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It Prelim Reviewer

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26 views7 pages

It Prelim Reviewer

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katejustiniano15
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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LVTN01E - LIVING IN THE IT ERA leading to smaller and more efficient

computers.
Lesson 1: INTRODUCTION TO INFORMATION  1951: Universal Automatic Computer
TECHNOLOGY (UNIVAC).
- First commercially available computer
INFORMATION TECHNOLOGY

- involves the use of computers, software,


networks, and other electronic devices to MAINFRAME ERA
manage, process, and store information.
- encompasses various fields such as computer  1950s-1960s: Mainframe computers
science, information systems, and dominated this era, used primarily by large
telecommunications organizations for bulk data processing.
IBM: IBM became a major player with its
WHAT IS A COMPUTER? mainframe computers, such as the IBM 360
- is a programmable electronic device that can store, series
retrieve, and process data.
PERSONAL COMPUTING
Core Components
Hardware: Physical parts of a computer, such as the  1957: FORTRAN
CPU (Central Processing Unit), memory, storage An IBM team led by John Backus develops
devices, and input/output devices. FORTRAN, a powerful scientific computing
Software: Programs and operating systems that run language that uses English-like statements that
on the hardware, enabling the computer to perform is especially suited to numeric computation
specific tasks and scientific computing
 1960: COBOL
Common Business-Oriented Language is a
EVOLUTION AND HISTORY OF INFORMATION a high-level programming language for
TECHNOLOGY business applications.
 1963: ASCII
EARLY BEGINNINGS an acronym for American Standard Code for
Mechanical Calculators: The history of IT can be Information Interchange is a standard data
traced back to early mechanical calculators like the encoding format for electronic communication
abacus and the Antikythera mechanism, which were between computers.
used for basic calculations.  1969-70: Networks come online
October 1969, Advanced Research Projects
 1642: Blaise Pascal invents a calculating
Agency Network or ARPAnet connect different
machine
kinds of computers
 1801: Joseph Marie Jacquard invents a loom
 1975: MITS Altair 8800
that uses punch cards
Microsoft was founded 1976: APPLE-1.
 1800’s:
Steve Wozniak completed the Apple-1
- Charles Babbage attempts to build an
analytical engine (mechanical computer)
- Augusta Ada Byron develops many of the COMPONENTS OF IT SYSTEMS
fundamental concepts of programming
- George Boole invents Boolean logic Hardware

THE ADVENT OF ELECTRONIC COMPUTERS  Physical equipment used for input, output and
processing.
 1937: Mark I is built (Aiken, Harvard  The hardware structure depends upon the type
University, IBM). and size of the organization.
- First electronic computer using relays.  It consists of an input and an output device,
 1939: Atanasoff Berry Computer (ABC) is operating system, processor, and media
built devices.
- First fully electronic digital computer. Used  This also includes computer peripheral devices.
vacuum tubes.
 1943-46: Electronic Numerical Integrator Software
and Computer (ENIAC) (Mauchly, Eckert, The application program used to control and
University of Pennsylvania). coordinate the hardware components. It is used for
- First general purpose digital computer analysing and processing of the data. Software is
 1945: Von Neumann architecture proposed. further classified into three types:
- Still the standard for present day computers.
 1947: Creation of transistor  System Software
- (Bardeen, Shockley, Brattain, Bell Labs). The  Application Software
invention of transistors in 1947 revolutionized  Procedures
computing by replacing bulky vacuum tubes,
Databases - In our daily life, communication helps us build
relationships by allowing us to share our
 Data are the raw facts and figures that are experiences, and needs, and helps us connect
unorganized that are later processed to to others.
generate information. - It's the essence of life, allowing us to express
 Softwares are used for organizing and serving feelings, pass on information and share
data to the user, managing physical storage of thoughts.
media and virtual resources.
 Data are managed using Database COMMUNICATION TECHNOLOGY TIMELINE
management system.
 Database software is used for efficient access 1. LANGUAGE AND ALPHABET- The oldest,
for required data, and to manage knowledge most common, and well-known form of
bases. communication is via talking and through
words.
Network 2. PRINTING- Is the process of reproductions
images or text to be mass produced. -china,
 Networks resources refer to the woodblock
telecommunication networks like the intranet, 3. TELEGRAPH- used for the long distance
extranet and the internet. transmission of information. Samuel Morse is
 These resources facilitate the flow of created with the creation of the first practical
information in the organization. telegraph.
 Networks consists of both the physical devices 4. MORSE CODE- is a code used to transmit
such as networks cards, routers, hubs and information by using on/off signals (lights,
cables and software such as operating clicks, dots). It was originally developed by
systems, web servers, data servers and Samuel Morse. Later on an improved Morse
application servers. code was created by Alfred Vail.
 Telecommunications networks consist of 5. TELEPHONE- is a device that transfers a
computers, communications processors, and voice over a distance usually via a wire.
other devices interconnected by Alexander Graham Bell was the first to get a
communications media and controlled by patent for the telephone.
software. 6. RADIO- is a device that transfers sound via
 Networks include communication media, and radio waves.
Network Support. 7. TELEVISION- is an invention that transfers
moving images across a screen.
Human Resources
8. CELL PHONES- are telephones that can be
 It is associated with the manpower required to used almost anywhere allowing for on the go
run and manage the system. communication. Cell phones have a long
 The end user can be accountants, engineers, history going back to WWII and Reginald
salespersons, customers, clerks, or managers Fessenden’s radio phone.
etc. 9. INTERNET- is a large interconnected network
 People are also responsible to develop and that is used to transfer information between
operate information systems. people.
 They include systems analysts, computer 10. SOCIAL NETWORKS- are online services that
operators, programmers, and other clerical IS allow for people to socialize with each other
personnel, and managerial techniques.

