RNR Reviewer Q4
RNR Reviewer Q4
RNR Reviewer Q4
What is society? A society is a group of people that lives together in a community that
includes some form of government, along with some rules and economy.
Both technology and society are co-related, co-dependent, co-influence with each
other
keyloggers-used to record the keystroke done by the users. T his is done to steal their
password or any other sensitive information.
Adware – a program designed to send you advertisements, mostly as pop-ups.
E-mail threat: T he use of email to deceive another person for personal benefit or to
harm another person.
Phishing: its goal is to acquire sensitive personal information like passwords and
credit card details.
Impact of T echnology on Society We utilize and rely on technology in our daily lives,
and our technical requirements and demands continue to grow.
T echnology is used by humans to explore, connect, study, and do work.
1 . Positive Impacts of technology on society: T echnology has a more positive impact
on humans or society as compared to negative.
Improved Communication: Communication is the most important part of society,
we build or transfer our thoughts with each other with the help of communication.
Improved Education and learning process: T echnology enhances the education
and learning process. Nowadays, people can easily enhance their knowledge
using the internet.
Mechanized Agriculture: T echnology changes the working mechanism of farmers.
Easy to access information: We can easily access information via the internet
anytime and anywhere.
Identity T heft: T o use the identity of some other person by getting his financial/
personal information in a fraud manner in order to commit a crime.
Health and Fitness: Using a lot of the internet lay an impact on health and fitness, it
may impact your eyesight, backbone, etc.
Cyberbullying: T he use of technology to bully, abuse, criticize, or target another
person is known as cyberbullying.
Multimedia is derived from the word “ multi” which means multiple or many and
“ media” that represents a medium to deliver and present information in the form of
books, newspapers, radio, television, computer and in the internet.
Multimedia Content:
Online Games – games that are played with the use of the internet through a computer,
gaming console and smartphones.
Adventure Game – games based on a fictional setting where the character will do
various missions or levels to complete the game.
Augmented Reality (AR) Games – Games that contains computer generated
imagery (CGI) and the environment to provide immersive experiences.
Massive Multiplayer (M M O) – a game that lets users interact or play with other
players around the world.
Puzzle Games – games that involves brain teaser activities which test the logical
and problem solving abilities of a user.
Educational Games – kind of games which contains interactive activities that
would help in learning a knowledge or skill.
V irtual Reality Games – provides an immersive experience of playing games
using V R Headsets or sensor-equipped gloves.
Online tests – enables users to create and take quizzes over the internet.
Courseware – provide different interactive activities, presentations and tutorials, tests,
and other educational resources to students.
Podcasts – episodic series of audio streamed online; streams audio content similar to
a radio show that tells a particular story, issue, or trend.
V odcasts – episodic series of video streamed online; various contents are from video
blogs (vlogs), webinars, presentations, etc.
Rich User Experience – Enables users to view interesting and informative websites
through rich contents which enhances the user experience and promote interactivity.
Folksonomy – allows users to classify links, images, videos and other digital content
using hashtags on social platforms to be easily seen by other users.
Software as Service (SaaS) – lets users utilize the application without having to install
the software, it can be used for free or subscription.
Chatbot – a computer program that understand words and phrases to interact and
respond with users who have the same questions and answers.
Navigation Apps – A tool that is able to transform maps that provide directions on
how to find the quickest route to a specific place.
Ubiquity – web 3.0 platforms are accessible using any kind of device.
Research reviewer
CLASSIFICAT ION OF DAT A
Data collection - is the process of gathering, measuring, and analyzing accurate data
from a variety of relevant sources to find answers to research problems, answer
questions, evaluate outcomes, and forecast trends and probabilities
Primary - As the name implies, this is original, first-hand data collected by the data
researchers. T his process is the initial information gathering step, performed before
anyone carries out any further or related research.
Secondary data - is second-hand data collected by other parties and already having
undergone statistical analysis.
Primary Data Collection
Interviews - T he researcher asks questions of a large sampling of people, either by
direct interviews or means of mass communication such as by phone or mail.
Focus groups - like interviews, are a commonly used technique. T he group
consists of anywhere from a half-dozen to a dozen people, led by a moderator,
brought together to discuss the issue.
Questionnaires - are a simple, straightforward data collection method.
Secondary Data Collection
Secondary data collection involves using existing data collected by someone else
for a purpose different from the original intent.
a. Published Sources: Researchers refer to books, academic journals, magazines,
newspapers, government reports, and other published materials that contain
relevant data.
b. Online Databases: Numerous online databases provide access to a wide range
of secondary data, such as research articles, statistical information, economic data,
and social surveys.
c. Government and Institutional Records: Government agencies, research
institutions, and organizations often maintain databases or records that can be
used for research purposes.
d. Publicly Available Data: Data shared by individuals, organizations, or
communities on public platforms, websites, or social media can be accessed and
utilized for research.
e. Past Research Studies: Previous research studies and their findings can serve as
valuable secondary data sources. Researchers can review and analyze the data to
gain insights or build upon existing knowledge.