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Mil Module 1 Mooc

This document provides information about a massive open online course module for media and information literacy. It was developed in April 2020 by Shalili Fritzy N. Dalanao for the Schools Division of Kalinga. The module covers discussing the impact of massive open online courses and is intended for grade 12 students as part of implementing the K to 12 curriculum. It includes topics, learning competencies, acknowledgments, and copyright information.

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janinereyes161
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© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
171 views

Mil Module 1 Mooc

This document provides information about a massive open online course module for media and information literacy. It was developed in April 2020 by Shalili Fritzy N. Dalanao for the Schools Division of Kalinga. The module covers discussing the impact of massive open online courses and is intended for grade 12 students as part of implementing the K to 12 curriculum. It includes topics, learning competencies, acknowledgments, and copyright information.

Uploaded by

janinereyes161
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 29

Massive Open Online

Course
Media and Information Literacy
Quarter 2 Module 2

Dalanao, Shalili Fritzy N., Computers

SHALILI FRITZY N. DALANAO


Developer

Department of Education • Cordillera Administrative Region


District of Rizal
Published by the
Learning Resource Management and Development System

COPYRIGHT NOTICE
2020

Section 9 of Presidential Decree No. 49 provides:


“No copyright shall subsist in any work of the Government of the Philippines.
However, prior approval of the government agency of office wherein the work is
created shall be necessary for exploitation of such work for profit.”

This material has been developed for the implementation of K-12 Curriculum
through the Curriculum Implementation Division (CID)—Learning Resource
Management and Development System (LRMDS). It can be reproduced for
educational purposes and the source must be acknowledged. Derivatives of the work
including creating an edited version, an enhancement or a supplementary work are
permitted provided all original work is acknowledged and the copyright is attributed.
No work may be derived from this material for commercial purposes and profit.

ii
PREFACE

This Learning Resource is a project of the Learning Resource Management and


Development Unit, Curriculum Implementation Division, Schools Division of Kalinga.
This material is in response to the implementation of the K to 12 Curriculum

Date of Development : April 2020


Resource Location : Schools Division of Kalinga
Rizal District
Rizal National School of Arts and Trade
Learning Area : Core Subject- Media and Information Literacy
Grade Level : 12
LR Type : ADM Module
Quarter/Week : Second Quarter / Week 2-2nd Q

Competencies : Discuss the impact of massive open online course

iii
ACKNOWLEDGEMENT

The Developer wishes to express her gratitude to those who help in the
development of this learning material. The fulfilment of this material would not be
possible without these people who gave their support, helping hand and cooperation.

Foremost, to almighty God who sustained my strength and faith to finish this
material.

My family who served as my inspiration.

My School Head Ireneo L. Layugan, co teachers and friends.

TLE Supervisor Martina G. Tibangay, PhD for her support and assistance

DIVISION LRMDS STAFF:

Marilou A. Balinsat Sharon Rose S. Boguen


Librarian II PDO II

EVELYN C. GANOTICE
EPS/LR Manager

CONSULTANTS:

ROMULO A. GALNAWAN
Chief, Curriculum Implementation

AMADOR D. GARCIA, SR., PhD


OIC Schools Division Superintendent

iv
TABLE OF CONTENTS

COPYRIGHT NOTICE............................................................................................. ii
PREFACE………….................................................................................................. iii
ACKNOWLEDGEMENT.......................................................................................... iv
TABLE OF CONTENTS …...................................................................................... v
TITLE PAGE ………................................................................................................ 1
INTRODUCTORY MESSAGE…………………………………………………………. 2
WHAT I NEED TO KNOW………………………………………………………………. 3
WHAT I KNOW ……….………………………………………………………………..... 5
WHAT’S IN…….………………………………………………………………………….. 7
WHAT’S NEW……………………………………………………………………………..8
WHAT IS IT..……………………………………………………………………………… 8
WHAT’S MORE…………………………………………………………………………... 15
WHAT I HAVE LEARNED………………………………………………………………. 16
WHAT I CAN DO…………………………………………………………………………. 17
ASSESSMENT…………………………………………………………………………… 19
ADDITIONAL ACTIVITIES...……………………………………………………………. 21
ANSWER KEYS…………..……………………………………………………………… 23
REFERENCES…………………………………………………………………………... 24

v
Massive Open Online
Course
Media and Information Literacy
Quarter 2 Module 2

SHALILI FRITZY N. DALANAO


Developer
Introductory Message

For the facilitator:

MIL is one of the CORE Subjects in the implementation of K to 12 Basic


Education Program (BEP). It has different sub topics to attain the different learning
competencies expected.
The world today is highly reliant on technological innovations; there is a need
to educate the young generation on how the modernized world can affect them. Every
year, new kind of technology is introduced. While this trend might appear idealistic and
convenient to many, it is also undeniable that it may also cause negative effects, if not
used properly and appropriately. Hence, this module aims to raise awareness on how
technology can be helpful and facilitative; and likewise, how it can be risky and unsafe.
To ensure that learners will be fully equipped with media and information literacy skills,
this module, provides varied relevant topics on the subject matter, include discussions,
activities and opportunities to determine your understanding of the key concepts and
to establish core competencies as prescribed in the K to 12 Curriculum design for
Media and Information Literacy.
Learning activities like pre-test, self-check exercises and post-test must be
answered in a separate sheet of paper.
For the learner:

MIL expects you to be connected to the people and the wonders of the modern
world with social awareness to social relevance of properly usage.
This learner’s module contains information sheet and activities for you to
complete.

You are required to go through series of learning activities in order to complete


the learning outcome of the module. This module has information sheets, self-check
or activities and reference material for further reading to help you better understand
the lesson and be able to advance to the next module if completed.
You may ask for help or assistance from your siblings or anybody else who
could assist you in this module. Please use a separate sheet of paper in answering
the given activities and assessment.
If you have questions, do not hesitate to ask your teacher or facilitator for
assistance.

2
What I need to know!

This module was designed and written with you in mind. It is here to help you
master the nature of Media and Information Literacy. The scope of this module permits
it to be used in many different learning situations. The language used recognizes the
diverse vocabulary level of students. The lessons are arranged to follow the standard
sequence of the course. But the order in which you read them can be changed to
correspond with the textbook you are now using.

This unit covers the knowledge, skills and attitude required for LO
1. Discuss the impact of massive open online course

After going through this module, you are expected to:


a. Evaluate current trends in media and information and how it will affect/how they affect
individuals and the society as a whole;
b. Describe massive open on-line; and
c. Predict future media innovation

3
What I Know!

Let us find out how much you already learned.


Read and understand the questions and statements below. Choose the letter of the
best answer and write it on your answer sheet.

1. It simply means learning even without being physically present with the teacher.
A. online education C. distant learning
B. absent learning D. none
2. ___________ were used to compile modules and important notes however, this
means was criticized because of passivity, or being one-way.
A. audio files C. tapes
B. video recording D. videotapes
3. MOOC, which means Massive Open Online _________, is an innovative course
that encourages people to interact with one another to share knowledge.
A. Course C. Company
B. Content D. Corporation
4. Diana Obinger, President and CEO of EDUCAUSE, says MOOCs go beyond
information giving and seeking, thus, it elevates to ____________.
A. interaction C. oppotunities
B. connectedness D. none
5. _________________ is a new trend where people are given the convenience of
literally wearing their gadgets for multiple purposes.
A. gadget care C. interconnectivity
B. wearable teachnolgy D. high-tech clothing
6. Wearable technology has been around since the _____________.
A. 1940s C. 1960s
B. 1950s D. 1970s
7. In 1975, the ______________ was created and was sold to markets.
A. Compass C. Calculator wristwatch
B. Cellular phones D. X-ray glasses
8. Google Glass was publicly released in ______________.
A. 2011 C. 2013
B. 2012 D. 2014
9. It is the term to identify Google Glass users.
A. Explorers C. Googlers
B. Glassers D. GGers
10. The following are benefits of wearable technology except:
A. Enhanced social networking C. Personal Safety
B. Healthcare monitoring D. General increased wired connectivity
11. 3D aims to achieve______________.
A. High quality C. multiple dimensions
B. Realism D. high pixels

4
12-13. 2D only shows _____________ and ____________
A. width C. depth
B. height D. perspective
14. The letter M is MOOC stands for?
A. Media C. Market
B. Massive D. None of the Above
15. Which of the following is not an example of modern wearable technology?
A. Smart Watches C. Smartphones
B. Fitness Trackers D. Headsets

