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Mil Reviewer NG Mga Girlypop

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25 views7 pages

Mil Reviewer NG Mga Girlypop

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We take content rights seriously. If you suspect this is your content, claim it here.
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MEDIA AND INFORMATION

LITERACY (Q2)
Angelina Clarisse Gagaza
12- HUMSS WEEK 1:
OPPORTUNITIES, CHALLENGES, AND POWER
OF MEDIA AND INFORMATION

MEDIA PLATFORM actions:


- is a service, site, or method that - think before you click
delivers media to an audience. - check the credibility
- protect your information
POWERS OF MEDIA
1. to inform • SOCIAL
2. to influence opportunities:
3. to entertain - freedom of speech
- communication, collaboration, and
• ECONOMY interaction online
opportunities: - disseminate information
- online business/online shopping - citizen journalism
- tourism support ads/commercial
challenges:
challenges: - human trafficking
- fake products - identity theft
- scams - fake news
- fraud
- phishing actions:
- think before you click
actions: - report the account of the person
- know the scams - talk to the authorities
- read reviews - keep your information private.
- know if the shop is credited
- think before you click • POLITICAL
- do not open pop up ads opportunities:
- political campaign
• EDUCATIONAL - political awareness
opportunities:
- research advancement challenges:
- online school - fake information
- online information and data - cyber defamation/sensationalism
- distance learning
actions:
challenges: - do further researches
- fake news
- phishing
- plagiarism
WEEK 2:
LEGAL, ETHICAL, AND SOCIETAL ISSUES
IN MEDIA AND INFORMATION

STANDARDS OF INFORMATION • SECTION 185.1 OF RA 8293


LITERACY - provided the factors to be considered in
- the information-literate person views determining whether a particular use is fair or
as a part of social vision. not:
- the information-literate person is a
motivated lifelong learner. • purpose and character of the use
- the information-literate person knows (commercial nature or is for non-profit
how to find, evaluate, and use information education purposes)
in various contexts.
• the nature of copyrighted work
A. COPYRIGHT & FAIR USE
SECTION 172 • the amount of substantiality of the portion
- lists the original works protected by is used in relation to the copyrighted work as a
the Copyright Law: whole; and

• periodicals and newspapers, lectures, • the effect of the use upon the potential
sermons, addresses, dissertations market for or value of the copyrighted work.
prepared for oral delivery.
B. PLAGIARISM AND INFRINGEMENT
• dramatic compositions, musical
compositions PLAGIARISM
- is the practice of claiming or implying
• photographic words, audiovisual original authorship of someone else‘s written or
works and cinematographic works, creative work, in whole or in part, into one‘s own
pictorial illustrations, and advertisements, without adequate acknowledgement.
etc. - committed when one does any of the
following:
SECTION 175
- lists the unprotected works: • cut/copy and paste without citation
• paraphrase and translation without
• idea, procedure, system method or citation
operation, concept, principle, discovery of • re-sequencing and transposition without
mere data, news of the day, and official citation
text of a legislative, administrative, or legal • word switch and claiming originality
nature. • inadequate acknowledgement

FAIR USE INFRINGEMENT


- is using somebody else‘s work fairly, - is the violation of the rights of the copyright
what is reasonable under the holder; when material is used without the
circumstances. copyright holder‘s consent (Salao, 2008; also in
Bernales, 2019) (Mutya Publishing: Media and
Information Literacy).
NETIQUETTE D. DEFAMATION, LIBEL, AND SLANDER
- a set of rules that governs what
conduct is socially acceptable in an online DEFAMATION
or digital situation. - it refers to the act of making false
statements about someone that harm
The Core Rules of Netiquette: their reputation. It can be “libel“ or
1. Remember the human.​ “slander“.
2. Adhere to the same standards of
behavior online that you follow in real life.​ LIBEL
3. Know where you are in cyberspace.​ - a public and malicious imputation of a
4. Respect other people’s time and crime, a vice or defect, or any act,
bandwidth.​ omission, condition, status, or
5. Make yourself good online.​ circumstance tending to cause dishonor,
6. Share expert knowledge.​ discredit, or contempt of a person (Article
7. Help keep flame wars under control.​ 353 of the Revised Penal Code)
8. Respect other people’s privacy.​ - written or printed words, pictures, or any
9. Don’t abuse your power.​ other form of visual representation.
10. Be forgiving of other people’s mistakes.
SLANDER
CMC (COMPUTER-MEDIATED - occurs through spoken words,
COMMUNICATION NETIQUETTE) gestures, or other temporary forms of
1. Conduct yourself as you would in public.​ communication.
2. Do not type in all capital letters, unless
the emphasis is called for.​ E. DIGITAL DIVIDE, ADDICTIONN AND
3. Do not spam.​ BULLYING
4. Do not flame.​
5. Do not gossip.​ DIGITAL DIVIDE
6. Do not send attachments if you are not - the inequalities of access to and
sure what they contain.​ availability of ICT
7. Do not forward messages you have not - can come in different forms, such as
read.​ discrepancy in technological
8. Do not send large unsolicited files via infrastructure, information literacy, and
email, unless necessary. institutional support.
9. Do not use official school or company
email addresses to send messages that INTERNET ADDICTION
would compromise the name of the school IAD (Internet Addiction Disorder)
or the company.​ - an umbrella term that refers to the
10. Put brief and descriptive words on the compulsive need to spend a great deal of
subject field of an email to help the time online, to the point where
recipient identify the importance of the relationships, work, and health are allowed
message.​ to suffer.
11. Write at least a short note on the body of
the email, even when sending official
letters as attachment.​
12. Be professional and personable in your
CMCs, especially if they are work or school
related.
INTERNET ADDICTION CAN INCLUDE THREE G. OTHERS
(3) OR MORE OF THE FOLLOWING SIGNS: BREACH OF PRIVACY
1. The user needs to spend ever-increasing PREYING ON THE VULNERABLE
amounts of time online to feel the same
sense of satisfaction. WEEK 3:
CURRENT AND FUTURE TRENDS OF
2. If the user cannot go online, he/she
experiences unpleasant withdrawal MEDIA AND INFORMATION
symptoms such as anxiety, moodiness,
and compulsive fantasizing about the A. MASSIVE OPEN ONLINE COURSE (MOOC)
internet and using the internet relieves - is a model for delivering learning
these symptoms.​ content online to every person located
anywhere who wants to take the course.
3. The user turns to the internet to cope - it began to gain traction around 2012
with negative feelings such as guilt, when leading universities such as Stanford,
anxiety, or depression. MIT, and Harvard started offering free
online courses to the public.​
4. The user spends a significant amount of
time in engaging in other activities related 1. cMOOC (Connectivist Massive Open
to the internet.​ Online Course)
- emphasizes open and networked
5. The user neglects other areas of life in learning.
favor of spending time on the internet.​ - learners take a more active role in
shaping their learning experience.
6. The user is prepared to lose - often include content and interaction
relationships, jobs, or other important through blogs, learning communities, and
things in favor of the internet. social media platforms.

CYBER BULLYING 2. xMOOC (eXtended Massive Open


- refers to the use of information Online Course)
technology to harm or harass other people - follows a more structured and
in a deliberate, repeated, and hostile traditional approach to online learning.
manner. - often developed by universities and
institutions.
REPUBLIC ACT NO. 10627 otherwise - instructors play the central role.
known as ANTI-BULLYING ACT OF 2013. - focuses on assessments and grades

F. VIRTUAL SELF ex. edX, Udacity, coursera


- refers to one‘s digital identity or
assumed identity in the virtual world. B. WEARABLE TECHNOLOGIES
- also called “wearable gadget”
CYBER WELLNESS EDUCATION - a type of technology device that can be
- is proposed as a measure against used by customers/consumers through
cyber bullying. wearing it and often containing tracking
- is meant to inform stakeholders of the information related to fitness and health.
risks associated with the use of
smartphone/mobile gadgets, internet and
social media, and equip them with a
framework.
1. WATCHES 4. SMART SHOES
- became the largest market among - can gather data as distance, steps,
the wearable market. stride rate and length, foot landing, etc.
currently in the initial stage of
- “smart watch” has become the most development.
popular wearable product among
watches.
5. GLASSES
- wearable computer glasses that can
record information which the user sees
2. HEARABLES and transfers the data into specified cloud
- are quite similar to headphones storage.
- allow voice input and return the result
on the other user’s request back in an
audio format - Augmented Reality (AR glasses) can
- can be inferred to as a add information to what the user is
“microcomputer” in your ear. currently seeing.

