPEN ONLINE COURSE

A massive open online course (MOOC) is a model for delivering learning content
online to any person who wants to take a course, with no limit on attendance.
Video Presentation
https://youtu.be/XGMrzQ7YOfI
Different Trends in MIL
A Ubiquitous Learning

B Massive Open Online Course

C Wearable Technology

D 3D Environment
Wearable
Wearable technology, wearables, fashion technology, tech
togs, or fashion electronics are smart electronic devices that
can be incorporated into clothing or worn on the body as
implants or accessories.
Google Glass Smart Watch Fitness Wristband
displayed information in a modern smartwatches provide a device for monitoring and tracking fit
smartphone-like, hands-free local touchscreen interface for ness-related metrics such as
format. Wearers communicated wi daily use, while an associated s distance walked or run, calorie cons
th the Internet via natural language martphone app provides for umption, and in some cases
voice commands.. management and telemetry heartbeat.
HTC Vive VR Headset Microsoft HoloLens
3d Printer
“virtual reality” “augmented reality”
3D printing process builds a three-di
The headset uses "room scale" tra HoloLens allows users to experi mensional object from a computer-ai
cking technology, allowing the user ence 3D holographic images as ded design (CAD) model, usually by
to move in 3D space and use moti though they are a part of their successively adding material layer b
on-tracked handheld controllers to i environment. y layer
nteract with the environment...
Video Presentation
https://youtu.be/WMz5CMeXOLY
Video Presentation
https://youtu.be/NHMyLoTG5-w
ADVANTAGE & DISADVANTAGE
 monitor our fitness levels, track ꭗ short battery life
our location with GPS ꭗ hassle to remember to regularly
 view text messages more quickly remove your wearable to charge it
 hands free ꭗ measure data inaccurately
 Portable ꭗ not always safe, it can break or si
 connected to our smart devices mply turn off and become useless
 can help you with setting goals
 tracking your progress toward th
em.
Different Trends in MIL
A Ubiquitous Learning

B Massive Open Online Course

C Wearable Technology

D 3D Environment
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). They are a
kind of virtual habitat..
01 3D PRINTING
3D printing, also known as additive manufacturing
(AM), refers to processes used to synthesize a
three-dimensional object in which successive
layers of material are formed under computer
control to create an object. Objects can be of
almost any shape or geometry and are produced
from digital model data 3D model or another
electronic data source such as an Additive
Manufacturing File (AMF) file.

3D FILMS 02
3D film, A three-dimensional stereoscopic film
(also known as three-dimensional film, 3D film or
S3D film) is a motion picture that enhances the
illusion of depth perception, hence adding a third
dimension.
AUGMENTED
03 REALITY
Augmented reality (AR) is a live direct or indirect view
of a physical, real-world environment whose elements
are augmented (or supplemented) by computer-
generated sensory input such as sound, video,
graphics or GPS data. It is related to a more general
concept called mediated reality, in which a view of
reality is modified (possibly even diminished rather
than augmented) by a computer

HOLOGRAMS 04
A hologram is a physical structure that diffracts
light into an image. The term ‘hologram’ can refer
to both the encoded material and the resulting
image.

A holographic image can be seen by looking into


an illuminated holographic print or by shining a
laser through a hologram and projecting the image
onto a screen..
D
D
Thank you

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