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MIL REVIEWER Q1 Media Literacy: Critical thinking, media content,
How Media and Information Influence bias, misinformation, media influence.
Communication: Information Literacy: Finding information, Communication: evaluating sources, reliable information, research ➢ Process of transferring information through skills. verbal, nonverbal, or written means. Technology/Digital Literacy: Digital tools, online Role of Media and Information: platforms, technology skills, safety, effective use. ➢ Global Connectivity: Connects people Media Information Literacy: skills that allow an worldwide, sharing ideas and content. individual to engage with media effectively ➢ Information and Entertainment: Media informs, Similarities: entertains, and influences modern culture. 1. Critical Thinking Key Influences: 2. Empowerment ➢ Tech Evolution: From print to digital, media 3. Communication Skills changes how messages are shared and 4. Ethical Considerations received. 5. Lifelong Learning ➢ Public Discourse: Media frames issues, shaping Differences: public opinion. 1. Focus Areas ➢ Information Overload: Excess information 2. Skill sets makes it hard to process, leading to 3. Application Contexts oversimplification. 4. Educational Approaches ➢ Social Media: Facilitates global interaction but 5. Outcome Goals risks misinformation and echo chambers. LESSON 3: ➢ Cultural Impact: Media shapes cultural norms The Impact of Media on Society: and identities. 1. Distraction and loss of Productivity ➢ Globalization: Promotes cross-cultural 2. Addiction exchanges but risks cultural dominance. 3. Stress and mood Risks: ➔ Flame Wars - ongoing online argument ➢ Misinformation: Fake news can mislead and ➔ FOMO(fear of Missing Out) - form of manipulate. anxiety ➢ Abuse: Social media fuels harmful behaviors, 4. Social Isolation like bullying. The Dangers of Misinformation: ➢ Health Issues: Media affects body image, 1. Fake information/news addiction, and relationships. ➔ Misinformation - false information Positive Effects: ➔ Disinformation - convince online users ➢ Ease of Communication: Instant messaging and 2. Plagiarism - using another author’s work video calls connect people globally. without permit/credits ➢ Enhanced Interaction: Emojis, text, and video Literate: intellectually critical in interpretation improve digital communication. Media Literate Person: in control of his media LESSON 2: experiences ● Media - means of mass communication GENERAL KEYPOINTS: ● Information - result of analyzing data 1. Don’t get too attached to the media ● Data - raw, unorganized facts 2. Respect other people’s opinions and ideas Information has several key characteristics, 3. Observe proper conduct online including: 4. Do not share fake information • Relevance: Information must be relevant 5. Be a critical thinker • Accuracy: accurate and free from errors. 6. Don’t plagiarize • Completeness: complete and comprehensive. 7. Think before you click • Timeliness: up-to-date and timely. Netiquette: set of rules to govern online behavior • Usefulness: useful and provide value to the LESSON 4: EVOLUTION OF MEDIA recipient. 1. Accessibility Literacy - ability to create, use and understand a 2. Interactivity certain knowledge 3. Immediacy 4. Diversity of Voices 5. Impact on Social Behavior • Microblogs: Twitter (2006), Tumblr (2007) THE EVOLUTION OF MEDIA FROM TRADITIONAL • Video: YouTube (2005) TO NEW MEDIA: • Augmented Reality / Virtual Reality (1968) 1. Pre-Industrial Age (Before 1700s) - • Video chat: Skype (2003), Google Hangouts discovered fire, paper from plants, weapons (2013) and tools with stone, bronze, copper, iron • Search Engines: Google (1996), Yahoo • Cave paintings (35,000 BC) (1995) • Papyrus in Egypt (2500 BC) • Portable computers- laptops (1980), • The Clay tablets in Mesopotamia (2400 netbooks (2008), tablets (1993) BC) • Smartphone 1992—The First Smartphone • Printing press using wood blocks (220 Came Out o In 1992, IBM announced the very AD) - originated in China first smartphone. It released the Simon • Dibao in China (2nd Century) Personal Communicator (SPC) for purchase • Acta Diurna in Rome (130 BC) in 1994. • Codex in the Mayan region (5th Century) • Wearable Technologies 2. Industrial Age (1700s - 1930s) - power of • Cloud and Big Data steam The Evolution of Media in the Philippines: • Printing press for mass production (19th 1. 