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Media Information Literacy Reviewer

Grade 12 MIL

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0% found this document useful (0 votes)
20 views24 pages

Media Information Literacy Reviewer

Grade 12 MIL

Uploaded by

Hakdog Hakdog
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Media Information Literacy Reviewer

Module 7 : Legal, Ethical, and Societal Issues in Media


and Information

Intellectual Property
– World Intellectual Property Organization (WIPO) creation of the mind
(inventions, literary and artistic works, designs and symbols, names, and
images used in commerce).

Republic Act 8293


– Act prescribing the intellectual property code and establishing the
intellectual property office, providing for its powers and functions, and for
other purposes.

Types of Intellectual Property


. Copyright
. Patent
. Trademark
. Industrial Design
. Geographical Indications and Appellations of Origin
5
Types of Intellectual Property
4
3
Copyright
2
– Rights that creators gave over their literary and artistic works.
1
◆ Coverage (books, music, sound recordings, paintings, sculptures,
films, computer programs, databases, advertisements, maps, and
pictorial or graphic works).

Plagiarism
– Using or closely imitating the language and thoughts of another author
without authorization; the representation of that author’s work as one’s
own, as by not crediting the original author.
– Using other people’s words and ideas without clearly acknowledging the
source of the information.

Fair Use
– Legal principle stating that one can use a copyrighted work without a
license for the following purposes: commentary, criticism, reporting,

research, and teaching.

Spectrum of Rights

Copyright
All Rights Reserved
● Re-use requires the permission from the copyright owner.

Creative Commons

Some Rights Reserved


● Re-use is permitted without permission under the specifications shared
in the license.

Public Domain
No Rights Reserved
● May be used without permission.

Plagiarism VS Copyright Infringement

PLAGIARISM COPYRIGHT
INFRINGEMENT
Act of taking someone else’s work or The use of copyright-protected
ideas and passing them off as one’s material without the permission of
own. the copyright holder.
Ethical Issue Legal Issue
Copying any work, including work Involves work that’s protected under
that has no copyright. copyright.
Involves written work in both printed Involves music, art, novels, movies,
and electronic form. website content, computer software,
etc.
Not a crime under law, but has Civil Crime
penalties

Patent
– Provides the patent owner with the rights to decide how or whether the
invention can be used by the others in exchange for this right. The patent
owner makes technical info about the invention publicly available in the

published patent document.


◆ Coverage (exclusive right granted for an invention)

Trademark
– Sign capable of distinguishing goods or services of one’s enterprise from
those of others.
◆ Coverage (products sold or services offered by a business entity)

Industrial Design
– Constitutes the ornamental or aesthetic aspect of an article/object.
◆ Design of an object (shape or surface, patterns, lines or colors)

Geographical Indications and Appellations of Origin


– Sign used on goods that have a specific geographical origin and possess
qualities, a reputation or characteristics that are essentially attributed to
that place of origin.
◆ Coverage (name of the place of origin of the goods/products)

Copyright Validity Period


Literary Works During the lifetime of the author plus
50 years after death
Art 25 years from the date of creation
Photographic Work 50 years from publication
Audio-Visual Work 50 years from publication
Sound Recording 50 years from year recording took
place
Broadcast Recording 20 years from date of broadcast
Trademark Valid for 10 years and may be
renewed for a period of 10 years
Invention Patent Valid for 20 years from filing date
application

Netiquette
– Observing proper etiquette as you engage in activities over the Internet.
– Know your manners when using technology.

DO’s
● Respect other people’s privacy.
● Verify facts before reposting.
● Check message and respond promptly.

DON’Ts
● Name-call or express offensive opinions.
● Post private or embarrassing images or comments.
● Exclude people or talk behind their backs.

