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● Media and Information Literacy (MIL) is a “combination of knowledge, attitudes, skills, and

practices required to access, analyze, evaluate, use, produce, and communicate information
and knowledge in creative, legal and ethical ways that respect human rights

Media
● Refers to the combination of physical objects used to communicate or mass media
communication through physical objects, such as radio, television, computers, telephone,
mobile phone, film, etc.
● Means and resources being used for creating, delivering, sharing, and processing
information
● Is an umbrella term for the different kinds of mediums that enrich us with knowledge and vital
information.
● Media are the communication outlets or tools used to store and deliver information or data.

Information
● In the media world, information is often used to describe knowledge of specific events or
situations that has been gathered or received by communication, intelligence or news.
● Data - raw facts, Information - processed data
● A broad term that covers processed data; knowledge derived from study, experience,
instruction, signals, or symbols.

Literacy
● Literacy is the ability to read, write, speak and listen in a way that lets us communicate
effectively and make sense of the world.
● The ability to identify, understand, interpret, create, communicate, and compute using written
or unwritten materials associated with varying contexts.
● The modern term’s meaning has been expanded to include the ability to use language,
numbers, images, computers and other basic means to understand, communicate, gain
useful knowledge and use the dominant symbol systems of a culture.

Technology
Defined as the science in industry, engineering etc., to invent useful things or to solve
problems. Through the years, it has galloped over different phases
Synthesized tools that serve to apply knowledge or technique to perform tasks and obtain
specific results
Collection of techniques, skills, methods and process used in the production of goods or
services or in the accomplishment of objectives, such as scientific investigation
TRADITIONAL MEDIA
This refers to the time-honored, conventional means of mass communication,

NEW MEDIA
refers to the advancement of media and technology as means of mass communication.

PRE-HISTORIC ERA (200,000 BCE - 4,000 BCE)


● pigments from plants to not write – but draw. Illustrations, dances, and oral communication
● Petroglyphs, cave paintings, dance, body art, and stone tools

ANCIENT ERA (3,000 BCE - 100 CE)


● showed great improvements in the record of information.
● Some examples are Paper, Writing (Cuneiform script, hieroglyphs), Alphabet (Phoenician,
Greek), Drama
● Other examples are Clay tablets in Mesopotamia, Papyrus in Egypt, Acta Diurna in Rome,
Dibao in China and Codex in the Mayan region

INDUSTRIAL ERA (1440- 1890)


● insurgence of steam powered machines.
● Some examples are Film, Telephone, Dry plates, Telegraph, Photograph, Newspapers, Punch
Cards, Typewriters, Printing Press

ELECTRONIC ERA (1906 – 2000’s (Present) )


● more efficient due to the easy access to devices and fast delivery of messages, works, and
arts
● Some examples are Television, Computer, Radio, Mobile phones, Transistors Radio,

NEW INFORMATION ERA (1990s – PRESENT )


● The Internet paved the way for faster communication and the creation of the social network.
● Some examples are Portable Computers, Videos like YouTube, Web browsers, Social
Networks, Video Chats, Search Engine, Smartphones, Tablets and Wearable Technologies.

Print Media
● A type of media that involves the use of physical media (usually paper) and is distributed by a
publishing company.
● Some examples are newspapers, magazines, pamphlets, books, flyers,

Outdoor Media
● •A type of media that is specific to out-of-home advertising, which takes many forms. The
main goal of this media is to reach a large audience that travels or goes outside;
● Examples: billboards, road signs, posters, and mobile billboards

Broadcast Media
● The most effective type of media that transmits information immediately to its audience
● Examples: Radio, Television, Speaker, and Telephone

Digital Media
● A type of media that makes use of one of the most innovative and effective technologies—the
Internet.
● Examples: blogs, online news, social media, virtual reality, video games, Web pages,
applications, and databases

MEDIA LANGUAGE
● It is how media is conveyed to the audience. It is achieved through the use of signs and
symbols.
● It refers to the different aspects of media that communicate meaning to an audience.

1. VISUAL LANGUAGE
● The use of imagery, how a scene is framed, and how it is lit all contribute to the visual
language.

2. AURAL LANGUAGE
● This refers to the sound of a scene or environment which determines the mood and
setting of what is being portrayed. It can be either a diegetic (sound whose source
can be seen on-screen) or non-diegetic (the source cannot be seen on-screen).
3. WRITTEN LANGUAGE
● Printed words, phrases, or captions are chosen specifically to generate reactions or
emotions from the audience.

4. VERBAL LANGUAGE
● It is how the language is delivered and the context in which it is being used.

5. NON-VERBAL LANGUAGE
● This refers to body language, actions, gestures, and movements done by the
characters.

MEDIA CODES
● These are the signs and symbols used in media to communicate ideas to the audience,
producers, and stakeholders. These can be divided into two (2) categories: technical and
symbolic.

