Information - Is The Soul of Media Media and Information
Information - Is The Soul of Media Media and Information
Information - Is The Soul of Media Media and Information
Media power has become so potent nowadays that it can easily influence people positively and/or negatively. We
also live in a society that depends on the media as a source of entertainment and information. Media like
television enhances our knowledge by providing access to information all over the world.
Media - refers to tools of mass communication consist of television, radio, newspapers, magazines and internet
such as: Facebook, Twitter, YouTube, Instagram, Google and other Social Networking sites. Broadcasting,
Advertising, Visual Representations, Pictures or Images, Graphics, Videos, or even Movies are form of social media
where people can use and see.
The Opportunities
EDUCATIONAL
Uses video- a compelling tool for educational representation
Students’ project
Teachers’ study pedagogy
Researchers’ capture and examine how learning happened as they unfold
The Challenges
PHISHING - A cyber-attack that uses disguised email as a weapon. The goal is to trick the email
recipient into believing that the message is something they want or need — a request from their
bank, for instance, or a note from someone in their company — and to click a link or download an
attachment.
FAKE NEWS - social media has made it very easy to spread information quickly. Because Facebook and
Twitter timelines move so quickly, viewers don’t often verify what they’ve seen. A great deal of content is
also spread through images and memes, which may or may not be based on valid information.
Human Trafficking - The trade of humans for the purpose of forced labor, sexual slavery, or commercial
sexual exploitation for the trafficker or others. This may encompass providing a spouse in the context of
forced marriage, or the extraction of organs or tissues, including for surrogacy and ova removal.
Cyber Bullying - is the use of technology to repeatedly and intentionally harass, hurt, embarrass,
humiliate, or intimidate another person.
Week 2 - The Current and Future Trends of Media and Information
Wearable Technology - Also known as wearables or fashion technology, wearable technology is a general term
which encompasses a field of smart devices that are worn on the body. This technology is also considered as a
trend in media and information as with it, people and access information through media in a much faster manner.
According to Wearable Devices magazine (Liquigan, 2016), the characteristics of wearable include the following:
• 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
1. Smartwatch - are wrist-worn devices that connect to your mobile phone. As they are synced to your
smart phone, it allows you to see notifications on your wrist at a glance. This technology eases the burden
of having to constantly open and check your smartphone text messages, e-mails, or other notifications.
2. Fitness tracker and sports watches - for formal training or just trying to be active and fit, fitness trackers
and sports watches help you get a better understanding of your fitness activities. According to GCF Global,
they can track the number of steps you take, your average heart rate, how long you sleep, and more.
3. Smart glasses – 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.
4. Hearables - work just like the traditional earphones and headphones but are already wireless and are
worn in the ear.
5. VR Headsets - VR or Virtual Reality 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
different scenario.
3D Environment
3D or three-dimensional in its literal sense refers to anything that has a width, height, and depth (Gonzales, 2016).
The physical world, the realm we live in including us humans, are examples of 3D environments. This technological
concept of a 3D environment is explored to imitate and simulate the physical world through media
Ubiquitous Learning - Ubiquitous Learning or u-learning is a 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.
U-learning is a kind of wireless modality where learning takes place at anytime, anywhere, and with anyone. It
benefits from the use of technologies to implement the learning activities and achieve learning objectives.
Paperless Society - a society where communication and transactions are done electronically or digitally and all
forms of printed communication have become obsolete. It is characterized by the shift from letters to e-mails,
newspapers to news web pages, books to e-books, and so on.
Week 3 - Implications of Media and Information to You and the Society
A. Pre-Spanish Era – knowledge was passed on through folk media and indigenous forms of media. Careers:
Town crier, messenger, community scribe.
B. Spanish Era – while education was limited to the elite, publication of books (i.e., Noli Me Tangere and El
Filibusterismo) and newspapers (La Solidaridad) advanced the Propaganda movement which led to the
people’s revolution against Spanish rule. Filipinos at that time did not have a common language. Only the
elite spoke and understood Spanish. Thus, communication was limited. Pen names were used to avoid
political oppression. Careers: book writers, newspaper writer, editor, publisher, copyreader, artist.
C. American and Japanese Era - During this era, major newspaper (i.e. Manila Times and Manila Bulletin),
radio broadcasting and movies became available. Media was used for propaganda by government and
other groups. Careers: book writers, newspaper writer, editor, publisher, copyreader, artist, cartoonist,
reporter, producer, broadcaster.
D. Post-war Era – the golden age of Philippine Journalism. Advertising, Communication Education, and press
freedom flourished in this era. Careers: book writers, newspaper writer, editor, publisher, copyreader,
artist, cartoonist, reporter, producer, media technicians, advertisers.
E. Martial Law Era - Highlights of this era include the government takeover of media and the press and the
image engineering of the Marcoses in the name of nationalism.
F. Post-EDSA Era - People Power brought greater freedom for Philippine media. During this era, the new
Constitution recognized the vital role of communication and information in nation building. Press freedom
influenced the growth in media careers.
