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14 Cards in this Set
- Front
- Back
3 Major Trends of Media and Information |
Massive Open Online Content Wearable Technology Ubiquitous Learning |
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is an online course, content, or other resource aimed at unlimited participation and made available in an open access forum using the web. |
Massive Open Online Content |
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it is designed with the distance learner in mind, empowering users to learn using a flexible and self-directed approach. |
Massive Open Online Content |
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The Purposes of MOOC: |
1. Higher Education 2. Workplace Connection 3. Lifelong Learning |
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electronics that can be worn on the body. either as an accessory or as part of material used in clothing. |
Wearable Technology |
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One of the major features it is ability to connect to the Internet, enabling data to be exchanged between a network and the device. |
Wearable Technology |
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learning is anytime and anywhere. |
Ubiquitous Learning |
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This is something that people cannot escape from because the society is full of information, ready to be consumed. |
Ubiquitous Learning |
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it implies a complete immersion experience that shuts out the physical world using a head-mounted display or headset. |
Virtual Reality (VR) |
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in the virtual world, users can move around in all directions, manipulate objects, and more. |
Virtual Reality (VR) |
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it enhances, or augments, the real world with digital information. |
Augmented Reality (AR) |
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it adds digital elements to a live view often by using the camera on a smartphone. |
Augmented Reality (AR) |
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it combines elements of both AR and VR, where real-world and digital objects interact. |
Mixed Reality (MR) |
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Blends imagination and reality so that users can both see and interact with the real world and the virtual environment simultaneously, |
Mixed Reality (MR) |