TECHNICAL CODES
● Technical codes refer to how equipment is being used to
communicate information.

SYMBOLIC CODES
● It refers to aspects which do not make use of equipment but are
used to help communicate the message.

MEDIA CONVENTIONS
● Are the rules or generally accepted ways of constructing form and informing meaning in
media.
● Conventions are genre-specific and influence the codes being used.

TECHNICAL CONVENTIONS
● A convention in a technical area. These conventions apply to the majority of music
videos for example the video being the same length as the song and fast cuts.

GENRE CONVENTIONS
● This is where conventions are associated with a particular genre
● An example of this would be Pop Videos, that have dance routines and bands
performing songs with instruments

● An information source is a person, thing, or place from which information comes, arises, or is
obtained. Information sources can be known as primary or secondary and tertiary.
● Any person, organization, or medium that provides information on a particular subject.

● Primary source: If the information came directly from its source, and without any
influence or analysis.
● Secondary source: Once an information has been analyzed and interpreted.
● Tertiary source: Those that summarize and highlight and analyzed information.

● TQR: Stands for Topic, Question, and Rationale that finds specific sources, search
terms that are already developed.
● AACFR: Stands for Accuracy, Author, Currency, Fairness, and Relevance that helps to
evaluate the quality of an identified source.
● Libraries - These are areas where literacy, music, artistic, or reference materials (such as
books, manuscripts, recordings, or films) are kept for use but not for sale. Traditionally,
libraries make use of a physical catalogue that contains all the resources available. With the
help of technology, most libraries now offer an online public access catalogue (OPAC), which
helps them search for specific resources Efficiently

Academic Libraries
● It caters to universities and colleges. Resources in academic libraries are catered to
multiple fields that the university or college Offers.

School Libraries
● It contains general resources that students from Kinder to Senior High need.
Additionally, school libraries include books that are for leisure and entertainment,
such as novels, magazines, and newspapers.

Public Libraries
● These are open to the public for free to encourage the art and habit of reading and
learning. Resources are often from voluntary donations by individuals or
organizations. A local government unit may also fund this type of library in obtaining
new and updated resources.

Special Libraries
- The house materials for fields of study that require specific resources. These are
often found in specialized environments such as hospitals, churches, museums,
private businesses, etc.

Indigenous Knowledge
● Indigenous is better understood as being native, local, or originating from a particular place.
Indigenous is based on the culture, needs, interests, aspirations, and history of the place's
origin. The medium of transfer is often traditional and unwritten
● Indigenous knowledge is a network of knowledge, beliefs, and traditions that are intended to
preserve, communicate, and contextualize indigenous relationships with their culture and
landscape over time

Internet & Mass Media


● The internet and mass media are sources that provide information immediately, in
abundance, and with great diversity. Both are excellent sources for accessing a wide and
diverse range of information.

With this in mind, it is important to check the following:


● Authorship - Who published or shared this information? Is the author
credible based on his/her background? Is s/he knowledgeable in the
field to share such information?
● Publishing Body - Through what channel or medium is the information
being shared through? Is the publishing body unbiased and objective?
Is it well known for supplying accurate information?
● Accuracy and Verifiability - Were sources and references provided?
Did they come from reliable sources? Is the number of sources
justifiable for the amount and level of information being shared?
● Currency - How relevant is the resource? Does it still apply to today’s
culture, information, and advancements? For academic sources, is it
within three (3) to five (5) year range?

● Plagiarism is the act of taking another person’s writing, conversation, song, or even idea and
passing it off as your own

Types of Plagiarism
● Verbatim plagiarism - Directly copying someone’s work or words
● Paraphrasing plagiarism - Rephrasing someone else’s idea to present it as your own.
● Self-plagiarism - Recycling your own past work
● Global plagiarism - Passing off an entire text by someone else as your own work
● Patchwork plagiarism - Stitching together parts of different sources to create your text.

Citation
● A citation is a way of giving credit to individuals for their creative and intellectual works that
you utilized to support your research. It can also be used to locate particular sources and
combat plagiarism.
Citation Style
● A citation style dictates the information necessary for a citation and
how the information is ordered, as well as punctuation and other
formatting.
● Using other people’s knowledge is inevitable most especially when doing research.
❖Modern Language Association (MLA)
❖American Psychological Association (APA)
❖Chicago/Turubian Citation Style
❖IEEE (Institute for Electrical and Electronics Engineers) Style

Copyright Law
● Copyright Law is designed to protect intellectual property. Applications for copyright can be
filed
● Copyright is a type of intellectual property that protects original works of authorship as soon
as an author fixes the work in a tangible form of expression.
● Copyright law gives creators of original material the exclusive right to use and duplicate that
material for a given amount of time
Fair Use
● Fair use is a doctrine of US Copyright Law, allowing for the limited use of copyrighted
material without requiring permission from the copyright holder. It permits legal, non-
licensed citation or incorporation of copyrighted material in another creator's work using a
4-part balancing test.