Integration of Components
THE IMPACT OF THE INTERNET AND MOBILE
-This is how hardware, software, networks, data, TECHNOLOGIES
people, and processes work together
Evolution of the Internet
-A business using an IT system to manage inventory
and sales. Early Development: From ARPANET to the World
Wide Web, the internet has evolved from a military
project to a global network connecting billions of
people.
Lesson 2 : COMMUNICATION TECHNOLOGIES
Modern Internet: The rise of dynamic web
COMMUNICATION applications, social media, and cloud computing has
transformed how we access and share information.
- is a process by which information is exchanged
between individuals through a common system Evolution of Mobile Technologies
of symbols, signs, or behavior

What is the importance of communication?


Early Mobile Phones: Initially designed for basic SOCIAL MEDIA AND ITS ROLE IN
communication, mobile phones have evolved into COMMUNICATION
powerful smartphones.
Social media refers to the means of interactions
Smartphone Revolution: The introduction of iPhone among people in which they create, share, and/or
and Android devices has led to the proliferation of exchange information and ideas in virtual communities
mobile apps and services, changing how we interact and networks.
with technology
Impact of Social Media on Communication
Impact on Communication
 Increased Connectivity
Global Connectivity: Social media platforms and - Staying in touch with friends and family
instant messaging apps have made it easier to stay worldwide
connected with people worldwide.  Real-Time Information Sharing
- Instant updates and news dissemination
Cultural Exchange: The internet facilitates the
sharing of ideas and cultures, promoting global Benefits of Social Media in Communication
collaboration and understanding.
 Global Reach
- Connecting with people across the globe
Impact on Business
 Community Building
E-commerce: Online shopping and digital payments - Online communities and support groups
have transformed the retail industry.  Professional Networking
- LinkedIn and job opportunities
Remote Work: Telecommuting and virtual offices
have become more common, enabled by internet and Social Media in Crisis Communication
mobile technologies. Digital Marketing: Businesses
 Role in Emergencies
leverage social media and SEO to
- Natural disasters, public health crises
Impact on Education  Government and Organizational Use

E-learning Platforms: Online courses and virtual


classrooms provide flexible learning opportunities.

Access to Information: Digital libraries and Challenges and Drawbacks


resources make information more accessible.
 Misinformation and Fake News
Interactive Learning: Educational apps and games - Spread of false information
enhance the learning experience  Privacy Concerns

Impact on Healthcare
- Data breaches and personal information leaks
 Reduced Face-to-Face Interaction
Telemedicine: Remote consultations and diagnostics - Impact on social skills and relationships
improve access to healthcare services.