Basic Rules of Netiquette or Internet Etiquette


. Remember that real people take priority
. If you wouldn’t say it to someone’s face, don’t say it online
. If you wouldn’t show it in public, don’t share it online
. Don’t exclude your audience
. Don’t friend then unfriend people
. Don’t overload system resources with enormous files
. Respect people’s privacy
. Don’t repost without checking the facts
. Check and respond to email promptly
. Update online information that people depend upon

Cyberbullying
– Offensive action (harass, threaten, embarrass) toward another which
takes place using electronic technology

Internet Addiction
– Online Addiction or Internet Addiction Disorder (IAD)
– Broad term that covers a range of behaviors and impulse-control
problems involving internet, personal computer, and mobile technology

Module 8 : Opportunities, Challenges, and ,Power of


Media

Opportunity
– Positive Effects
– Set of circumstances that makes it possible to do something

Challenge
– Risks, threats, or negative effects
– Something new or difficult which requires great effort and determination
Power
– Authority or influence
– Ability to make others do what we want, regardless of their own wishes or
interests

Opportunities, Challenges and Power of Media and


Information

Opportunitie Challenges Power


s
Job hiring Fake news Influence
Faster and free Unreliable sources Distribution of
communication information
Informing & keeping the
mass up to date

Opportunities, Challenges and Power of Media and


Information

Economy Sector

Opportunitie Challenges Power


s
Profit through Piracy unauthorized Business owners can
advertisement use of easily market their
another’s production, products.
invention, or
conception
especially in
infringement of
copyright.
Ratings determine Illegal downloads
the number of people
who watches, listens to,
or reads a particular
content.
Revenues income
especially in
infringement of
copyright.
Ratings determine Illegal downloads
the number of people
who watches, listens to,
or reads a particular
content.
Revenues income
generated form the sale
of goods or services, or
any other use of capital
or assets, associated
with the main
operations of an
organization before any
costs or expenses are
deducted.
Online selling
Job hiring

Education Sector

Opportunitie Challenges Power


s
Online education Promote laziness Allow anyone with
access to the Internet
to contribute to the
network of information.
Faster information- Constant access puts
seeking pressure on servers
Information overload
Tedious process of
sorting through content
Credibility and
authenticity issues
(fake news)
Plagiarism

Social Science
Opportunitie Challenges Power
s
Promote development/ Cancel culture Power to sway society’s
advocacies beliefs and perception
Provide social Living the double life Citizen empowerment
interaction among
communities
Identity theft
Internet addiction

Politics

Opportunitie Challenges Power


s
Easy campaigning Censorship any Digital
attempt to limit, diplomacy
suppress, or prevent Government's use
the free exchange of of social media and
information, ideas, or information
artistic expression. technology to
communicate to the
public.
Informing & keeping the
mass up to date

Module 9 : Current and Future Trends of Media and


Information

Haptics Technology
– a feedback technology (using computer applications) that takes
advantage of the user’s sense of touch by applying force, vibrations and/
or motions to the user
– used in game controllers, joysticks and steering wheels and is becoming
more common in smartphones.
– gaining widespread acceptance as a key part of virtual reality systems

(i.e. computer simulated environments) - adding the sense of touch to
previously visual-only solutions.
– also used in virtual arts (sound synthesis, graphic design and animation)
– many possibilities to be applied to gaming, movies, manufacturing,
medical, and other industries.

Contextual Awareness
– Future devices will learn about users’ identities and lifestyles by
combining hard and soft sensors.
– Context-aware technology enhances user experience by providing
personalized recommendations and automating tasks.

Voice and Tone Recognition


– Not only be used to confirm a person’s identity, but tone recognition can
be used to detect a person’s health or emotional state.
– will open new opportunities in security and healthcare – with mobile
applications.

Intelligent Routing
– Smartphones with GPS and photo capabilities enable precise issue
reporting, triggering intelligent routing for prompt action.

Eye Tracking Technology


– measures eye positions and movements which are analyzed through
computer applications.
– Future laptops, smartphones and tablets could contain thousands of tiny
imaging sensors built into the display screen.