5
Lesson IMPACT OF MASSIVE OPEN
2 ONLINE COURSE
Technological advancements, digitization, and the Internet is swiftly changing
the nature of information production, consumption, and sharing. With this, even the
economic, societal, political, and educational landscapes of society have been aligning
its mechanisms and policies to the realities in the Information Age. In a fast-paced era
of information and technology, society is left with only two choices: adapt to change or
get left behind. As such, MIL encourages us to learn the current trends in Media and
Information as well as anticipate what may come in the future so that we may
understand, as consumers, in what ways we can adapt to and maximize the
innovations of these changing times.
In this lesson, you will identify the latest advancements in media and
information technology and realize how they shape people’s media experience and
influence information needs.

What’s In!

Welcome to the world of Medial and Information Literacy. In this lesson, you
are guided with information sheets and varied learning activities so that at the end of
the lesson, you may be able to understand the module on Media and Information
Literacy.

Notes to the Learner


Upon completing this lesson, report to your teacher for
assessment to check your achievement of knowledge and skills
required in this activity. If you pass the assessment, you can
proceed to the next module.

6
What’s New!

Complete me…
Complete the table below. Write your answers on your notebook or answer sheet.
Technology I like best Technolgoy that is already Technology that might
exisitng happen next year

What is It

Media and information, much like almost anything in the world, is a dynamic and
developing entity. It is ever-changing in nature – a product of continuous improvement. The
photos above are just a few examples of the many technologies and innovations that have
emerged throughout the recent years. Here, you will explore more of these developments and
visualize what the future may bring in terms of the trends in media and information.

Massive Open Online Courses


EDUCAUSE, a nonprofit organization composed of IT leaders and professionals,
defines MOOC as “a model for delivering learning content online to any person who wants to
take a course, with no limit on attendance.”
Furthermore, MOOCs can be characterized by the following:
1. A revolutionary approach to education that transitions from physical setting to a
virtual set-up
2. A kind of learning that is facilitated online, breaking the norm of having to physically
go to traditional schools or universities for higher education
3. Utilizes information technologies like analytics to help instructors evaluate their
students’ learning
4. Emphasizes connectedness (Gonzales, 2016)

MOOCS are asynchronous, open-access, Web-based courses geared toward


enrolling hundreds or thousands of students at a time. MOOCs deliver content via recorded
video lectures, online readings, and online assessments, as well as various degrees of
student-student and student-instructor interaction (Kurt, 2018). People enroll in MOOCs for a
range of purposes including: Career development, college preparations, supplemental
learning, lifelong learning, corporate training, and more.

7
There is a distinction though as to whether an online learning material or program is
considered as a MOOC. Here are a number of features that are typically required for a
course to be considered a MOOC:
1. Massive - It should allow access to a very large number of students, much larger
than a face-to-face class, or a traditional online course. It can even reach up to 500,000
learners or more!
2. Open – It does not have an admission process nor qualifications to be able to
register or enroll. MOOCs being open also means free and open access to educational
resources hosted in varied online places.
3. Online – Thecourse is done remotely via the Internet and does not require
physical attendance at a classroom which also means that anyone from anywhere around
the world with an Internet connection can avail of these courses.
4. Courses - It should have learning objectives to be achieved by students after
certain activities within in a given period of time.

http://www.codlearningtech.org/2015/11/23/5-

MOOCs are made and hosted by universities and companies through open enrollment
or open registration. However, most of these institutions do not host MOOCs under their
organization per se but rely on course providers such as Coursera, edX, Udacity, and many
others. They range in length from 1 to 16 weeks (Bowden, 2019). While others run on
a schedule, MOOCs remain flexible letting you progress through them at your own
pace, that means you are able to study and go through the lessons and activities
according to your time, schedule, and pacing. Like in a traditional classroom, students
will also be graded through quizzes, assignments or activity. However, these may
come as peer review which is graded by other students according to a rubric or
automatically-marked tests which are graded directly upon submission.

MOOCs offer a strong starting point for a number of reasons, including:


1. Lack of entry requirements – a MOOC can be taken by anyone who is interested
in the subject matter and able to access the course, regardless of age, background, or location
2. Repetition – a MOOC will often run two or three times a year, ensuring that students
won’t miss their chance
3. Highquality – MOOCs are led by subject matter experts (SMEs) and supported by
teaching assistants, so that students have access to first-rate educational resources

8
4. Feasibility – a MOOC usually necessitates around 1-2 hours of study a week for
about 5 weeks, making learning doable for students with busy lives
5. Self-paced but supported learning – a MOOC enables students to work through
the course materials and assessments at their own rates while also interacting with a global
learning community (Kurt, 2018).

