LM SHS Media and Information Literacy - Lesson 6

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MEDIA AND INFORMATION

LITERACY
LESSON 6
DURATION: 1 WEEK

Grade 12 Senior High School


Name: ____________________________________________________ Section: ________________________________
Teacher: __________________________________________________ Mobile No: ____________________________
Email: ____________________________________________________ Sem/S.Y.: ______________________________
Table of Contents
MOST ESSENTIAL LEARNING COMPETENCIES ……………………………………………………..3

LEARNING RESOURCE COURSE TITLES ……………………………………………………..3

I. TOPC/S
A. KEY TERMS ……………………………………………………..4
B. INTELLECTUAL PROPERTY RIGHTS ……………………………………………………..4
C. NETIQUETTE ……………………………………………………..5

II. PRACTICE ……………………………………………………..6

III. ENRICHMENT ……………………………………………………..6

IV. REFLECTION …………………………………………………….10

REFERENCES …………………………………………………….12

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Most Essential Learning Competencies
Grading LR
Most Essential Learning Competencies
Period developer
 Media and Information
Literacy: Senior High School
Teaching Guide by DepED

Cite practical situation when to apply


 INTELLECTUAL PROPERTY
Q1/W7-8 knowledge in intellectual property,
CODE OF THE PHILIPPINES
copy right, and fair use guidelines
by CRALAW

 Republic Act No. 10175 by


GOVPH

Learning Resource Course Titles


Lesson Exemplar/ Learning
Grading
Most Essential Learning Competencies resources available/ Topic
Period
covered
Legal, Ethical, and Societal Issues in
Media and Information
a. Copy Right/Fair Use/ Plagiarism
Cite practical situation when to apply
b. Netiquette
Q1/W7-8 knowledge in intellectual property,
c. Digital Divide, Addiction, and
copy right, and fair use guidelines
Bullying
d. Virtual Self
e. Others

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LEGAL, ETHICAL, AND SOCIETAL ISSUES IN MEDIA AND INFORMATION

LESSON OBJECTIVES:
In this lesson, the students will be able to:
1. Understand netiquette and its implications.
2. Realize forms of bullying indirectly or directly done.
3. Design an original logo for a company.

I. TOPICS:
A. KEY TERMS
1. Copyright - a legal device that gives the creator of a literary, artistic, musical, or other
creative work the sole right to publish and sell that work.
2. Plagiarism - an act or instance of 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.
3. Cyber Bullying - bullying that takes place online, or using electronic technology such as cell
phones, computers, and tablets over communication tools including social media sites, text
messages, chat, and websites. Examples of cyber bullying: text messages or emails
composed to insult or demean; rumors or false statements spread by email or posted on
social networking sites; and humiliating photos, videos, websites, or fake profiles
deliberately shared across social media.
4. Computer addiction - the excessive use of computers to the extent that it interferes with
daily life. This excessive use may for example interfere with work or sleep, result in
problems with social interaction, or affect mood, relationships, and thought processes.
5. Digital divide - an economic inequality between groups in terms of access to, use of, or
knowledge of ICT. The divide within countries (such as the digital divide in the United
States) can refer to inequalities between individuals, households, businesses, and
geographic areas at different socioeconomic (and other demographic) levels. The Global
digital divide designates countries as the units of analysis, and exam

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B. INTELLECTUAL PROPERTY RIGHTS
- refers to creations of the mind, such as inventions; literary and artistic works; designs; and
symbols, names and images used in commerce
1. copyright covers:
a. Sound Recording
b. broadcast recording
c. trademark
d. invention patent
2. Fair Use- use of a copyrighted work for criticism, comment, news, reporting, teaching
including multiple copies for classroom use, scholarship, research, and similar purposes is
not an infringement of copyright

C. NETIQUETTE- set of rules for behaving properly online


1. THE CORE RULES OF NETIQUETTE
a. RULE 1: REMEMBER THE HUMAN
b. RULE 2: ADHERE TO THE SAME STANDARDS OF BEHAVIOR ONLINE THAT YOU
FOLLOW IN REAL LIFE
c. RULE 3: KNOW WHERE YOU ARE IN CYBERSPACE
d. RULE 4: RESPECT OTHER PEOPLE'S TIME AND BANDWIDTH
e. RULE 5: MAKE YOURSELF LOOK GOOD ONLINE
f. RULE 6: SHARE EXPERT KNOWLEDGE
g. RULE 7: HELP KEEP FLAME WARS UNDER CONTROL
h. RULE 8: RESPECT OTHER PEOPLE'S PRIVACY
i. RULE 9: DON'T ABUSE YOUR POWER
j. RULE 10: BE FORGIVING OF OTHER PEOPLE’S MISTAKES

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