1500: Pre-colonial - Baybayin or Alibata century) (referred to in Unicode as the Tagalog • Newspaper- The London Gazette (1640) content) is a pre-Hispanic Philippine • Typewriter (1800) composition framework that started from the • Telegraph Javanese content Old Kawi. • Telephone (1876) - Elisha Gray & Alexander 2. 1800: Print Industry and Filipino Freedom - Graham Bell Philippines was acquainted with books, • Motion picture photography/projection magazines, and daily papers like "La (1890) Solidaridad" by the Spaniards • Commercial motion pictures (1913) 3. 1890: Broadcast Industry - first telephone • Motion picture with sound (1926) system of the country began its operations 3. Electronic Age (1930s - 1980s) - transistor 4. 1897: European Film Import -cinematography ● The transistor is a device that can amplify film camera and projector developed by the electrical signals and switch them on and Lumpier siblings off 5. 1922: Filipinos readily accepted radio news • Transistor Radio (1954) 6. 1980: Electronic Age - Broadcast or storage • Television (1941) media that exploits electronic innovation. • Large electronic computers- i.e., 7. 1994: Local Online Media - Broadcast or Electronic Delay Storage Automatic storage media that exploits electronic Calculator EDSAC (1949) and Universal innovation. Automatic Computer UNIVAC 1 (1951) 8. 2011: Philippines was named as the "Social • Mainframe computers or a big Iron - i.e., Media Capital of the World" International Business machine IBM 704 LESSON 5: TYPES OF MEDIA (1960) 1. Print Media - physical format • Personal computers - i.e., Hewlett 2. Broadcast Media - television and radio Packard 9100A (1968), Apple 1 (1976) 3. Online Media - any content delivered via the • Over Head Projector OHP 1866, LCD internet projectors (Late 1980’s KEY POINTS TO REMEMBER: 4. Information Age (1900s - 2000s) - internet • Print Media: Offers depth and thorough analysis paved the way but lacks immediacy. • Web browsers: Mosaic (1993), Internet • Broadcast Media: Provides timely updates with Explorer (1995) engaging visuals but often oversimplifies complex • Blogs: Blogspot (1999), LiveJournal (1999), issues. WordPress (2003) • Online Media: Combines immediacy with • Social networks: Friendster (2002), Multiply multimedia elements but can contribute to (2003), Facebook (2004) misinformation. LESSON 6: THREE SOURCES OF INFORMATION ➔ Orange - joy, enthusiasm, 1. Indigenous Media - produced and encouragement consumed by indigenous communities ➔ Brown - confidence, casualness ● Indigenous Media - variety of media ➔ Gold - wealth, prestige, wisdom expression ➔ Purple - power, luxury, ambition ● Indigenous Knowledge - unique ➔ Pink - feminism, romance knowledge from specific culture ➔ Black - power, elegance, mystery, death ● Indigenous Communication - ➔ White - purity, perfection, safety transmission of information 2. Technical Codes - equipment used Characteristics of Indigenous Media a. Camera Works: how the camera is operated • Oral tradition of communication ● Camera Shots - how much space • Store information in memories ★ Extreme close-up: emphasize portions • Information exchange is face-to-face of the body • Information is contained within the border of the ★ Close-up shot: character’s face community ★ Medium Shot: from waist up Forms of Indigenous Media ★ Long shot or wide shot: scene with the • Folk or traditional media characters • Gatherings and social organizations ● Camera Angles: location of the camera • Direct observation lens • Records (written, carved, oral) • Oral instruction ★ Eye level shot: subject is at eye level 2. Library - traditional repositories of ★ Low angle shot: emphasize power knowledge dynamics Types of Libraries ★ Over the shoulder shot: show • Academic Library - Colleges and Universities conversation • Public Library - cities and towns ★ High angle shot: camera points down at • School Library - students from kindergarten to the subject Grade 12 ★ Ground level shots: camera at ground • Special Library - specialized environment level 3. Internet - expansive platform for sharing ★ Dutch angle shot: landed to one side knowledge ★ Overhead shot: 90 degrees above ✓ .com – commercial ★ Aerial shot: helicopter or drone ✓ .gov – government ● Camera Movements: change in ✓ .edu – educational perspective ✓ .org – nonprofit