In sum, MOOCs are a game-changer for higher education. The large scale availability,
the low cost to students, the questions raised around credentialing, and the analytics that
MOOCs provide all create a momentum for new pathways to education.

Wearable Technology
Also known as wearables or fashion technology, wearable technology is a
general term which encompasses a field of smart devices that are worn on the body.
This technology is also considered as a trend in media and information as with it,
people and access information through media in a much faster manner.
Earlier versions of wearables were devices clipped to the body or on pieces of
clothing. Today, however, advancements in technology allowed powerful sensors to
have direct contact with the skin. Thus, the tech gravitated to other body parts: the
wrists, fingers, chest, forearms, ears, eyes, forehead, temple and anywhere else you
can think of (yes, even those parts).
According to Wearable Devices magazine (Liquigan, 2016), the characteristics
of wearable include the following:
• Performing computer-related tasks such as laptops and mobile phones
• Provide sensory and scanning features
• Have some form of communication capability and will allow the wearer access to
information in real time
• Data-input capabilities
• Local storage capabilities

Wearable technology is growing to be one of the fastest-rising innovation in the


ICT industry. The new age of wearables are loaded with smart sensors that track our
movements and biometrics, often using Bluetooth to sync wirelessly to a smartphone.
Others also rely on Wi-Fi connectivity and standalone mobile 4G LTE data
connections. Wearables also use sensors to connect to you as a person, helping you
to achieve goals such as staying fit and active, losing weight, being more organized
or tracking your overall mental and physical health. In the case of VR and AR heads-
up displays, they’re providing a wealth of new entertainment and educational
opportunities, as well as enhancing the world around us (Smith, 2019).

Many of the technological advances we are seeing today will shape our daily
life in the future – the way we relax, interact, communicate and conduct business.
From virtual worlds, avatar emotions, artificial intelligence, computer generated
storytelling and narrative, interactive 360 holographic images, mixed reality, stress
disorder virtual therapies and so much more. ICT will continue to advance, empower
and transform every aspect of our life. Check out some of these emerging technologies
and trends.
 Haptics technology -- Is a feedback technology (using computer applications)
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

9
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. Imagine your doctor operating on your local hospital
from his computer in Australia.
 Contextual awareness -- By combining ‘hard sensor’ information such as
where you are and theconditions 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 astreet-based issue using Smartphones and mobile
devices that can take photos and have GPS (global positioning system) support.
Intelligent routing will then alert the responsible team to action.
 Eye tracking technology -- Eye tracking technology measures eye positions
and movements which are analysed 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 behaviour, e.g. to catch
terrorists before they strike
 Retail – recording, monitoring and analysing consumer behaviour to
‘tailor’ marketing to individuals
 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 directly 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:

10
 Seeing building schematics and locations of others (especially useful
for security or fire fighters)
 Giving a speech while information is streamed to your eyeglasses in
real time • Receiving turn by turn directions as you walk toward 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 cafe away

Different fields such as in gaming, music, entertainment, health and medicine,


fitness and wellness, education, transportation, and many others, have slowly started
to adapt to the use of this technology. Let’s look at these examples of wearable tech:

1. Smartwatch
Smartwatches are wrist-worn devices that connect to your mobile phone. As
they are synced to your smart phone, it allows you to see notifications on your wrist at
a glance. This technology eases the burden of having to constantly open and check
your smartphone text messages, e-mails, or other notifications. It can even track your
physical activity!
Most smartwatches rely on a smartphone to function, which also means the model you
choose will depend on your phone. For example, the Apple Watch can only be synced
with an iPhone, while Android Wear devices—such as the Moto 360 and Samsung
Gear—can only be connected to Android phones.

2. Fitness trackers and sports watches


Whether for formal training or just trying to be active and fit, fitness trackers and
sports watches help you get a better understanding of your fitness activities. According
to GCF Global, they can track the number of steps you take, your average heart
rate, how long you sleep, and more. This data can then be synced with another
device, which allows you to see trends and patterns in your activity. For example, you
could find out how far you've walked over the past week or estimate how many calories
you've burned in a day.