2.1 EARPHONES (In-ear headphones/in- - “Google Glass” was the first and
ears) - have ear cushions and sizes may premier AR Glasses.
vary.
6. SMART JEWELRY
- enhancing the functions of a smart
2.2 EARBUDS - held outside the ear watch into jewelry to attract more
canal; one size; cheaper than earphones. audience, specifically women.

2.3 HEADSETS - worn outside the ear;


equipped with a microphone.
- bracelets, necklaces, brooches, rings,
analog watches, and fitness jewelry.

7. WEARABLE CAMERAS
3. SMART CLOTHING - can shoot in a perspective of a first-
- called as “smart garments” person.
- conductive fibers which were attached - is clipped on any wearable clothing.
to or woven into a clothing material - “GoPro” is a well-known wearable
- has 3 generations: camera.

1st generation: garments are characterized


by attaching sensors to the apparel.

2nd generation: garments are categorized


by sensors being inserted into a smart 8. BODY SENSORS
clothing. - may be located on the skin surface or
implanted beneath the skin.
3rd generation: garments are sensors - mostly for medical purposes.
themselves.
9. HEAD-MOUNTED DISPLAYS OPINION LEADERS
- allow a user to plunge him or herself in - for a certain group who gives details
the Virtual Reality (VR), Augmented Reality and information to lesser active persons in
(AR), and Mixed Reality (MR) worlds. the group; opinions are accepted by a
- HMDs can generate of presence or group.
environment that is established by content - their insights are valued and followed
designers. by a significant audience.

CITIZEN JOURNALIST
- people without professional journalism
E. UBIQUITOUS LEARNING training.
- learners can access content easily on a
range of devices offline and online. CROWDSOURCER
- obtains ideas or content by soliciting
ex. One Drive, Google Docs contributions from a large group of people
and especially from the online community.
WEEK4:
- seekers of public input for product
PEOPLE MEDIA development.
PEOPLE MEDIA
- has two (2) types: • ADVANTAGES OF PEOPLE MEDIA
1. People IN Media 1. provide entertainment.
2. People AS Media 2. provide the audience with information.
3. they serve as role models since most of
PEOPLE IN MEDIA them are celebrities.
- are those who control media.
- people behind ads, videos, etc. • LIMITATIONS OF PEOPLE MEDIA
- individuals within the traditional media 1. people can get tired of the same old
industry. style, which can lead to boredom or
disinterest.
PEOPLE IN PRINT MEDIA 2. people rely on the accuracy of
• journalists information given but as humans, we can
• author and writer make mistakes.
• editors 3. people become disappointed when
• layout artists or graphic artists they see a media personality misbehave.
• photographers
• art directors WEEK 5:
• publishers DIMENSIONS OF MEDIA AND
INFORMATION
PEOPLE IN BROADCAST MEDIA
• reporter
TEXT
• news anchor
- a simple and flexible format of
• director
presenting information or conveying ideas
• producer
whether printed, handwritten, or presented
on the screen.
• PEOPLE AS MEDIA
- they act as the media itself.
TYPEFACES
- give or share information to other
- representation or style of text in digital
people for them to have new knowledge.
format.
- ordinary people become content
creators.
DIFFERENT KINDS OF TYPEFACES
1. SERIF - connotes formality and
readability; used for the body text of books,
newspapers, magazines, and research
publications. (ex. times new roman,
garamond, baskerville)

2. SAN SERIF - brings a clean minimalist


look at the text; used for road signages,
building directory, and nutrition facts. (ex.
arial, tahoma, verdana, calibri)

3. SLAB SERIF - carries a solid text; used for


large advertising sign on billboards.
(rockwell, playbill)

4. SCRIPT - has brush-like strokes; must be


used sparingly and not to be used in large
body texts. (ex. monotype corsiva, lucida
handwriting)

5. DECORATIVE - caters to a wide variety of


emotions of themes (ex. chiller, jokerman,
curlz mt )

ADVANTAGES:
1. low-priced to produce
2. clarifies other media
3. is easily changed and updated

LIMITATIONS:
1. less memorable than other visual
media.
2. requires more consideration from the
user than media.
3. can be bulky.

• DESIGN PRINCIPLES AND ELEMENTS


- emphasis
- appropriateness
- proximity
- alignment
- organization
- contrast

keri mo yarne <3

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