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EMPOWERMENT TECHNOLOGIES

TOPIC: INTRODUCTION TO INFORMATION & COMMUNICAIONS TECHNOLOGY

ICT, INTERNET, AND WWW

OBJECTIVES Demonstrate knowledge on hoe ICT affects their everyday lives


and the state of our nation. Particularly :

 Define what is ICT, Internet, and WWW


 Compare and contrasts between static vs. dynamic
websites, mobile technologies, online platform, ICT
Trends
 Apply the different trends in ICT to one’s advantage

INFORMATION & Collectively refers to technology that enables humans to


COMMUNICATIONS communicate and share information
TECHNOLOGY
 A combination of separate theories and terminologies like
information, communication, and technologies
 A broad field
 Communication is not only with humans but also machines

Diverse set of tools and resources used o transit, store, create,


share, or exchange information.

These include computers, the internet, live broadcasting


technologies, recorded broadcasting technologies
And telelphony.

4 MAIN PERIOD OF 1. Premechanical (preindustrial age)


ICT 2. Mechanical (industrial age)
3. Electromechanical
4. Electronics

INTERNET  A global system of interconnected computer networks


 Information superhighway.
 A globally wide internationally connected computer
network
 Packet switching
 Packet switching that allows multiple computers to
communicate on a single network.

 During 1960’s, ARPANET of Advance Research Projects


Agency (ARPA) by US Department of Defense.
 Consist of scientist, programmers, engineers, and IT
experts continuously developing technologies how to
solve their challenges
 The first ever message they have send was from UCLA
o Stanford.
 Was an exclusive network
 Have to create a protocol
 Fathers of the internet protocol = Vint Cerf and Bob
Kahn they proposed a paper (protocol for packet
networks)

o Paul Baran – communication that can survive a nuclear


attack
o No one owns the internet but everyone owns the
internet.

WORLD WIDE WEB  Collection of information


(WWW)  A system that enables you to access hypertext documents
and other files over the internet.
 It is proposed by Tim Berners-Lee in 1989
 CERN at Geneva, Switzerland

 He wanted to have a project describe as a hypertext


project in which he envision a web of hypertext
documents that can be viewed by browser
 Merge technologies and try to connect information
from universities, research facilities and etc.
 Global information system
 CERN = European organization for nuclear research
 HTML

 Hypertext is a text which contains links to other text. The


term was invented by Ted Nelson around 1965

INTERNET VS. WEB INTERNET


 A global network of networks and computers.
 The network infrastructure.
 Information travels via network protocols.
 Can access through a variety of ways.

WEB
 A collection of information accessed through the
internet.
 Information travels primarily through HTTP
 Uses browsers to access documents and web
pages.
 Navigation to other pages occurs through hyperlinks.
STATIC AND DYNAMIC WEB

STATIC WEB  Any website that has fixed or stagnant content.


 Coded in HTML
 Code and text for each page is written separately.
 Change must be made manually
 Also referred as Web 1.0
 Also called flat page or stationary [age
 Can’t be manipulated by user
 Content is same for all user

 First generation of website

DYNAMIC WEB  A web that displays different content each time it’s viewed.
 It is controlled by an application server processing server-
side scripts: CGI,AJAX, ASP, JSP, PHP
 It allows users to interact/contribute

WEB 2.0  A second generation of web-based services, which


emphasizes online collaboration, connectivity and the ability
to share content among users.
 1st used by O’Reilly Media at a conference in October of
2004
 O’Reilly Media was owned by Tim O’Reilly
 O’Reilly Media is tech book publishing company
 User friendly

Features of WEB 2.0  FOLKSONOMY


- allows user or arrange or categorize information in a freely
chosen keyword.
- content labeling system
- hashtags
- derived from taxonomy and floc
- classification run by people

 RICH USER EXPERIENCE


- content is dynamic and responsive to user’s input.