3. Smartglasses
No longer do your specs just help you see things more clearly: smart glasses
can link up with your phone, control the volume of your music and even take
photographs (Stevens, 2018). Google Glass was the first to launch this technology in

11
2013. Basically, it brings wireless connectivity and imaging into the frames and lenses
of our eyewear, controls that we can only usually do on our smartphones and
computers. So instead of a keyboard or mouse, you can control smart glasses by
tapping or swiping control built into the frame or even verbalizing your commands as
you do with Alexa and Siri.

4. Hearables
Most have had or known earphones and headphones throughout their lives.
Today, these devices, like the ones we previously discussed, have now also utilized
wireless connectivity as well. These hearables work just like the traditional earphones
and headphones but are already wireless and are worn in the ear. The most popular
example is Apple’s AirPods, those true wireless earphones that offer quick access to
the Siri voice assistant. However, these hearable aren’t only for music or entertainment
but some are actually used as smart hearing aids.

5. VR Headsets
VR or Virtual Reality headsets are devices connected to a PC/games console
and show you a computer-generated virtual reality that fools you sight and your brain
into thinking you are in a different scenario.
Today, many industries and fields are using and developing more innovations
of these wearable tech especially in the health care industry where they’re looking into
devices that could be used to monitor things like blood pressure, vital signs, or blood
sugar levels for diabetics. From the basic fitness trackers and highly-advanced sports
and smartwatches, to virtual and augmented reality headsets, wearables are definitely
establishing their names. As such, wearable technology will most likely continue to
have an impact to modern society especially given its efficient use and aesthetic
quality.

3D Environment
3D or three-dimensional in its literal sense refers to anything that has a width,
height, and depth (Gonzales, 2016). The physical world, the realm we live in including
us humans, are examples of 3D environments. This technological concept of a 3D
environment is explored to imitate and simulate the physical world through media.
Most common examples of this are computer animations in video games and TV
shows. Films have been also among the most common media modalities that employ
3D. 3D films make objects in their material appear solid to the audience through the
illusion of perception (Gonzales, 2016). If you have been to one of these 3D films, you
are made to wear a special 3D glass which directs each of your eyes to see a slightly
different picture. According to American Paper Optics, a manufacturer of 3D eyewear,
“this is done in the real world by your eyes being spaced apart so each eye has its
own slightly different view. The brain then puts the two pictures together to form one
3D image that has depth to it.
Another 3D technology, which have existed for actually quite a while now, is 3D
printing. This innovation brings digital data and design to the physical world – literally.
Simply put, it brings your design to life! According to The University of Tennessee
Knoxville, 3D printing “creates objects by bonding the print material one layer at a time.
They work by making use of 3D design files, such as those created in AutoCAD or
similar applications. These files are processed by specialized software that slices the
data into cross sections. The printer uses this data to build the desired object from the

12
bottom up one layer at a time.” Unlike laser printers that utilize inks, 3D printers “prints”
in layers of material like plastic, metal, and concrete.
Overall, 3D environment has been already widely used because it gives the
audience or the users a more engaging and enjoyable media experience because the
images and videos are in three-dimensional rendering – meaning it’s as if we’re
looking at something real!

Ubiquitous Learning
Ubiquitous Learning or u-learning is a kind of e-learning experience that
“implies a vision of learning which is connected across all the stages on which we play
out our lives. Learning occurs not just in classrooms, but in the home, the workplace,
the playground, the library, museum, and nature center, and in our daily interactions
with others (Bruce, 2009).” Compared to mobile learning and e-learning, it is a more
context-based approach and more adaptive to the needs and pacing of the learner.
U-learning is a kind of wireless modality where learning takes place at anytime,
anywhere, and with anyone. It benefits from the use of technologies to implement the
learning activities and achieve learning objectives. These technologies incorporate
learning materials such as videos, audios, PowerPoint presentations, or notes with
embedded source data in them (Liquigan, 2016). It is a very personalized and dynamic
mechanism that uses devices integrated into the students’ environment. Furthermore,
u-learning maximizes the use of any form of media like media like mobile phones and
computers for an efficient use.
However, in the Philippine setting especially in the public education system,
most u-learning tools fail to endure because of the lack of resources and thus, not
effectively sustaining the actual needs of the students. It is, nevertheless, still a
promising endeavour that both private and public education institutions hope to
embark on.

