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.”
A revolutionary approach to education that transitions from physical setting to a virtual set-up.
A kind of learning that is facilitated online, breaking the norm of having to physically go to traditional schools or universities for higher education
Utilizes information technologies like analytics to help instructors evaluate their students’ learning
Emphasizes connectedness (Gonzales, 2016)
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.
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.
Online – The course 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.
Courses - It should have learning objectives to be achieved by students after certain activities within a given period of time.
MOOCs
Lack of entryrequirements
Repetition - run two or three times a year
High quality - led by subject matter experts and supported by teaching assistants
Feasibility - around 1-2 hours of study a week for about five weeks
Self-paced but supported learning - students can work through at their own rates while interacting with a global learning community
Kurt, 2018: 'MOOCs enable students to work through the course materials and assessments at their own rates while also interacting with a global learning community'
Also known as wearables or fashion technology, wearable technology is a general term that encompasses a field of smart devices that are worn on the body.
Characteristics of wearable technology:
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
Smartwatch
are wrist-worn devices that connect to your mobile phone.
Fitnesstrackers and sports watches
are wrist-worn devices that connect to your mobile phone. they can track the number of steps you take, your average heart rate, how long you sleep
Smartglasses
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.
Hearables
work just like the traditional earphones and headphones but are already wireless and are worn in the ear.
VR Headsets
are devices connected to a PC/games console and show you a computer-generated virtual reality that fools your sight and your brain into thinking you are in a 3D environment.
Ubiquitous Learning
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.
Paperless Society
a society where communication and transactions are done electronically or digitally, and all forms of printed communication have become obsolete.