Digital Divide
● It is defined as “the discrepancy between people who have access to and the resources to
use new information and communication tools, such as the Internet, and people who do not
have the resources and access to the technology.”

- Opportunity and Challenges of Media and Information

WHAT IS OPPORTUNITIES?
● It is a set of situations that makes it possible to do something.
● An occasion or situation that makes it possible to do something that you want to do or have
to do, or the possibility of doing something
c;
1. Job Hiring
Media Enhances the Job Hiring Process.

2. Freedom of Expression
It gives special rights and duties to the media.

3. Inspires People
The Wonderful benefit of using media is to inspire and educate is that once you've built up
connections between students and staff on media, your ability to engage and reach out to your
community increases
Media functions as a vehicle for the flow of a plu .
rality of viewpoints and multiplicity of voices

5. Faster and Free Communication


Media plays a very significant role in keeping everyone updated about the various events around the
world. It’s also the best medium of communication for mass audience.

6. Education –In Sites Using Video


As we know from the recent ubiquity of online digital video, video has become a compelling tool for
educational representation.

7. Influence of Social Media in Politics


Social media, in particular, is now a serious factor in political campaigns and in the way people think
about issues.

8. News Around The Clock


Whereas in the pre-internet days, people had to wait for the next newspaper or TV news show to get
the latest information, online news is a 24/7 phenomenon. Social media has taken this a step further.

WHAT IS CHALLENGES?
● It is something new and difficult which requires great effort and determination.
● Also, these are the risks, threats, or negative effects brought by a situation.

AD REVENUE
● One challenge of the brave new digital world is figuring out a way to
get enough advertising revenue to cover the costs of providing news
and information.

CONTENT DELIVERY
● In 2000, Facebook, Twitter and YouTube had yet to be invented. Ten
years later, these kinds of content delivery systems are
commonplace

INTELLECTUAL PROPERTY
● Another challenge spawned by new digital technology is a
proliferation of pirated content. It has become easier for people to
copy digital media and distribute it illegally. Media companies must
develop new ways to secure their intellectual property.
ILLEGAL CONTENT
● It's any type of content that could be damaging to young people,
including real or simulated violence sexually explicit content illegal
images of child sexual abuse content promoting hate based on
race, religion, or sexual preference content instructing or promoting
crime or violence content promoting violent extremism content that
advocates unsafe behavior like extreme dieting or drug taking the
use of a computer as an instrument to further illegal ends

CYBER CRIMES
● Criminal activity or a crime that involves the Internet, a computer
system or a computer technology.

COPYRIGHT INFRINGEMENT
● It is the use of works protected by copyright law without permission,
infringing certain exclusive rights granted to the copyright holder,
such as the right to reproduce, distribute, display or perform the
protected work, or to make derivative works.

IDENTITY THEFT
● It is the deliberate use of someone else's identity, usually as a
method to gain a financial advantage or obtain credit and other
benefits in the other person's name, and perhaps to the other
person's disadvantage or loss

DEEP FAKES
● This is where videos of a person’s likeliness can be generated to create fake content. The
major examples of these are deep fakes of celebrities and influential personalities.

PHISHING
● Phishing is one of the easiest forms of cyberattack for criminals to
carry out, and one of the easiest to fall for. It’s also one that can
provide everything hackers need to ransack their targets’ personal
and work accounts

HACKING
● Hacking occurs when a scammer gains access to your personal
information by using technology to break into your computer, mobile
device, or network
FAKE NEWS
● Fake news is a term used to refer to fabricated news. Fake news is
an invention –a lie created out of nothing– that takes the
appearance of real news with the aim of deceiving people. This is
what is important to remember: the information is false, but it seems
true

INFLUENCE ON THE EDUCATION


● Access to Information - Media and Information have influenced education in multiple
ways.
● Higher Engagement - Technology allows us to be more engaged when learning. Before,
learning came in the form of 100% lectures, which did not allow students to participate in
discussions.

● Increased Collaboration - Collaboration is necessary both inside and outside the classroom.
It is essential for sharing and developing information. Before, students were limited to
collaborating with those who were in proximity. There are times when no collaboration
occurs at all.

● Remove Geographic Barriers - Another main issue in education is that not everyone has
access to it due to geographic limitations. People who live in rural locationsoften have great
difficulty with transportation.

INFLUENCE ON THE ECONOMY


● Increased Interactions (Ratings) - As students, they are consumers of knowledge. However,
as individuals, you are consumers of services and products. Media and Information also
influence consumers, businesses, and the economy. It has vastly changed the way
businesses start and grow.