 USER PARTICIPATION
- allows other user to put content of their own.

 the weblog; also called blog or binnacle


-a regularly updated website that collects chronological
texts and articles from one or more authors with the
most recent appearing first, with a particular topic and
where the author is free to publish.
- RSS
 WIKI; from the Hawaiian term for fast
- it is a collaborative website made by various users
who can create, edit , delete or modify the contents of a
web page interactively, easily and quickly

 SOFTWARE AS A SERVICE
-subscribe to a software only when needed rather that
purchasing them. It allows you to rent a software for a
minimal fee.

 MASS ARTICIPATION
-since the web can be accessed universally, there is diverse
sharing of information. this is because content is based of
various cultures.

SEMATIC WEB

SEMATIC WEB  World Wide Web Consortium (W3C) that sets standards
that involves the web
 Common framework for data
 A component of Web 3.0
 Sematic web was coined by Tim Berners-Lee
 The term “sematic web” refers to W3C’s vision of the Web
of linked data.
 It aims to provide a common framework for sharing and
using data across applications.
 The ultimate goal of the Web of data is to enable
computers to do more useful work and to develop
systems that can support trusted interactions over the
network.
 Is to have machines understand users preference to
able to deliver web content to target the users.
 Syntax of the web.

Web 3.0  By studying personal preferences of each individual user


the internet can predict the best answer to our questions
from our previous searches
 Applications are seemingly talking to each other. some data
are being pass around

 First coined by John Mark of the New york Times in 2006


 Web 3.0 = executable web

WEB 3.0 features 1. Semantics- create, share, and connect content through
search and analysis
2. Artificial Intelligence- ability for a computer to process
things like humans ; machine learning and machine
language
3. 3D graphics concepts – virtual walk
4. Ubiquity- content, data , information can be accessible
by multiple application. Can be used anywhere and
anytime.
5. Connectivity

WEB 3.0 limitations 1. Compatibility


2. Security
3. Vastness
4. Vagueness
5. Logic

WEB 1.0 WEB 2.0 WEB 3.0


Mostly read-only Wildly read- write Portable and personal
Company focus Community focus Individual focus
Home pages Blogs/Wikis Live-streams / waves
Owning content Sharing content Consolidating content
Web forums Web applications Smart applications
Directories Tagging User behavior
Page views Cost per click User engagement
Banner advertising Interactive advertising Behavioral advertising
Britannica online Wikipedia Semantic web
HTML/Portals XML/RSS RDF/RDFS/OWL

TRENDS IN ICT

CONVERGENCE  Is the synergy of technological advancements to work on a


similar goal or task
 Convergence - Combining a lot of things into one
 Netflix is a type of convergence since it’s an e-media and
broadcast.
 Software as a service or subscribing for the things the
user only needed.

SOCIAL MEDIA  Is a website, application, or online channel that enable web


users to create, co-create, modify, and exchange user-
generated content.

TYPES OF SOCIAL 1. Social networks – allows you to connect with other people
MEDIA with the same interest. facebook, google plus, linked in
2. Bookmarking sites – allows you to store and manage links
to various websites and resources. Pinterst and stumble
upon
3. Social news – these are sites that allow users to post their
own news item or link to other news sources. Reddit
4. Microblogging – sites that focus on short updates from the
user.
5. Blogs and Forums – allows users to post their content, and
allow other users to comment.
6. Media Sharing – allows you to upload and share media
content like images, music and video.

MOBILE  Refers to devices that are both ttransportable and offer


TECHNOLOGY instantaneous access to information.

ASSISTIVE MEDIA  Is a non-profit service designed to help people who have


visual and reading impairments

Examples :
1. Mobility aids: wheelchairs and prosthetic devices
2. Voice recognition and screen reader
3. Visual search engines and electronic spell checker.
4. Digital recorders

CLOUD COMPUTING  Computing sevice over the internet.