Health Apps: Fitness trackers and health monitoring


apps help individuals manage their health. Lesson 3 : IT AND THE MILLENNIAL GENERATION
Medical Research: The internet facilitates data CHARACTERISTICS OF THE MILLENNIAL
sharing and collaboration among researchers. GENERATION
Societal Impact Baby Gen X Millennial or Gen Z or
Boomer (1964-1980) Gen Y iGen
(1945-1964) (1980-2000) (2000-
Digital Divide: There are disparities in access to Present)
internet and mobile technologies between different @me
regions. Face-to-Face Phone, E- Just Text Me (Instagram,
or Call mail or IM Snapchat,
Privacy and Security: The rise of digital technologies Twitter)
brings challenges related to data protection and cyber Live to work Work to Live Play then Work?
Work What’s
threats.
work?
Touch-tone Give them I’ll Google it Apps vs.
Social Implications: Changes in social behavior and
phones the latest myself, Internet
interaction patterns due to increased use of digital technology connected
technologies. Respect &
Respect My Respect My Challenge Creative
Title “Me Ideas them, Helicopter
Generation” Independent Helicopter parents
Parents
Prefers HOW MILLENNIALS USE TECHNOLOGY IN DAILY
Teams LIFE MILLENNIAL – STEREOTYPE
Relationship Focus on Digital
focused at Output involvement Natives – 5  The millennial generation is generally marked
work focused and Digital Screens –
as the era with an increase of technological
Natives – Touch
Wi-Fi Screen usage. The generation is also more connected
Work Comes Family Friends TBD – still with their peers.
First comes first comes first coming of  The rise of technology during the time of the
(Career, age echo boomers impacted the amount of
Title, Money)
technology the generation used. Instant
Messaging, e-mails and social networking
Millennial Impact made it easier to communicate with
acquaintances and people that are not seen on
 Born after 1980: Roughly 77 million people, a day-to-day basis.
24% of US population  Though this stereotype that technology plays a
 Age of adults in 2016: 20 to 35 overwhelming role in millennial’s life may not
 America’s largest and most diverse population apply to the entire echo boomers generation, it
– 15% were born in a foreign country seems to be true for the majority.
 In 2012: 15.8 million students making up 75%
of Higher Ed. Enrollment are millennials Millennial- Texting
 Also known as Generation Y, millennials make
 Today the average millennial tends to avoid
up about one-fourth of the US population
face to face communication and goes for the
(Nielsen)
impersonal approach of texting. Texting
 As the Baby Boomers generation taught us, the
provides a quick and easy way to get a
larger the generation the greater the influence
message to family or friends
over norms, expectations and behavior
 By 2018, Millennials will have the most Millennial- Texting and School
spending power of any generation as they will
eclipse Boomers  Texting is not only a source of communication,
but also entertainment.
 95% of students surveyed say that they bring
their cell phone to class.
 91% admitted to using their phones during
class.
 50% of students find it very easy to text

Millennial- Cell Phone usage Increase


Millennial Generation: Basic Facts
 Cell Phones usage has expanded from just
 Diverse making calls to picture taking playing games,
 Pressured to Perform email etc.
 Ambitious/Achievers
 Team Oriented Millennial - Social Networking
 Connected
 75% have created a profile on a social
 Service Oriented
networking site
 Excellent Time Managers
 Social networking is a way to keep in touch
 Structured
with basically anyone and everyone you want.
 Protected
Millennial - Technologies effect on Millennial’s
GENERATION Z
 The technology may have caused lack of
independence, and lack of attention span due
 Born 2000-today to constant texting.
 Their poor conflict resolution skills is due to the
 Post 9/11 reality: early loss of innocence
decrease in face to face confrontation.
 Most tech savvy generation; touchscreens
 Though the use of technology has some
 Prefers incognito and anonymous social
negative affects, it also has positive ones.
networks (Whisper, Snapchat, and Secret as
Being able to interact with several people
opposed to Facebook)
through the internet has made them well
 8-second attention spans
adjusted to group work.
 PSA - Phone Separation Anxiety
 They are able to multitask much easier than
 Politically liberal, social equality biggest
generations before. Ex: they can listen to
concern
music, do work, and watch T.V all at the same
time.
 They are also more aware of politics and what's promotions, most in leadership positions admit
going on in the world because they have social that they hire based on skills and experience
networks, emails and other sources of rather than level of education or academic
information streaming them new updates. success.