● Increased Revenues - Interactions and ratings are directly linked torevenue. Before, revenue
was limited to the people who were able to reach the product. At present, revenue can be
received globally.

● Affordable Advertisement - The biggest influence and impact of media and information on
the economy is the way it changes advertising.

INFLUENCE ON THE POLITICS


- Before new media arose, politics and the engagement of the public was very different. The
culture of politics wasback in 1900. Meetings, conferences, and State of the Nation
addresses were attended by politicians, people involved in the government, and the media.
The public was only made aware by employing newspapers and news the day after Within
the new media, politics have adapted as well. With information being readily accessible to
the public, laws, and politics need to be more transparent and sensitive to public opinion

Massive Open Online Courses


● A massive open online courses (MOOC) is a model for delivering learning content online to
any person who wants to take a course, with no limit on attendance.
● MOOCs (Massive Open Online Courses) can be seen as a term or related to the scalability of
open and online education.

● The terms "wearable technology", "wearable devices", and "wearables" all refer to electronic
technologies or computers that are incorporated into items of clothing and accessories
which can comfortably be worn on the body.

Examples of wearable devices include watches, glasses, contact lenses, e-textiles and smart fabrics,
headbands, beanies and caps, jewelry such as rings, bracelets, and hearing aid-like devices that are
designed to look like earrings.

● Wearable technology like headphones or mobile phones, can also be customized when it
comes to design and external accessories.

PHONES
● As various trends continue to emerge, the more modern millennials
are being inclined to join the bandwagon of the latest kinds of
phones that are distributed worldwide.

● Android Phone – is a smartphone having very


similar features with that of apple’s iPhone but
runs on Android operating system from Google
Instead.

● iPhone – It revolutionized the kind of mobile


phone they have. Apart from the sleek design,
it’s multifunction features, which include a music
player, and a touch screen capacity. iPhone
runs on Apple iOS also known as Apple iPhone
Operating System
● Blackberry – is a smartphone that has a unique
keypad similar to that of a typewriter. It has a
features of built-in Bluetooth and a wireless
Device.

● Personal Digital Assistant (PDA) – A handy


device phone that can be used for calls and
text only. Also, it allows users to electronically
organize data, such as contact lists,
appointments, and reminders.
3-D ENVIRONMENT
● A 3D environment allows you to create objects in a 3 dimensional space. 3D technology
stands for three-dimensional technology that offers a wide array of possibilities in near
future in almost every walk of life and especially in the entertainment segment.

3D modeling
● is the process of producing a mathematical representation of dimensional surface of an
object using the appropriate software.

3-D HOLOGRAPHIC PRINTING


● Unlike traditional 3D Printing, Holographic Printing, uses pulse lasers to deposit your 3D
models onto film, when illuminated with a light your 3D model is released from the film
creating a high resolution 3D light field of your model that exists in space and feels so real
you want to reach out and grab it.

3-D FILM
● 3D films are motion pictures made to give an illusion of three dimensional solidity, usually
with the help of special glasses worn by viewers.

3D printing
● or additive manufacturing, enables you to produce geometrically complex objects, shapes
and textures. It can be done in a variety of processes in which material is deposited, joined
or solidified under computer control, with the material being added together, typically layer
by layer

3-D TECHNOLOGY
• 3D technology (three-dimensional) explains a photograph which gives visual information.
3-D ANIMATION
• 3D animation is the process of creating moving, three-dimensional images in a digital context.

CAMERAS
● A camera is a device used to capture images using a lens and a shutter, which allows light to
pass through so they can be translated into electrical impulses

PROJECTOR
● A projector or image projector is an optical device that projects an image (or moving images)
onto a surface, commonly a projection screen

PHOTOCOPIERS
● A photocopier is an equipment used to reproduce documents with text or images on paper. It
is also known as copier or copy machine.

COMPUTER GENERATED IMAGERY (CGI)


● Computer-generated imagery is a specific-technology or application of computer graphics
for creating or improving images in art, printed media, simulators, videos and video games.

HOLOGRAM
● A hologram is an ideal educational tool since it allows the viewers to see the image in
different perspectives. A hologram image, is intangible and transparent.

UBIQUITOUS LEARNING
● Ubiquitous learning can be defined as an everyday learning environment that is
supported by mobile and embedded computers and wireless networks in our
everyday life (Ogata et al. 2009).

ARTIFICIAL INTELLIGENCE
● Artificial intelligence (AI) is a field of computer science that focuses on creating
systems and algorithms capable of mimicking and replicating human-like
intelligence and cognitive functions. AI aims to enable machines, particularly
computer systems, to perform tasks that typically require human intelligence, such as
problem-solving, learning, reasoning, and decision-making.

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