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Mil Reviewer Q1

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0% found this document useful (0 votes)
22 views4 pages

Mil Reviewer Q1

Uploaded by

frayrechin
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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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

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