Could have many applications, including:

● Law enforcement – lie detection


● Law enforcement – lie detection
● Retail – recording, monitoring and analyzing consumer behavior to ‘tailor’
marketing to individuals
● Safety - alerting and awakening a drowsy or distracted driver would save
many lives
● Health care – assisting people with disabilities or paralysis to
communicate (laptop) and improve mobility (electric wheelchair).
● Human-computer interaction – using screen icons and a blink here or a
gaze there. Say goodbye to the mouse and keyboard.
Internet Glasses
– display images directly onto our retinas while not blocking our sight is
being developed.
– can be used in eyeglasses and have uses ranging from e-Gaming to
military defense. In the next 10-20 years (replace smartphones).
– Seeing building schematics and locations of others (especially useful for
security or fire fighters)
– Giving a speech while information is streamed to your eyeglasses in real
time.
– Receiving turn by turn directions as you walk toward your destination.
– Viewing virtual recipes while cooking without losing your rhythm.
– Walking down the street, seeing one of your friends show up "on screen"
2 blocks and 1 cafe away.

Massive Open Online Courses


– EDUCAUSE – a nonprofit association and community of IT Leaders and
professionals, described Massive Open Online Course (MOOC) as “a
model for delivering learning content online to any person who wants to
take a course, with no limit on attendance”.
– Justin Reich, MOOCs are open in two respects (Vollmer, 2012):
– Open enrollment to students outside a hosting university (as in “open
registration”).
– The materials of the course were licensed using Creative Commons
Licenses so their materials could be remixed and reused by others (as
“open License”)

Wearable Technology
– Are “electronic technologies or computers that are incorporated into
items of clothing and accessories which can comfortably be worn on the
body.”
– may either be worn or incorporated to the body “to create constant,
convenient, seamless, portable, and mostly hands-free access to
electronic computers”.

Characteristics according to Wearable Devices magazine, are:

● Performing computer - related task such as laptops and mobile phones.


● Provide sensory and scanning features (biofeedback and tracking of
physiological functions) that are typically not seen in mobile and laptop
devices.
● Have some form of communication capability and will allow the wearer
access to information real-time.
● Data input capabilities
● Local Storage capabilities

Examples:

● Watches
● Glasses
● Contact Lenses
● E-textiles and smart fabrics
● Headbands
● Beanies and Caps
● Jewelry
● Hearing-aid-like devices (designed to look like earrings)

3D Technology
– Utilizes three-dimensional visual appearances to create real-life or
different virtual experiences.
– may have seen computer graphics as wells as animations and
animatronics in video games, movies, and TV shows, 3D graphics or
environments have added texture to our media experience because of the
images that we see in three-dimensional rendering.

Three Basic phases according to www.imagearts.ryerson.ca


. 3D Modeling – the process of forming a computer model of an object’s
shape.
. Layout and animation – the motion and placement of objects within a
scene.
. 3D Rendering – the computer calculations that, generate the image
based on light placement, surface types, and other qualities.

Ubiquitous Learning
– kind of e-learning experience that is more context-based and more
adaptive to learners' needs
– a learning environment that can be accessed in various context and
situations, most prominently through mobile learning.

Benefits and Challenges of the Current Trends


● Technological advances will shape daily life, including virtual worlds, AI,

and interactive 360 holographic images.


● ICT will continue to advance, empower and transform every aspect of our
life.

Module 10 : Media and Information Literate Individual

Individuals who are media information literate are


capable of doing and helping :
. Attract greater opportunities and enhance the way of living
. Promote awareness n the various dealings and activities that impact the
community and society as a whole
. Liberate minds and develop characters
. Increase political and social participation
. Empower economic stability
. Enhance business and career opportunities
. Encourages personal and professional growth
. Develop communication skills
. Improve learning environment
. Maximize more cohesive social units

Benefits of Being a Media and Information Literate


Individual
● Improved quality of life
● Greater political participation
● Better economic opportunities
● Improved learning environment
● More cohesive social units

Module 11 : People Media

People Media
– Persons involved in the use, analysis, evaluation and production of media
and information.
– B. Liquigan, messages shape the way you think and behave so you should
be aware of the extent of the influence of these messages and the covert/
subtle ways that they influence you.
– B. Liquigan, media technologies are merely inanimate objects that will
only function when controlled by human beings.
– Humans are the sources of information that are only relayed through

these technologies.