Paperless Society
A call for faster transactions and greener mechanisms brought paperless
transactions as a viable and useful practice in society. A paperless society is a society
where communication and transactions are done electronically or digitally and all
forms of printed communication have become obsolete. It is characterized by the shift
from letters to e-mails, newspapers to news web pages, books to e-books, and so on
(Gonzales, 2016). Paperless transactions also include cashless dealing which are
often done through credit or debit cards or through virtual wallets like PayMaya and
GCash.
Going paperless offer several benefits like acquiring savings on costs on
materials, printing, labor, and storage. In addition, paperless transactions minimizes
the risk of losing or misplacing a digital document and allows employees to access
and edit a digital document, whether remotely or in the office, then electronically
manage or send it. These documents can also be accessed simultaneously,
eliminating the need for multiple copies and thus saving time and adding to work
efficiency.
However, for a country like the Philippines where many places are still without
electricity, even more so Internet, going entirely paperless is still a far-fetched aim.
Bureaucracy in several companies and organizations, both public and private, also
hamper the actual realization of a paperless society. Despite such, societies are
positively gearing towards going paperless as places and people who are capable of
carrying it out have already adapted such procedures.

13
What’s More

Answer the questions concisely. Write your answers on your notebook or answer
sheet.
1. Do you think these technological advances can make communication in life
better?
______________________________________________________________
______________________________________________________________
______________________________________________________________
______________________________________________________________
_____________________________________________________________
2. What problems or issues can they solve?
______________________________________________________________
______________________________________________________________
______________________________________________________________
______________________________________________________________
_____________________________________________________________
3. What possible issues can you foresee with these technologies? Explain your
answer.
______________________________________________________________
______________________________________________________________
______________________________________________________________
______________________________________________________________
_____________________________________________________________

What I Have Learned!

14
Answer the questions concisely. Write your answers on your notebook or answer
sheet.

1. What is MOOC?
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________

2. How MOOC was made possible today?


_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________

3. How is it different from taking a class from Private or Public High School?
__________________________________________________________________________________
__________________________________________________________________________________
__________________________________________________________________________________
__________________________________________________________________________________

4. How is it changing or influencing education at present?


__________________________________________________________________________________
__________________________________________________________________________________
__________________________________________________________________________________
__________________________________________________________________________________

What I can Do

15
TASK: PROTOTYPING
Write your answers on #’s 5-6 on your notebook/answer sheet. Include the product
when you submit your answer sheet.

https://www.quora.com/What-are-the-activities-e-g-user-interviews-personas-conducted-in-each-design-thinking-
phase-Empathise-Define-Ideate-Prototype-and-Test

1. Identify problems or an issue that is related to media and information in


Philippines.
2. Among the identified problems, select which you think needed an immediate
attention. Identify what causes the problem and what are the possible ways to
solve it.
3. Design a technology tool that will provide the needed solution to the identified
problem that needs immediate attention.
4. Create a prototype of the technology tool designed to address the problem.
Make use of available materials. (you can see an example of prototype below)

16
https://www.feedough.com/what-is-a-prototype/

5. Have the following information be printed or written


 Problem or issue in media and information
 Name of the prototype
 What it can do and how it can solve the problem
6. Do you think it will have impact or influence to people and to the society as a
whole? Why?

17
Assessment!

Let us find out how much you have learned.


Read and understand the questions and statements below. Choose the letter of the
best answer and write it on your answer sheet.

1. 3D aims to achieve______________.
A. High quality C. multiple dimensions
B. Realism D. high pixels
2-3. 2D only shows _____________ and ____________
A. width C. depth
B. height D. perspective
4. The letter M is MOOC stands for?
A. Media C. Market
B. Massive D. None of the Above
5. Which of the following is not an example of modern wearable technology?
A. Smart Watches C. Smartphones
B. Fitness Trackers D. Headsets
6. It simply means learning even without being physically present with the teacher.
A. online education C. distant learning
B. absent learning D. none
7. ___________ were used to compile modules and important notes however, this
means was criticized because of passivity, or being one-way.
A. audio files C. tapes
B. video recording D. videotapes
8. MOOC, which means Massive Open Online _________, is an innovative course
that encourages people to interact with one another to share knowledge.
A. Course C. Company
B. Content D. Corporation
9. Diana Obinger, President and CEO of EDUCAUSE, says MOOCs go beyond
information giving and seeking, thus, it elevates to ____________.
A. interaction C. oppotunities
B. connectedness D. none
10. _________________ is a new trend where people are given the convenience of
literally wearing their gadgets for multiple purposes.
A. gadget care C. interconnectivity
B. wearable teachnolgy D. high-tech clothing
11. Wearable technology has been around since the _____________.
A. 1940s C. 1960s
B. 1950s D. 1970s