G. Modern Era – Careers: web designer, online instructors, digital producers, bloggers, animators,
programmer, archivist, metadata analyst, data miner, user experience designer, call center agents, virtual
assistants.
People as Media – they are the MEDIA itself. The person serves as the medium for another person to learn or
acquire new knowledge.
PEOPLE AS MEDIA - People media is an assembly of people with a common interest where they become the main
means of mass communication. In other words, people are media themselves since they have the ability for mass
communication.
• Opinion Leaders
o Highly exposed to and actively using media
o Source of viable interpretation of messages for lower-end media users
o Opinions are accepted by a group
• Citizen Journalism
o 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.
• Social Journalism
o Journalists are using social media to make their content available to more people.
• Crowdsourcing
o The practice of obtaining needed services, ideas, or content by soliciting contributions from a
large group of people and especially from the online community.
SOCIAL MEDIA
Social media is a catch-all term for a variety of internet applications that allow users to create content and interact
with each other. This interaction can take many forms, but some common types include:
• Sharing links to interesting content produced by third parties
• Public updates to a profile, including information on current activities and even location data
• Sharing photos, videos and posts
• Commenting on the photos, posts, updates, videos and links shared by others
Text –a simple and flexible format of presenting information or conveying ideas whether hand written, printed or
displayed on screen.
• Formal text-based materials are created and distributed by established institutions (such as
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, on the other hand, come from personal opinions or views on different
issues, processes, etc
As a consumer, these are the questions that you need to ask with regards to the content of text media and
information:
Who or what institution is sending this message?
What techniques are used to attract and hold attention?
What is the language used by the writer?
What views are represented? Are they balanced?
How might the message be interpreted in different ways?
What is omitted, slurred or added in the message
Typeface - (also called font, font type, or type) refers to the representation or style of a text in the digital format. A
typeface is usually comprised of alphabets, numbers, punctuation marks, symbols and other special characters.
When fonts are installed in the computer, they usually come in file formats such as True Type Font (.ttf), Open
Type Font (.otf), etc.
Types of Typeface
• Serif - connotes formality and readability in large number of texts. This font is usually used for the body
text of books, newspapers, magazines and research publication. Also, serif fonts give a classic or elegant
look when used for title or heading.
Examples: Times New Roman, Garamond, Baskerville
• Sans serif - brings a clean or minimalist look to the text. This font is used for clear and direct meaning of
text such as road signage, building directory or nutrition facts in food packages. Also, sans serif fonts give
a modern look and is used primarily in webpage design.
Examples: Arial, Helvetica, Tahoma, Verdana, Calibri
• Slab serif- carries a solid or heavy look to text. This font can be used for large advertising sign on
billboards.
Examples: Rockwell, Playbill, Blackoak
• Script- draws much attention to itself because of its brush-like strokes. This must be used sparingly and
not to be used in large body text. This font is 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 (such as celebration, fear, horror,
etc.) or themes (such as cowboys, circus, holidays, summer, kiddie, etc.)
Examples: Chiller, Jokerman, Curlz MT
Design principles and elements
1. Emphasis - refers to the importance or value given to a part of the text-based content. When trying to
make a point or highlighting a message, you can make the text bold, italicized, have a heavier weight,
darkened or lightened (depending on your background color) or enlarged.
2. Appropriateness - refers to how fitting or suitable the text is used for a specific audience, purpose or
event. In the creation of text-based content, make sure that the selection criteria (tone, style, purpose,
clarity) is followed. As for the choice of typefaces to be used, refer to the discussion of the characteristics
of the fonts. When it comes to large body text, the font should be clear enough to read.
3. Proximity - refers to how near or how far are the text elements from each other. When two things are
closely related, we bring them close together. Otherwise, we put text elements far from each other. For
example, the main title and subtitle are usually placed close to each other.
4. Alignment - refers to how the text is positioned in the page. This can be left, right, center or justified.
5. Organization - refers to a conscious effort to organize the different text elements in a page. Organization
ensures that while some text elements are separated from each other (based on the principle of
proximity), they are still somehow connected with the rest of the elements in the page. When there are
many elements needed to fit in a page, start by creating a framework or a compartment for the elements.
Divide the space by creating lines across the page, making it look like a cabinet with various space sizes.
Once you are done compartmentalizing, you can place the different text elements on the boxes.
6. Repetition- concerns consistency of elements and the unity of the entire design. Repetition encourages
the use of repeating some typefaces within the page.When several typefaces are used on a page, it might
distract the audience and fail to communicate what you want them to get from the content. To strike a
balance, do not also use just a single typeface for a visual design product.
7. Contrast- creates visual interest to text elements. Contrast is achieved when two elements are different
from each other. When you place a white text on a very light-yellow background, contrast is not achieved
and the text will be difficult to read, but when you put a white text on a dark brown background, contrast
is created. Contrast can be achieved in various ways, by joining the following elements: large font with a
small font, serif and sans serif, thin elements with thin elements, cool color and warm color.