 The things we do in the internet

INDUSTRY 4.0  Internet of things


- Is a web of interconnected smart devices
- These devices, once connected o the internet, can exchange
information with other devices or with human, anywhere and
anytime – enabling a more mobile way of doing business
 Big data
- the huge amount of unstructured data received from
different sources with varying speed.
- Big data analyst
 Fifth generation (5G)

Where is the Philippines  P5.2 billion is allocated for the department of information and
ICT heading in 2020? communications technology (DICT) for 2020 to support its
efforts in rolling out interconnectivity and data security
programs.

 P1.1 billion will be used to install free WIFI in public places.


Some p280 million will be used to fund free WIFI facilities in
state universities and colleges while P196 millions will be for the
National Broadband Plan.
TOPIC: DIGITAL CITIZENSHIP, ONLINE THREATS AND SAFETY

OBJECTIVES  Define digital citizen and netiquette.


 Determine threats of the internet and how to avoid them.
 Enumerate ways to stay safe and protect one’s privacy online

Why should you care ?  The use of online digital tools serves personal and social
functions that can both benefit and harm you.

 There are no secrets on the internet – Paul Babicki

DIGITAL CITIZEN  A digital citizen is one who knows what is right and wrong,
exhibits intelligent technology behavior, and makes good choices
when using technology.

DIGITAL CITIZENSHIP  Refers to the responsible use of technology by anyone who uses
computers, the internet, and digital devices to engage with
society.
 The engaging with online tools includes having email etiquette,
reporting and preventing cyber bullying, and learning how to
protect your private information when logging in the internet.

o What do you do if someone contacts through the


internet that you don’t know?
o Is it a good idea to share compromising pictures of
yourself or a friend on the internet? What could be the
consequences?
o How do you know if the information your friend sends to
you is authentic?
o What should you do if you receive an unkind or rude text
about someone in your class?
 This is to create and contribute to a positive online community

 Howard Gardner suggest 5 main areas:


 Identity - How a person should think about how someone
would view you if someone would search for you over the
internet?
 Privacy - how your information is protected; what
informations have you set as public on sites like facebook and
etc.
 Ownership –how do you deal with content that has been
created by other people.
 Trustworthiness – how would you know if your information
is authentic considering the possibility of misinformation and
fake news.
 Community - how would you engage with your online
community.

NETIQUETTE  Proper rules and conduct must be follow online in order to have
a positive cyber community
 Netiquette is the etiquette of cyberspace. It is a set of rules for
behaving properly online.
 Combined word from network and etiquette
 Netizen – a person who is a member of the online community
 Netiquette- refers to the conduct that should be observed when
communicating or publishing information or materials online.

What rules could be A book by Virginia Shaya in the year 2011 entitled netiquette
possibly applicable outlines the core rules. It is considered a set of general guidelines for
online? cyber space behavior

1. Remember the Human Rule – do unto others as you’d have


others do unto you.
2. Adhere to the same standards of behavior online that you
follow in real life – breaking the law is bad netiquette.
3. Know where you are in cyberspace – netiquette varies from
domain to domain lurk before you leap.
4. Respect other people’s time and bandwidth – responsibility
to ensure that the time they spend reading your posting isn’t
wasted. You are not the center of cyberspace.
5. Make yourself look good online – take advantage of your
anonymity. Know what you’re talking about and make sense-
quality of writing. Don’t post flame-bait.
6. Share expert knowledge – share your knowledge is fun. It’s a
long-time ne tradition. And it makes the world a better place.
7. Help keep flame wars under control - forbid the
perpetuation of flame wars—series of angry letters, most of
them from two or three people direct toward each other.
8. Respect other people’s privacy
9. Don’t abuse your power – do not take advantage of the
power you have.
10. Be forgiving of other people’s mistakes – if you do decide to
inform someone of a mistake, point it out politely, and
preferably by private email rather that in public.