People as Media V.S. People in Media

People as Media
– Individuals who serve as channels of information.
– They make use of writing essays, literature and news to create artifacts.
– People are now empowered to not just produce artifacts but also
evaluate, analyze, edit, and give feedback to media artifacts.

Opinion Leaders
– Effective opinion leader when you can influence your followers to produce
educated opinions and make informed opinions and make informed
choices.

Citizen Journalism
– People without professional journalism training, can use the tools of
modern technology and Internet to create, augment or fact-check media
on their own or in collaboration with others.
– AKA public, participatory, democratic, guerrilla, or street journalism.
– Occurs when members of the public become active participants in the
collection, reportage, analysis and dissemination of news and information
to other citizens.

Social Journalism
– Using social media to make their content available to more people.
– The current state of journalism looks quite differently than it did just
years ago, and the creation of social media sites has evolved the field of
journalism even further, giving the average person the power to make and
report the news like never before.
– Get our news instantly now, and most of the news comes via social media
sites like X and FB.

Crowdsourcing
– Practice of obtaining needed services, ideas, or content by soliciting
contributions from a large group of people and especially from the online
community.
– Also called collective community.
– Group of people or crowd is solicited for information by certain entities or
institutions. (Trip Advisor, Waze, Wikis)
People in Media
– Media practitioners. Provide information coming from their expert
knowledge or fist-hand experience of events.
– People who are behind the lens and pen.
– Use text, audio, visual, and multimedia, to spread information and
messages for the public.
– Involve in the media forms that are primarily engaged in print, broadcast,
film, new media, and gaming.

Types of Journalist by Medium


. Print Journalists
. Photojournalists
. Broadcast Journalists
. Multimedia Journalists

Module 12 : Text Information and Media

Text
– Simple and flexible format of presenting information or conveying ideas
whether hand-written, printed or displayed on-screen.

Characteristics of Texts
A. Very powerful as well in disseminating information, providing
direction and giving suggestions.
B. Available in different sources whether it’s Formal (news articles,
published books, newspapers, magazines, advertisements,
research works, etc.) or Informal (blogs, personal e-mails, sms or
text messages, online messengers, social media platforms, etc.)

● Formal Text-based Materials


– Created and distributed by established institutions (publishing
companies, news agencies, etc.) and go through a rigorous process
of editing or evaluation and are usually governed by censorship of
the state.

● Informal Text-based Materials


– Personal opinions or views on different issues, processes, etc.
C. Can be as short such as a single sentence or phrase, or can be as
lengthy as news articles or investigative reporting. Always carefully
written with the intent of sending a very specific message to the
target audience.
D. Can either be a consumer or a producer of content.

Types of Text

Plaintext or unformatted Text


– Fixed sized characters having essentially the same type of appearance.

Formatted Text
– Appearance can be changed using font parameters (bold, underline,
italic, font size, font color, etc.)

Hypertext
– Serves to link different electronic documents and enable users to jump
from one to the other in a nonlinear way.
Text as Visual
A. Typeface
– AKA font, font type, or type.
– Refers to the representation or style of a text in the digital format.
– Usually comprised of alphabets, numbers, punctuation marks, symbols
and other special characters. Usually come in file formats such as true
type font (.TTF), open type font (.OTF), etc.

B. Text is the easiest way of communicating to your audience. The


use of various font types can express different emotions or
meaning.

Types of Typefaces

Serif
– Connotes formality and readability in large amount of texts. Usually used
for the body text of books, newspapers, magazines and research
publication.
– Give a classic or elegant look when used for title or heading.
– Examples : Times New Roman, Garamond, Baskerville

Sans Serif
– Clean or minimalist look to the text.
– Used for clear and direct meaning of text such as road signage, building
directory or nutrition facts in food packages.
– Gives a modern look and is used primarily in webpage design.
– Examples : Arial, Tahoma, Verdana, Calibri

Slab Serif
– Solid or heavy look to text.
– Can be used for large advertising sign or billboards.
– Examples : Rockwell, Playbill, Blackoak
Script
– Brush-like strokes
– Used sparingly. Usually used in wedding invitation cards or other formal
events.
– Examples : Edwardian, Vladimir, Kunstler

Decorative
– Display or decorative caters to a wide variety of emotions (celebration,
fear, horror, etc.) or themes (cowboys, circus, holidays, summer, kiddie,
etc.)
– Examples : Chiller , Jokerman, Curlz Mt

Serif or Sans Serif

Serif Sans Serif


More authoritative, reliable, Seen as universal, clean, modern,
impressive, respectable, and objective, and stable.
traditional.