organization ★ Static shot: no movement ✓ .mil – military ★ Pan: horizontally left or right LESSON 7: MEDIA CODES AND CONVENTIONS ★ Whip Pans: pan with quick speed ● Media Codes - signs and symbols ★ Tilt: pans but vertical ● Media Convention - generally accepted ways ★ Push in: close to the subject of presenting media ★ Pull out: away from the subject ● Polysemic - open to many interpretations ★ Tracking shot: tracks the subject ● Genre - class or category ★ Arc shot: hal around the subject Three Types of Media Codes: b. Audio/Sound: expressive or naturalistic use 1. Symbolic Codes - social in nature of sound. ❖ Setting - time and place three aspects of audios: ❖ Mise-en-scène - french word of all objects 1. Dialogue in a frame 2. Sound effects ❖ Acting - advancing the narrative 3. Music ❖ Color - highly strong connotation c. Lighting: accent to visual media ➔ Red - passion, strength, power, danger Types of Lighting: ➔ Green - safety, healing, money ● Key Light: primary source ➔ Blue - stability, trust, health ● Fill light: soften shadows ➔ Yellow - happiness, intellect ● Back light: behind the subject ● Practical Lights: visible light sources Lighting Techniques: The spectrum of rights ● Three-point lighting: involving key, fill, and ▪ Copyright: all rights reserved back lights ▪ Creative commons: Some rights reserved ● High-key lighting: bright illumination with ▪ Public domain: no rights reserved minimal shadows Fair Use - legal principle stating that one can use a ● Low-key lighting: strong contrasts between copyrighted work without a license for the light and shadow following purposes: commentary, criticism, Color Temperature: reporting, research, and teaching. ● Warm Light (below 3200K): indoor 2. Trademarks: symbols, words, or phrases legally ● Cool Light (above 5600K): outdoor registered or established by use as representing a d. Editing: non-linear digital process company or product. 3. Written Codes - formal written language used in a ▪ Registered trademark ® media product. ▪ Unregistered trademark ™ a. Form convention: arrangement ▪ Unregistered service trademark SM b. Story convention: story line 3. Patents: protect inventions and grant the c. Genre convention: common use of tropes, inventor exclusive rights to use their invention for characters, settings, or themes a certain period Dissemination Strategies: 4. Industrial design: protects only the appearance or ● Tailor content - according to target audience aesthetic features of a product ● Utilize Multiple Platforms - various media 5. Geographical indication and appellation of origin: types essentially attributed to that location of origin. ● Engage Emotionally - use storytelling REPUBLIC ACT 8293. AN ACT PRESCRIBING THE INTELLECTUAL PROPERTY CODE AND techniques ESTABLISHING THE INTELLECTUAL PROPERTY ● Encourage Participation - dialogue through OFFICE, PROVIDING FOR ITS POWERS AND comments FUNCTIONS, AND FOR OTHER PURPOSES ● Evaluate Impact - feedback mechanisms LESSON 9: LESSON 8: 1. Understanding Digital Divide - gap Property Rights - legal ownership of resources between individuals who have easy Intellectual Property (IP) - legal rights from access to digital technology and those intellectual activity who do not. 1. Copyright: legal term to describe the rights of Causes of Digital Divide: creators a. Economic factors ● Infringement - violation of the copyright b. Geographic disparities ● Plagiarism - uncredited use of c. Educational inequities someone’s work 2. Addressing Technology Addiction - Understanding Copyright: excessive use of digital devices that ● Rights Granted: copyright holder has interferes with daily life activities. exclusive rights to reproduce their work Signs of Technology Addiction: ● Duration: lasts for the life of the author a. Preoccupation with online activities plus 50 years b. Withdrawal symptoms Copyright Validity period c. Neglecting responsibilities ● Literary works - During the lifetime of the 3. Combating Bullying in Digital Spaces - author plus 50 years after death Cyberbullying involves harassment or ● Art - 25 years intimidation through electronic means ● Photographic work - 50 years ● Audio-visual work - 50 years ● Sound recording - 50 years ● Broadcast recording - 20 years ● Trademark - 10 years and may be renewed for a period of 10 years ● Invention patent - 20 years from filing date application