TECHNOLOGY ADOPTION AND ITS IMPACT ON Adaptability


MILLENNIALS
 The obvious benefit of growing up with ever-
What does it mean to be tech-savvy? changing technology is the expectation that it
will continue to evolve. Millennials not only
 If you’re tech-savvy, you know how to make expect change, but they also make change
tech work for you and not the other way happen.
around. This could include incorporating online  They are a driving force behind technological
task organizers, news feed readers, calendar advances because they are in charge of those
and email management tools, and productivity changes, and they’re the consumers
software. demanding the advances. Their strides have
resulted in devices, apps and technology that
How are tech-savvy millennials changing the
offer more flexibility, better communication
workplace?
and faster computing.
 While millennials can offer companies a well-  Millennials can quickly pick up new technology
rounded skill set, they prefer businesses that and master it. Members of this generation
can provide a flexible work schedule with expect frequent updates and changes to
opportunities to keep them engaged. software or services, and they are able to stay
on top of those advances.
Flexibility
What workplace technology attracts millennials?
 Millennials help bring work-life balance to the
workplace, with an interest in flexible hours Technology considerations in the workplace include the
and remote work. Millennials don’t work well following:
under micromanagement and prefer the
flexibility of working from home or choosing  Large interactive video walls and signage
freelance over full-time work.  Collaboration tools that reflect a global team
 Presentation software with real-time
Reverse mentoring information
 Video conferencing for flexibility and a strong
 Since millennials generally adopt and adapt to
work-life balance
technology changes quickly, they can “reverse
 Interactive whiteboards for bridging the gap
mentor” members of older generations, helping
between generations
to instruct them on various tech applications
and functionality.
 By using millennials as trainers, companies can What workplace technology attracts millennials?
retain engaged baby boomers and Gen X while
retaining millennials who feel a sense of Technology considerations in the workplace include the
purpose in helping older generations learn. following:

Emotional intelligence  Automated systems for seamless collaboration


 Self-service technology for reserving space and
 Millennials see more in companies than their time at the office
revenue reports or stock ups and downs. They  Mobile devices for a sense of familiarity
believe a company should also be graded on its  Quality audio options for a comfortable work
culture and environment as well as how it space
treats its employees.
 Millennials appreciate diversity in the
workplace through creative solutions, learning
Types of technology that attract millennials to
opportunities and equality. While tech plays a
the workplace
large part in their lives, millennials embrace
emotional intelligence and are loyal to  The U.S. Bureau of Labor Statistics projects the
companies with honest and transparent number of millennials in the workforce will
business practices. increase by 4.5 million between 2019 and
2029, the biggest gain for a single age group
Experience
over the next decade. That means businesses
 While millennials are among the most college- need to appeal to prospective employees with
educated generations, they are also plagued a strong interest in tech. One of the most
with student debt. While most millennials still common types of tech millennials look for is
use their degrees when applying for jobs or collaborative tools such as Basecamp and
Slack.
 Another technology that attracts millennials is 6. CULTURAL EXCHANGE AND INFLUENCE
e-learning opportunities. The idea of taking the  Globalization - IT has facilitated the exchange
time to attend in-person training can be a of cultural practices and ideas, leading to a
turnoff to prospective employees. Virtual more interconnected world.
learning apps and courses are preferred.  This has influenced everything from fashion
and music to food and language

Lesson 4 : CULTURAL IMPLICATIONS OF IT DIGITAL CULTURE AND ITS MANIFESTATIONS

IT’S INFLUENCE ON CULTURE AND LIFESTYLE WHAT IS DIGITAL CULTURE?

