100% found this document useful (1 vote)
1K views25 pages

Current and Future Trends of Media & Information: (Ubiquitous Learning)

Ubiquitous learning refers to learning anytime, anywhere using mobile technologies. Current trends include widespread use of social media, apps, and software accessed via devices like phones and tablets. Augmented and virtual realities are emerging technologies that may shape future media and learning. Augmented reality overlays virtual elements on the real world while virtual reality involves only virtual environments. Ubiquitous learning provides benefits like high accessibility, interactivity, and situating instruction within daily life.

Uploaded by

Sweet Emme
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
1K views25 pages

Current and Future Trends of Media & Information: (Ubiquitous Learning)

Ubiquitous learning refers to learning anytime, anywhere using mobile technologies. Current trends include widespread use of social media, apps, and software accessed via devices like phones and tablets. Augmented and virtual realities are emerging technologies that may shape future media and learning. Augmented reality overlays virtual elements on the real world while virtual reality involves only virtual environments. Ubiquitous learning provides benefits like high accessibility, interactivity, and situating instruction within daily life.

Uploaded by

Sweet Emme
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
You are on page 1/ 25

Current and Future Trends of

Media & Information


(Ubiquitous learning)
Background

• The rapid advancement of science and technology has opened many


opportunities to the public.
• New forms of media and information has been offered.
• A new environment for people has been introduced.

Past Present
 Print media dominated students as  The public has greatly embraced digital
their source of information. media.
 Some electronic devices are already  Android phones were mostly owned by
present everyone.

Future

?
Ubiquitous Learning
With new Media and Information
Ubiquitous Learning

• Ubiquitous learning is often simply defined as learning anytime,


anywhere.

• Therefore it is closely associated with mobile technologies.

• The portability of computers and computing devices has blurred the


traditional lines between formal and informal learning.
Main Characteristics of Ubiquitous Learning

1. Permanency
Learners never lose their work unless it is purposefully deleted. In addition, all the
learning processes are recorded continuously everyday.

2. Accessibility
Learners have access to their documents or data from anywhere . The learning
involved is self-directed.

3. Immediacy
Wherever learners are, they can get any information immediately. Thus, learners
can solve problems quickly.
4. Interactivity
Learners can interact with experts, teachers, or peers. Hence, the experts are more
reachable and the knowledge becomes more available

5. Situating of instructional activities


The learning could be embedded in our daily life. This helps learners notice the
features of problem situations that make particular actions relevant.

6. Adaptability
Learners can get the right information at the right place with the right way.

Current Trends in Media and
Information
THE INTERNET

• Print media are out of the scenario.


• Android phones, laptops, and tablets as means to
access the internet.
• Softwares and Applications are the new learning
trends.
• Social Media are widespead.
The new game sensation

 A free-to-play, location-based
augmented reality game developed by
Niantic for iOS and Android devices.

 In the game, players use a mobile


device's GPS capability to locate,
capture, battle, and train virtual
creatures, called Pokémon, who appear
on the screen as if they were in the
same real-world location as the player.

What media and information should
be expected in the future?

Augmented and Virtual
Realities
Augmented Reality
• An environment that includes both virtual reality and real-
world elements.
• Virtual reality only includes the virtual environment.

For instance, an Augmented Reality user might wear translucent


goggles; through these, he could see the real world, as well as computer-
generated images projected on top of that world.
Real vs. Virtual
Forms of Augmented Reality
1. Gestured Based Computing
Gesture recognition enables human to interact with mechanical devices
using simple natural gestures.

2. Geotagging and Geolocation


A Geotag is a GPS coordinate that associates content such as videos,
textual information, audio or any user-generated content to a location
Augmented Reality for Education

• Provides rich contextual learning for individuals learning a skill.

• Appeals to constructivist notions of education where students take control


of their own learning.

• Provides opportunities for more authentic learning and appeals to multiple


learning styles.

• Has the power to engage the learner in ways that have never been
possible.

• Can provide each student with his/her unique discovery path.

• No real consequences if mistakes are made during skills training.



Generalization
Implications of U-learning by technology to society

 Replacement of standard learning to


ubiquitous learning
 Technology requirement
 Open and wider communication
 Quick solutions to problems
 Vulnerable to new forms of media crimes
 Generate liberate and independent learners
 More industrialized environment
Advantages of Ubiquitous Learning

Practical
More Engaging
Very Portable Learners would
Learning is best
High Accessibility to be able to
performed with fun
information and learning practice real-life
methods and tools
skills.
END OF
PRESENTATION
Presented by
Chris Jan P. Dinaga
Grade XI-Maxwell
Credits

• http://www.authorstream.com/Presentation/k3hamilton-478823-augm
ented-reality-in-education
/

• http://edutechwiki.unige.ch/en/Ubiquitous_learning

• https://education2025.wikispaces.com/Ubiquitous+Learning

QUIZ!!!!!!
1. Often defined as learning anytime, anywhere.
Ubiquitous learning
2. Give one current trend in media and information.
Social Media
(3-5). Give three main characteristics of Ubiquitous
Learning.

6. A free-to-play, location-based augmented reality game


developed by Niantic where players use a mobile device's
GPS capability to locate, capture, battle, and train virtual
creatures, called Pokémon.
Pokemon Go
7. An environment that includes both virtual reality and real-
world elements. Augmented Reality
8. A form of augmented reality where gesture recognition
enables human to interact with mechanical devices using
simple natural gestures.
Gesture-Based Computing
9. It is a GPS coordinate that associates content such as
videos, textual information, audio or any user-generated
content to a location. Geotagging/Geolocation

(10-12). Give three advantages of ubiquitous learning


More Engaging Practical Very Portable
(13-15). Differentiate Augmented Reality from Virtual
Reality.
Former includes both virtual and real
Latter includes only virtual environment
Answers:

1. Ubiquitous Learning

2. Social Media/ Apps and Softwares/ Pokemon GO

(3-5). Refer to Powerpoint

6. Pokemon GO

7. Augmented Reality

8. Gesture Based Computing

9. Geotag/ Geotagging/ Geolocation

(10-12). Very portable, Practical, More Engaging

(13-15). Augmented Reality includes both virtual and real world


elements while Virtual reality includes only virtual elements.

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy