Media and Information Literacy 2
Media and Information Literacy 2
INFORMATION LITERACY
WEEK 1 – INTRODUCTION TO MEDIA AND INFORMATION LITERACY
COMMUNICATION: defined as the method wherein language, symbols, or manners are used
to share information or to state opinions or thoughts. It is also defined as the exchange of
information and the expression of thoughts or notion that can result in understanding.
MEDIA: refers to the physical objects used as a tool to communicate and give information
such as radio, TV, personal computer, movie films, etc.
LITERACY: refers to the skill to recognize, distinguish, understand, evaluate, and produce
information
TYPES OF LITERACY:
INFORMATION LITERACY: refers to the ability to know when information is required. This
also pertains to the ability to find, analyze, evaluate, communicate and use information
effectively in different formats. Individuals who are information literate should demonstrate
skills in several areas, including:
- Meaning and delivery of information
- Location and access of information
- Evaluation of Information
- Information organization
- Information uses
- Communicating and using information ethically
TECHNOLOGY LITERACY: refers to the ability of knowing how to use technology, its tools or
networks to find, create, evaluate, or use information. Individuals who are technology
literate should demonstrate skills in several areas, including:
- Communication
- Innovation
- Collaboration
- Information and research fluency
- Processes and concepts of technology
MEDIA AND INFORMATION LITERACY: brings together disciplines that were originally
different and separate. According to UNESCO, this refers to the disciplines that allows
people to gather, assess, use, produce, and share information and media content using
appropriate tools and formats ethically and effectively
for different activities purposes.
MIL aims to inspire citizens with essential knowledge about the functions of media and
information systems in a democratic society, how these functions apply and how citizens
assess the quality of the content they provide.
Furthermore, MIL signifies important abilities and skills to equip citizens in the present day,
such as the ability to effectively engage with media and information systems, improve
critical thinking and life- long learning skills that will help them to communicate and
become active citizens. These goals underpin the draft model of media and information
literacy curriculum.
It promotes one's right to communicate and express; to find, obtain, and share information
and/or ideas. Media and Information Literacy also evaluates the sources, medium, and
audience of messages based on how they were created, carried, and by identifying its
listeners.
EXAMPLES: Cave Paintings 3500 BC, acta duirna in Rome 130 BC, Papyrus in Egypt 2500 BC
INDUSTRIAL AGE: began around 1760 – and later in other countries – that includes economic
and social organization changes. This period of history is known by the concentration of
industry in huge businesses and for the replacement of hand tools with machines that are
driven by power (e.g. power loom and steam engine).
EXAMPLES: Printing press for mass production 1900, The London Gazette 1665, Typewriter
1800
ELECTRONIC AGE: refers to a period wherein people can easily – and instantaneously –
communicate with anyone anywhere. It was ushered in by the invention of the telegraph in
1844. Made printed word a thing of the past. Could gain information despite not being able
to read or write, since we can depend on the other senses. Communicating with the world
in became constant in the daily life of an individual. What we feel was more important than
what we think. The electronic media have kept people informed about events across the
globe without leaving the comfort of their own homes.
EXAMPLES: Transistor Radio 1950s, Commercial Television 1940s, Large electronic computer
1950
NEW AGE: Information age, also known as the Digital Age, Computer Age, or the New Media
Age, refers to a period of history wherein it is described as an economy based on the
computerization of information improved from the Industrial Revolution brought through
industrialization. The experience here is more interactive. The audiences are more involved
and are able to send feedback simultaneously and new media integrates all those aspects
of the traditional media.
INFORMATION LITERACY: refers to the ability to know when information is required. This
also pertains to the ability to find, analyze, evaluate, communicate and use information
effectively in different formats. In other words, information literacy refers to finding the
right information needed and knowing how to use it.
According to Shigeru Aoyagi, Division of Basic Education, UNESCO, “For all societies,
Information Literacy is becoming an increasingly important component of not only literacy
policies and strategies, but also of global policies to promote human development.
LIFELONG LEARNING: individuals must continuously acquire new knowledge and skills.
ACADEMIC SUCCESS: Students who are information literate are better equipped to conduct
research, write papers, and complete assignment successfully.
ETHICAL INFORMATION USE: It teaches individuals about the ethical and legal use of
information, including citing sources properly and avoiding plagiarism.
IDENTIFY:
- Recognize information needed
- Detect the nature and extent of information needed.
EXAMPLES:
- Knowing the difference between a published court decision and an article about the court
case
- Identifying the most current information available on a medical procedure
EXAMPLES:
- Researching the claims made in a political ad on television
- Able to judge if a post on social media is a hoax or not
EXAMPLES:
- Referencing information source in the text of a research paper
- Obtaining permission before copying a news story to a blog
- Downloading legally purchased music
TYPES OF MEDIA:
1. PRINT MEDIA: refers to materials that are printed such as books, newsletter, magazines,
journals, etc. that provide information. The newspaper is the most popular form of print
media that plays a significant role in an individual’s daily life. Newspapers gather, and edit
reports or articles for information, or entertainment purposes. Eveningers are newspapers
published in the evening.
In 1890s, telephone newspaper services were introduced that broadcasts news and
entertainment programs over the telephone. It is mostly popular in large European cities.
Subscription to these telephone-based services are considered as the first examples of
providing a wide variety of programming in electronic broadcasting.
D. CABLE RADIO (1928) AND CABLE TELEVISION (1932): Originally, they mainly serve as
media to transmit radio or television stations programming via coaxial cable, and then
escalating into a wide-range universe of different cable-originated channels.
3. NEW MEDIA (INTERNET): refers to the content that is accessed on Internet that is easily
accessed on any digital device. Examples of new media include websites (e.g. blogs, social
media, online newspapers, etc.) or even video games. Unlike the previous technologies,
New Media exists on an interactive community. New Media provides content through
discussion that allows people to share and discuss their own opinions about several topics.
EXAMPLES:
B. ZIGZAG WEEKLY: a weekly newspaper that is created by and for the people of Baguio
City.
Like the NORDIS, they also run an online news website - zigzagweekly.net
C. Northern Philippine Times: a weekly publication of opinion and news from the Cordillera,
Ilocos Region, Cagayan Valley, and Central Luzon. They also utilize a website called
northphilitimes.blogspot.com
2. LIBRARY: A place wherein literary, musical, artistic, or reference books or materials are
found and used by various people but are not for sale.
EXAMPLES:
A. BOOKS: these are used in looking for a great deal of information about a topic.
Stacks: refer to collections of books that are organized and stored by libraries. Examples of
books:
- "The American People: Creating a Nation and a Society" by Gary B. Nash in 1990.
- "Visions of Suburbia" by Roger Silverstone in 1997
- "Roman Villas: A Study in Social Structure" by J.T. Smith in 1997
B. ACADEMIC JOURNALS: Mostly used by students for research, academic journals refer to a
group of articles - reviewed by an editorial board - typically written experts or scholars in a
professional or academic field that covers precise topics about a various fields. Examples
are:
- "Journal of Communication"
- "The Historian"
- "Journal of the American Medical Association" "Lancet"
EXAMPLE:
B. NEWSPAPER: collect, and edit reports of articles about current events for information, or
entertainment purposes that is usually published on a daily basis. People read newspapers
to gather up-to-date information about local, national, or international events.
- The Philippine Star - The Philippine Daily Inquirer
- Manila Bulletin - The Manila Times
C. RADIO: These refers to sending sounds signals from a transmitter through the air as
radio waves, collected by an antenna and transmitted to a receiver. Radio networks links
radio stations that communicates information and messages.
D. TELEVISION: like the Radio, Television sends information and messages through the air,
but instead of just sounds, television also sends visual images through channels for
information, education, or entertainment purposes.
WEB SITES: The World Wide Web allows one to easily and instantaneously access several
types of information such as text, pictures or images, sounds, and/or video.
- The Library of Congress - Blog Sites
- Wikipedia - Social Media Sites
DATABASE: composed of collections of articles - that may also provide short summaries or
complete information about these articles - cited in newspapers, journals, magazines,
podcasts, and other media types.
- "Academic Search Complete" - a general database
- "Compendex" - an engineering database
- "ABI/Inform" - a business database
CODES: refer to signs that create meaning, there are three types of codes: technical,
symbolic, and written.
CONVENTION: refers to the methods of doing something that is largely accepted. In print
media, for instance, the use of quotes when writing is considered as a general convention.
Conventions can also be genre specific.
There are people who are the senders and receivers of these media languages called the
producers and the audience.
PRODUCERS: refers to people who engaged or who are part of the process in creating and
finishing the media product
AUDIENCE: refers to the recipients of – or anyone that is exposed to – the message shown
through media
STAKEHOLDERS: refers to other providers of information that can be used in the media
project such as libraries, archives, museums, and internet
TYPES OF CODES:
TECHNICAL CODES: refers to methods of how an equipment or device is used to tell the
story. This includes how cameras work in a film, its framing, lighting, etc.
EWS (EXTREME WIDE SHOT): The subject is not entirely visible and the view is very far from
it/him/her. Extreme Wide Shot or EWS is often used as an establishing shot. AKA: extreme
long shot, extreme full shot.
VWS (VERY WIDE SHOT): The subject is almost or barely visible, but the focus is still on
its/his/her place on the environment. AKA: very long shot
WS (WIDE SHOT): The subject occupies the frame as much as possible. AKA: long shot, full
shot.
MS (MID SHOT): The subject is not fully shown, usually from head to waist part, while the
focus is still on the subject.
MCU (MEDIUM CLOSE UP): The subject is usually visible from head to chest. The shot is
somewhat between a Mid Shot and a Close Up Shot.
CU (CLOSE UP): The part or feature of a subject occupies the whole frame, usually the
subject's head.
ECU (EXTREME CLOSE UP): The camera shot is very near and shows tremendous detail of
the subject. AKA: Choker
TWO-SHOT: Refers to a shot of two people in the same frame, usually mid shot.
(OSS) OVER-THE-SHOULDER SHOT: Refers to the shot that is captured from behind a person,
but still focuses on the subject.
NODDY SHOT: This is usually used in interviews; the shot shows the interviewer or the
angle that interviewee reacting to the topic / subject.
POINT-OF-VIEW SHOT (POV): A shot that displays the perspective of the subject.
WEATHER SHOT: Simply uses the weather as a subject. Typically used for background
purposes or even used as an establishing shot.
SHOT ANGLES:
LOW ANGLE: Captures the subject from below, giving an impression of the subject being
dominant or powerful.
EYE-LEVEL: Usually done in 2x2 pictures, wherein the angle is done in the subject's eye
level.
HIGH ANGLE: Unlike the low angle, this shot is captured from above wherein the camera is
angled down towards the subject that creates an impression of being less powerful or
significant.
BIRD'S EYE: Usually done in sports scenes documentaries, this shot is captured directly
above the subject/s. Nowadays, videographers use a camera drone to achieve this shot.
WORM'S EYE: The opposite of the bird's eye which is captured directly below the subject.
CANTED (aka DUTCH TILT): The camera is tilted purpose to one side that creates a dramatic
effect. This is usually used in fantasy movies.
CAMERA MOVEMENTS:
ZOOM: To move the camera closer or further away from the subject.
PAN: To move the camera from side to side or horizontally in a stationary position.
TILT: Like panning, the camera is held on a fixed position, but instead on moving the camera
side to side, it is moved up and down.
DOLLY: refers to a camera movement that involves the camera attached on a track and is
moved towards, or away from the subject
TRUCK: Similar to dolly, but instead of moving the camera toward or away from the subject,
the camera goes from side to side.
PEDESTAL (aka Boom up/down or Jib up/down): Camera angle that involves ascending or
descending the entire camera, instead of just the angle of the camera.
SYMBOLIC CODES: demonstrates or shows what lies below what the audience see. For
instance, an actor or a character’s actions depicts or describes how or what that character
feels or thinks.
SETTING: refer to the place where an event happens. In the picture, we can conclude that
the photo took place in London during the Victorian era judging the way they dress or the
transportation used by the people in the picture.
WRITTEN CODES: use of language style and textual layout (headlines, captions, speech
bubbles, language style, etc.)
ETHICAL CONCERNS:
PRIVACY: The world wide web is very open source of information and that includes the
information we put on our social network accounts, like our address, contact numbers, or
our location.
FREE SPEECH: Since social networking sites give the users the power to post anything,
some users think it is acceptable to put anything on their account even it is against another
person’s privacy, knowledge, principles, or culture.
AUTHENTICITY: The biggest problem in using social media is authenticity. Since users has
no power to validate if something is legitimate on social media, it is very easy for some
people to execute identity theft wherein they would steal or use another person’s
information to get something valuable.
2. BLOGGING: Blog refers to a website that intends to inform people or to discuss about a
particular topic. It is sometimes used to advertise products that are considered useful in
their own experience. It is sometimes used by people as their journal to tell stories about
their daily lives or adventure. According to Article III, Section 4 of the Philippine
Constitution, there is no law that should be passed that relates in reducing or removing
people’s right to express. Although the Philippine Constitution protects people’s right to
free speech and expression, this does not give them the freedom to write to harm other
people.
3. GAMING: As the gaming industry grows, more and more people – specially people in
younger generations are engaging with games on various platforms. Each year, games
become more and more realistic to the eyes of every player which changes the way people
interact with games. Some issues include excessive violence and its effect to the players,
the question whether proper guidelines in making a game is applied, the values people get
in playing, respecting races and culture, and most of all, addiction in games.
4. INSTANT MESSAGING: Often shortened to “IM”, instant messaging refers to the act of
exchanging message through a software application in real time. This software usually
includes the ability to easily let the user know if a person to be contacted is online or
connected through the application.
Ethical concerns about authenticity, and security of data is mostly the issues of instant
messaging, like social networking, people can easily send information to other people,
whether it is authentic or not, or whether the message violates another person’s privacy.
6. UPLOADING AND SHARING ORIGINAL CREATIONS: Media, especially social media, can be
considered as a great platform wherein a person can share or flaunt skills in creating
something. But, uploading and sharing original creations throughout media can be a big
risk on the original creator’s part, some people may post another person’s original creation
as their own without the original creator’s knowledge, therefore getting credit on
something they did not create in the first place.
COPYRIGHT: type of intellectual property wherein the author has the absolute right of an
original work for a specific period of time; afterwards, the creation is now considered public
domain. Note that in order for an original work to be considered copyright, the idea must
be expressed first.
FAIR USE: Refers to the author’s sole right and the author’s limitation – which was given by
copyright law to an original work. This may include criticism, researching, commentary, new
broadcasting, search engines, and library archiving.
PLAGIARISM: Refers to taking credits for or stealing another person’s idea or work. This
may also refer to using another’s intellectual creation without properly crediting the
original creator, or taking an existing idea from existing source and presenting it as a new
or an original idea.
DIGITAL DIVIDE: Originally, digital divide refers to the gap between users when it comes to
access of information and communication technology (e.g. those who have internet
connection at home vs. those who don’t). But since information and communication
technology is within our reach nowadays, digital divide may refer to the gap between users
when it comes to skills in using information and communication technology or the gap
between users who have less and more bandwidth.
ADDICTION: Commonly called PIU or PROBLEMATIC INTERNET USE that refers to too much
use of internet to the point that it affects daily life.
VIRTUAL SELF: refers to the digital identity or assumed identity in the virtual world