Week 5 - Visual Information and Media
Visual media - are sources of information in the form of visual representations. These can be abstractions,
analogues, rough illustrations, or digital reproductions of the objects. Visual message design is a symbol with
meaning.
Information Graphics or Infographics - are graphic visual representations of Information, data or knowledge
intended to present information quickly and clearly.
Visual media and information – materials, programs, applications and the like that teachers and students use to
formulate new information to aid learning through the use, analysis, evaluation and production of visual images.
Types of visual media – photography, video, screenshots, infographics, data visualization (charts and graphs),
comic strips/cartoons, memes, visual note-taking, etc.
Formally and informally produced visual media – visual media produced by formal organizations such as schools,
government, and established media/publishing outfits are considered formally produced. Other visual media are
considered informally produced.
Purpose of visual information – the primary purpose of visual information is to gain attention, create meaning,
and facilitate retention. (Show at least one example for each purpose and ask learners their reactions or responses
to each one).
Visual design elements - the building blocks or basic units in the construction of a visual image. (Show visual media
and information that incorporates most of the design elements. Point out why these elements are important).
Design Principles and Elements - are the building blocks used to create a work of art. The elements of design can
be thought of as the things that make up a painting, drawing, design etc. Good or bad - all paintings will contain
most of if not all, the seven elements of design. The Principles of design can be thought of as what we do to the
elements of design. How we apply the Principles of design determines how successful we are in creating a work of
art.
Audio media means prerecorded magnetic tapes used for noncommercial playback of sound on audio equipment.
“Audio equipment” means equipment used to play audio media and equipment used for recording sound for
subsequent noncommercial playback.
a. MP3 (MPEG Audio Layer 3) - a 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.
b. M4A/AAC (MPEG-4 Audio/Advanced Audio Coding) - an audio coding standard for lossy digital audio
compression. Designed to be the successor of the MP3 format, AAC generally achieves better sound
quality than MP3 at similar bit rates.
c. WAV - is a Microsoft audio file format standard for storing an audio bitstream on PCs. It has become a
standard file format for game sounds, among others.
d. WMA (Windows Media Audio) - is an audio data compression technology developed by Microsoft and
used with Windows Media Player.
Purposes of a sound:
1. Give instructions or information
2. Provide feedback
3. To personalize or customize
Types of Transitions
1. Segue - one element stops, the next begins ("cut" in film).
2. Cross-fade - one element fades out, the next fades in, and they overlap on the way.
3. V-Fade - First element fades to inaudible before the second element begins.
4. Fade to Black - V-Fade with some silence between elements.
5. Effects – are animation options within a presentation.
6. Stereo Imaging - Using left and right channel for depth.
Week 7 - Motion Information and Media
Motion Media and Information Motion Media is visual media that gives the appearance of a movement can be a
collection of graphics, footage, videos. It is combined with audio, text and/or interactive content to create
multimedia.
According to Purpose:
• Education
• Entertainment
• Advertising
According to Source:
• Personal
• Social Media
• Media Companies
According to Audience:
• Private / Public
• General / Directed Credibility of Motion Media
Determining the Credibility of Motion Media:
• Validity of Information
• Source
• Relationship of the Author to the event
There are two types of Manipulatives media the traditional and digital.
• Traditional Manipulative Media - is actually being used in certain schools, wherein they use different
materials that the students can use to have a hands-on experience regarding the lesson.
• Digital Manipulatives - are computationally enhanced versions of physical objects, created in an effort to
expand the range of concepts that children can explore through direct manipulation.
Interactive Media - a method of communication in which the program's outputs depend on the user's inputs, and
the user's inputs in turn affect the program's outputs. Interactive media engage the user and interact with him or
her in a way that non-interactive media do not. Websites and video games are two common types of interactive
media.
Example
1. Social media (Facebook) - sent friend request; responded to friend request; liked a post; followed a site;
commented on a friend's post; uploaded a file; chat with a friend; sent private message.
2. Online booking - search for flights; booked a flight and paid through credit card; web-check-in.
Interactivity - the communication process that takes place between humans and computer software. The most
constant form of interactivity is typically found in games, which need a continuous form of interactivity with the
gamer. Database applications and other financial, engineering and trading applications are also typically
interactive.
a. Click on images
b. Hotspot - a special region to act as a trigger to another web page. The hotspot could be a circle, triangle,
rectangle or polygon.
c. Rollover - an image or portion of an image that changes in appearance when the mouse cursor moves
over it.
d. Tabs - clicking on them displays a relevant content with an appropriate graphic.
e. Timeline - a menu slide that branches to different events.
f. Numbers/processes - the number of clicks and the time spent in an interactive function provide data
points.
g. Slideshow - non-linear interactive slideshow where the pathway through the show is determined by the
user's interaction with it.
h. Frequently asked questions (FAQs)
i. Flip cards - a card that when clicked flips to display a description and other information.