1. COMMUNICATION AND SOCIAL INTERACTION DIGITAL CULTURE can be defined as the values,
 Social Media - Platforms like Facebook, beliefs, behaviors, and Technology that shape the way
Instagram, and Twitter have transformed how people work and interact in a digital-first Environment.
we connect with others, share experiences, and It encompasses a range of elements, including
form communities. This has led to the rise of mindset, collaboration, Innovation, and technology
influencer culture, where individuals can shape adoption.
trends and opinions on a large scale.
 Instant Messaging - Apps like WhatsApp and 1. SOCIAL MEDIA AND ONLINE COMMUNITIES
WeChat allow for real-time communication,  Platforms - Social media platforms like
making it easier to stay in touch with friends Facebook, Instagram, Twitter, and TikTok have
and family across the globe become central to how we communicate, share
2. ACCESS TO INFORMATION information, And form communities.
 Internet - The internet has democratized  Influencer Culture - Individuals with great
access to information, enabling people to learn amount of followers can shape Trends,
about diverse cultures, histories, and opinions, and even consumer behavior.
perspectives. This has fostered greater global 2. DIGITAL ART AND MEDIA
awareness and understanding.  Digital Art – Artists use digital tools To create
 Online Education - E-learning platforms like and share their work, Leading to new forms of
Coursera and Khan Academy provide access to expression Like digital painting, 3D modeling,
education for people regardless of their And virtual reality art.
location, breaking down traditional barriers to  Streaming Services – Platforms like Netflix,
learning. Spotify, and YouTube have changed how we
3. WORK AND PRODUCTIVITY consume media, Offering on-demand access to
 Remote Work - IT has enabled the rise of a vast array of content.
remote work, allowing people to work from 3. E-COMMERCE AND DIGITAL TRANSACTIONS
anywhere. This has changed the traditional  Online Shopping- Websites like Amazon,
office culture and introduced more flexibility Alibaba, Lazada, Shopee have Revolutionized
into work-life balance. retail, making it easier to purchase goods and
 Collaboration Tools - Tools like Slack, services From anywhere.
Microsoft Teams, and Zoom facilitate  Cryptocurrency – is a digital currency
collaboration and communication among team designed to work as a medium of Exchange
members, regardless of their physical location. through a computer network that is not reliant
4. ENTERTAINMENT AND MEDIA on any central Authority, such as a government
 Streaming Services - Platforms like Netflix, or bank, to uphold or maintain it.
Spotify, and YouTube have revolutionized how  Digital Currencies like Bitcoin and Ethereum
we consume media, offering on-demand access are changing how we think about.
to a vast array of content. 4. REMOTE WORK AND DIGITAL COLLABORATION
 Gaming - Online gaming communities and  Tools – Applications like Zoom, Slack, and
esports have become significant cultural Microsoft Teams facilitate Remote work and
phenomena, bringing together people from collaboration, changing traditional office
different backgrounds to compete and dynamics.
collaborate  Gig Economy - is a free market system in
5. LIFESTYLE AND DAILY ACTIVITIES which temporary positions are Common and
 Smart Devices - Smartphones, smartwatches, organizations hire independent workers for
and other IoT devices have integrated short-term Commitments.
seamlessly into daily life, helping with  Platforms like Uber, Airbnb, and Grab enable
everything from fitness tracking to home people to
automation. offer services and work Flexibly.
 E-commerce - Online shopping platforms like
Amazon and Alibaba have changed consumer
behavior, making it easier to purchase goods
and services from anywhere. 5. DIGITAL LEARNING AND EDUCATION
 E-learning Platforms – Websites like
Coursera, Khan Academy, and Duolingo
provide access to education and skill
development from Anywhere in the world.
 Virtual Classrooms – Schools and universities
use digital tools to conduct Classes, especially
during times when physical attendance is not
Possible.
6. DIGITAL ENTERTAINMENT AND GAMING
 Online Gaming – Game creators pulled users
into the story.
 The text itself did not always have to make
sense: You could still understand the Story
because you were part of the game.
 Now there are digital games that allow us to
enter digital space and interact with digital
cultural to make our own cultural productions.
 Virtual Reality (VR) – VR technology offers
immersive experiences in gaming, education,
and even virtual tourism.
7. DIGITAL ACTIVISM AND SOCIAL MOVEMENTS
 Digital Activism – form of activism that uses
the Internet and digital media as key platforms
for mass mobilization and political action.
 From the early experiments of the 1980s to the
modern “smart mobs” and blogs, activists and
computer specialists have approached digital
networks as a channel for action.
 Campaigns – social media and digital
platforms are used to organize, promote, and
support social and political movements, such
as #BlackLivesMatter and #MeToo
8. DIGITAL HEALTH AND WELLNESS
Digital technology has revolutionized the
healthcare industry in many ways. Right from
offering digital health and wellness solutions, to
providing support to physical and mental health
and virtual data collection, wellness technology has
made it easy for everyone to avail the right
healthcare and wellbeing support, at anytime from
anywhere.
 Telemedicine – Digital tools enable remote
consultations and health monitoring, making
healthcare more accessible.
 Fitness Apps – Applications like Fitbit and
MyFitnessPal help people track their health and
fitness goals.

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