STAY SAFE ONLINE

CREATE A STRONG  A strong password is one of the best ways to defend your
PASSWORD accounts and private information from hackers
 TIPS
 Never use personal information
 Use a longer password. 6 characters or more
 Don’t use the same password for each account. Try to include
numbers, symbols, and both uppercase and lowercase letters

BROWSER SECURITY  A web browser has a lot of built-in security features to help
FEATURE protect your computer.
 Malicious websites often use deceptive web addresses to trik
users.
 Lock icon displayed in a web browser indicates a secure mode
 Update browser regularly.

AVOID INTERNET  Spam – unsolicited message sent over the internet, most spam is
THREATS commercial advertising often for dubious products and get-rich-
quick schemes. Also known as junk email, spam messages can
clutter your inbox
 Phishing – acquires sensitive personal information like password
and credit card details by sending you an email directed to a
website.
 Pharming – is a type of cyberattack involving the redirection of
web traffic from a legitimate site to a fake site for the purpose of
stealing usernames, passwords, financial data, and other
personal information.

EASILY IDENTIFY  Malware, malicious software, is an umbrella term that describe


MALWARES any malicious program or code that is harmful to systems.
 Common forms of malware :
 Adware
 Spyware
 Virus
 Worm
 Trojan
 Ransomware
 Keylogger

PROTECT ONLINE PRIVACY

SOCIAL MEDIA PRIVACY  Social media are more public which means they’ll usually be seen
by lots of other people.
 Think before you post and share
 Configure privacy setting o social media applications
 Go incognito or private browsing
THINK BEFORE YOU  Could someone misinterpret what I’m saying?
POST ONLINE  Who might be able to read this?
 Am I posting in anger?
 Am I showing a bad side of myself?
 Am I revealing to much about myself?
 Could someone feel disrespected?

INFO FROM INTERACTIVE SESSIONS

Healthy Social Media  the features within social media apps are designed to capture
Habits your attention
 it benefits social media companies for users to spend time on
social media, so it is up to us to be sure we are balancing our
social media time with other meaningful things in our life
 habits – something we do automatically without thinking
 attention-grabbing design – features of a device or app that are
intended to encourage users to use it frequently
 feedback loop – the pleasure you experience when you get a
response to something you do or post online, making you want
to go back and post more.

 Notifications use bright colors that look urgent to grab your


attention. It can make you feel like you have to go on the site
to check what it’s about.
 Likes and comments can create a feedback loop
 Auto play is tempting the user to keep on watching the video.
 In social media the timeline has no end

 Some strategies to use to build healthy social media habits.


 Turn off or reduce the number of notification you get
from social media
 Be mindful of and track how much time you spend on
social media
 Make sure to take breaks or disconnect from social
media if you need to.

Shaping Your Digital  Social media is a great way to communicate with others and
Footprint express yourself. You can also use it to show others, including
colleges or future employers, who you are as a person.
 However, social media use can also have drawbacks. What you
and others share is permanent, and it's easy to get caught in
sharing things you may later regret. It can also take a lot of time
to manage different platforms and accounts.
 digital footprints – all the information online about a person
either posted by that person or others, intentionally or
unintentionally.
 Audience – anyone who can see information about you or posted
by you online
 Oversharing – when people share something they later regret
 All of your actions on social media create a digital footprint.
This includes any information you share about yourself and
any posts that you have created.
 Remember to think before you post! Try to avoid oversharing
about yourself and others.
 Think about ways you can create a positive digital footprint!

Is It Private Information
 Social media can connect people over the Internet. People use
social media to share information, their interests, and connect
with friends and family. They can also use it to talk to new people
and meet new friends!

 On social media, you may be talking to many different people at


the same time. You might not know some of them in real life.
Remember to always be careful about the information you share
online, especially with people you've never met face-to-face.

 Private information – information about you that can be used to


identify you because it is unique to you

 Risky –potentially harmful to one’s emotional or physical well-


being.

 Ways to respond to a message of a suspicious person

 Ignore the person

 Change the subject

 Be direct

 Talk to a trusted adult

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