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12. In 1975, the ______________ was created and was sold to markets.
A. Compass C. Calculator wristwatch
B. Cellular phones D. X-ray glasses
13. Google Glass was publicly released in ______________.
A. 2011 C. 2013
B. 2012 D. 2014
14. It is the term to identify Google Glass users.
A. Explorers C. Googlers
B. Glassers D. GGers
15. The following are benefits of wearable technology except:
A. Enhanced social networking C. Personal Safety
B. Healthcare monitoring D. General increased wired connectivity

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Additional
Activities

A. Read and understand the questions and statements below. Choose the letter
of the best answer and write it on your answer sheet.

1-2. Alongside technological improvement are ______________ and ____________


A. broader reach C. endless possibilities
B. bigger scope of influence D. several sources
3. This are bridges of global communication in achieving information and promoting
learning.
A. stakeholders C. country leaders
B. gadgets D. messaging application
4. It is a concept introduced by the idea of global communication of information and
learning.
A. International communication C. interconnectivity
B. Global connection D. oneness of user
5. ___________ means “being found everywhere”.
A. ubiquitous C. rare
B. elaborate D. immeasurable
6. Another term for MOOC.
A. Distance Learning C. Online Information Hub
B. E-school D. Internet School
7. It refers to the model delivering content online to any person who want to take a course,
with no limit to attendance.
A. Education Model C. Massive Open Online Course
B. Model of Online Learning D. Electronic Learning Model
8. The letter M is MOOC stands for?
A. Media C. Market
B. Massive D. None of the Above
9. Which of the following is not a material suitable for 3D printing?
A. Concrete C. Glass
B. Plastic D. Human tissue
10. Which of the following is not a type of wearable technology with health applications?
A. Pedometer C. Calorie Tracker
B. Heart-rate monitor D. None of the Above

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B. Situation: Your school supports MOOCs. Your principal or head of the school
encourages you to enrol in one of the following courses. This course will be
credited to your Senior High School Curriculum which can be helpful in your
college or university education.

Fill out this Registration Form. Submit your output with brief description at the MIL Portal.
(Your answer should reflect on your answer sheet)
Massive Open Online Registration
Name:

Grade:

Email Address:

Preferred MOOC:

Brief description about


the MOOC:

Course Objectives:

Name of
Professors/instructors:

Give their academic


qualifications

State your reasons of


enrolling in the MOOC

Your Signature:

Date:

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Answer Key!
What I Know Assessment Additonal Activities A.
1. C 1. C 1. A
2. D 2. B 2. C
3. A 3. A 3. B
4. C 4. B 4. C
5. B 5. C 5. A
6. B 6. C 6. A
7. C 7. D 7. C
8. D 8. A 8. B
9. A 9. C 9. C
10. D 10.B 10.D
11. C 11.B
12. B 12.C
13. A 13.D
14. B 14.A
15. C 15.D
REFERENCES

Andres, Virginia P. et al. Media and information Literacy. Teachers Guide. Quezon
City: Commision on Higher Education, 2016.

Hidalgo, Ligaya C. and Mattheus A. Mopera. Importance of New Media Technology


to Modern Flipinos. Makati City, 2015.

Magallanes, Mary Antoinette M. et al. Media and Information Literacy. Cagayan de


Oro City: Department of Education, 2020.
Wilson, Carolyn et al. Media and Information Literacy Curriculum for Teacher.
Paris,France: United Nations Educational Scientific and Cultural Organization
(UNESCO), 2017.

1282-13-21MELCS

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For inquiries or feedback, please write or call:
Department of Education - Schools Division of Kalinga
Bulanao, Tabuk City, Kalinga
Telefax/Website: www.depedkalinga.ph
Email Address: kalinga@deped.gov.ph

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