Design Principles and Elements

Emphasis Importance or value given to a part


of the text-based content.
Appropriateness How fitting or suitable the text is
used for a specific audience,
purpose or event.
Proximity How near of how far are the text
elements from each other.
Alignment How the text is positioned in the
page.
Organization Conscious effort to organize the
different text elements in a page.
Creating a framework or a
compartment for the elements.
Repetition Consistency of elements and the
unity of the entire design.
Contrast Creates visual interest to the text
elements. Achieved when two
elements are different form each
other.
compartment for the elements.
Repetition Consistency of elements and the
unity of the entire design.
Contrast Creates visual interest to the text
elements. Achieved when two
elements are different form each
other.

Module 13 : Visual Information and Media

The Power of Visual Content by Demandgen Report


(2014)
● 40% of people will respond better to visual information than the plain
text.
● Publishers who use infographics grow in traffic an average of 12% more
than those who don’t.
● 80% of what is seen is retained.
● Conversions increase by 86% when videos are used in a landing page.
● 20% of words on a web page is read by the average user.
● Landing pages with videos are 40 times more shareable.

Visual Information and Media

Visual Media
– Images or frames of images that we can construct and reconstruct to
give different meaning to it.
– Can observe it with photographs, videos, infographics comics, memes,
and other objects that project an image.

Types of Visual Media


● Video
● Screenshots, Memes
● Infographics, Visual Note-Taking
● Data Visualization (charts, and graphs)
● Comic Strips, Cartoons
● Photography

Formally and Informally Produced Visual Media


– Visual media produced by formal organizations (schools, government,
and established media/publishing outfits) are considered formally
produced.
– Other visual media are considered informally produced.
Purpose of Visual Information
● Gain attention
● Create meaning
● Facilitate retention

Visual Design Elements


– Building blocks or basic units in the construction of a visual image.

Line Shape or outline. Can create texture


and can be thick or thin. May be
actual, implied, vertical, horizontal,
diagonal, or contour lines.
Shape Usually a geometric area that stands
out from the space next to or around
it, or because of differences in
value, color, or texture, shape may
also be organic or abstract.
Value Degree or light and dark in a design.
Texture Surfaces feel or is perceived to feel.
Color Determined by its hue (name of
color), intensity (purity of the hue),
and value (lightness or darkness of
hue)
Form Figure having volume and thickness.

Visual Design Principles

Consistency of Margins, Typeface, Typestyle, and Colors


– necessary, especially in slide presentations or documents that are more
than one page.

Center of Interest
– Area that first attracts attention in a composition.

Balance
– Feeling of visual equality in shape, form, value, color, etc.

Harmony
– Brings together a composition with similar units.

Rhythm
– Movement in which some elements recur regularly.

Constrast
– Change in value discord in a composition.
– Shows the difference between shapes and can be used as background to
bring objects out and forward in a design.
– Also be used to create an are of emphasis.

Directional Movement
– Visual flow through the composition.
– Can be suggestion of motion in a design as you move from object by way
of placement and position.
– Can be created with value pattern.

Perspective
– Created through the arrangement of objects in two-dimensional space to
look like they appear in real life.

Infographics
– Information graphics or infographics.
– Graphical representation of information, data or knowledge intended to
present information quickly and clearly.

Module 14 : Audio Information and Media

Audio
– Powerful tool to set the mood and convey emotions that visuals can’t.
– If not used well, can be distracting.
– Important to ensure that the key message and intention are consistent.

Audio Media
– Media communication that uses audio or recordings to deliver and
transfer information.

Types and Categories of Audio Information


Audio Broadcast Live or recorded, sent through radio
waves.
Music Vocal or instrumental sounds to
produce beauty of form, harmony,
and expression of emotion.
Composed and performed for many
purposes (aesthetic pleasure,
religious or ceremonial purposes, or
as an entertainment product).
Sound Recording Recording of an interview, meeting,
or any sound from the environment.
Sound Clips/Effects Artificially reproduced to create an
effect in a dramatic presentation.
Audio podcast Digital audio or recording, usually
part of themed series, can be
downloaded in website to a media
player or computer.

Purposes of Using Audio Media


● Give instruction or information
● Provide feedback
● To personalize or customize

Different Ways of Storing Audio Media

Tape
– Magnetic tape on which sound can be recorded.

CD
– Plastic-fabricated, circular medium for recording, storing, and playing
back audio, video, and computer data.

USB Drive
– External flash drive, small enough to carry on key ring, that can be used
with any computer that has a USB port.

Memory Card
– AKA flash memory card or storage card.
– Small storage medium used to store data such as text, pictures, audio,
and video, for use on small, portable, or remote computing devices.
Computer Hard Drive
– Secondary storage devices for storing audio files.

Internet / Cloud
– Websites or file repositories for retrieving audio files, and more precisely
the files are stored in some datacenter full of servers that is connected to
the internet.

Different Audio File Formats

MP3 (MPEG Audio Layer 3) Common format for consumer audio,


as well as a standard of digital audio
compression for the transfer and
playback of music on most digital
audio players.
M4A / AAC (MPEG-4 Audio / Audio coding standard for lossy
Advanced Audio Coding) digital audio compression, designed
to be the successor of the MP3
format, AAC generally achieves
better sound quality than MP3 at
similar bit rates.
WAV Microsoft audio file format standard
for storing an audio bitstream on
PCs. Has become a standard file
format for game sounds, among
others.
WMA (Windows Media Audio data compression technology
Standard) developed by Microsoft and used
with windows media players.

Hearing VS Listening

Hearing Act of perceiving sound by the ear. If


not hearing-impaired, hearing simply
happens.
Listening Consciously choose to do. Requires
concentration so that the brain will
process the meaning from words
and sentences. Listening leads to
learning.
Hearing Act of perceiving sound by the ear. If
not hearing-impaired, hearing simply
happens.
Listening Consciously choose to do. Requires
concentration so that the brain will
process the meaning from words
and sentences. Listening leads to
learning.

Characteristics of Sounds

Volume Perception of loudness from the


intensity of a sound wave.
Tone Represents the quality of sound.
Pitch How high or how low a sound
sounds (screaming; high pitch,
whispering, low pitch).
Loudness Intensity of a sound (AKA amplitude)

Elements of Sound Design


– Objects or things that we must work with.

Dialogue Speech, conversation, voice-over.


Sound Effects Any sound other than music or
dialogue.
Music Vocal or instrumental sounds (or
both) combined in such a way as to
produce beauty of form, harmony,
and expression of emotion.
Silence Absence of audio or sound.

Principles of Sound Design


– Techniques for combining the different elements or objects.

Mixing Combination, balance and control of


multiple sound effects.
Pace Time control, editing, order of
events: linear, non-linear, or multi-
linear.
Stereo Imaging Using left and right channel for
depth.
Transitions How you get from one segment or
element to another.
linear.
Stereo Imaging Using left and right channel for
depth.
Transitions How you get from one segment or
element to another.

Types of Transitions

Segue One element stops, the next begins


(cut in film).
Cross-Fade One element fades out, the next
fades in, and they overlap on the
way.
V-Fade First element fades to inaudible
before the second element begins.
Fade to black V-Fade with some silence between
elements.
Waterfall As first element fades out, the
second element begins at full
volume. Better for voice transitions,
than for effects.

Create a Podcast
General Procedure for creating a podcast:

. Planning - choosing a topic and answering the guide questions.


. Pre-recording - choosing your equipment and software for recording.
. Creating your podcast - audio recording and converting to MP3.
. Uploading your podcast - choosing where to upload through RSS feed.

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