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Notes: Introduction to MIL

Before going over the module, go to the quiz named TESTER.


 

Objectives:

1. Delineate terms of media and information preliminaries 


2. Review various schemata on media and information literacy 
3. Discuss responsible use of media and information
4. Compare potential sources of media and information
5. Assess information quality
6. Explain how the evolution of media from traditional to new media shaped the values and norms of people
and society

Here are some terms that we need to be familiar with so we can follow with the discussions with ease.

1. Literacy

Generations ago, literacy may simply mean ability. Literacy then only refers to the ability to read, write,
and do basic mathematical computations. The world though has evolved and everyone now needs more
than just those abilities. How then do we define literacy in a 21st Century setting?

Literacy is now defined as the ability to identify, understand, interpret, create, communicate and compute,
using printed and written materials associated with varying contexts. Literacy involves a continuum of
learning, wherein individuals are able to achieve their goals, develop their knowledge and potential, and
participate fully in their community and wider society.

2. Media

Have you watched a movie? Have you sent a text message? Have you tried listened to the radio or read a
book? If you answered YES to any or even all of these then you have already experienced using media.

MEDIA - physical objects used to communicate including mass media (radio, television, computers, film,
etc.). Traditionally, media are source of credible information in which contents are provided through an
editorial process determined by journalistic values and where editorial accountability can be attributed to
an organization or a legal person. In more recent years the term ‘media’ is often used to include new
online media.

3. Media Literacy

The ability to access, analyze, evaluate, and create media in a variety of forms. It aims to empower
citizens by providing them with the competencies (knowledge and skills) necessary to engage with
traditional media and new technologies.

4. Information

A broad term that covers processed data, knowledge derived from study, experience, instruction, signals
or symbols.

5. Information Literacy

The ability to recognize when information is needed, and to   locate, evaluate, and effectively
communicate information in its various formats.

It includes the competencies to be effective in all stages of the life cycle of documents of all kinds, the
capacity to understand the ethical implications of these documents, and the ability to behave in an ethical
way throughout these stages.

Does it sound too much? Simply said, knowing and understanding when and how to use information
effectively and ethically makes one an information literate individual.
6. Technology Literacy

The ability of an individual, either working independently or with others, to responsibly, appropriately, and
effectively use technological tools. Using these tools an individual can access, manage, integrate,
evaluate, create and communicate information.

7. Media and Information Literacy

The essential skills and competencies that allow individuals to engage with media and other information
providers effectively, as well as develop critical thinking and life-long learning skills to socialize and
become active citizens.

Let me also share another definition of MIL that needs to be highlighted. According to the Moscow
Declaration on Media and Information Literacy in 2012, 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”.

ELEMENTS AND STAGES OF INFORMATION LITERACY

Stages/Elements of Information Literacy. In this context, these questions can be thought of as the
‘elements’ that make up an individual’s information Literacy, but they can also be thought of as ‘stages’ because
they can be the steps through which one can become information literate.

Information Literacy – a set of individual competencies needed to identify, evaluate and use information in
the most ethical, efficient and effective way across all domains, occupations and professions. It refers to the
ability to recognize when information is needed and to locate, evaluate, effectively use and communicate
information in its various formats.

1. Identifying/ recognizing information needs - The first thing is that you have to define your
need, your problem, or the question.  You have to know what information you need. If it is a storm
(signal, wind speed, power interruption, wind strength, evacuation centers, etc.)
2. Determining sources of information -  Identify where to get the information from website,
person, books, etc.
3. Citing or searching for information - Find the information; locate it, access it, and retrieve it. 
You can do that from a variety of sources.  These sources include print which are books, magazines and
texts; electronic means; or human information sources, meaning we ask someone, ask a expert, or ask a
colleague.
4. Analyzing and evaluating the quality of information - Assess the credibility of the
information, its accuracy, reliability, 
5. Organizing, storing or archiving information - You then have to organize that information so
you can use it
6. Using information in an ethical, efficient and effective way - Communicating that
information
7. Creating and communicating new knowledge - Potentially, you can create more information
to help and improve the community. 

Take note though that Media Literacy, Information Literacy, and Technology Literacy are not to be taken
as separate entities, these three are always intertwined. Look at the table below. This table reflects
some of our online activities as examples. (UNESCO, 2011)

Online Activities Media Literacy Information Literacy Technology Literacy


 content (tone,
Sending an electronic
platform to be used appropriateness,
message tool/device (mobile
(text, e-mail, recipient, accuracy,
phone, computer, etc.)
(sender/creator of media messenger, etc.) understandable, and
message) others)

 traditional content media platform (TV,


Obtaining news and (newspaper, TV, radio, (appropriateness, ) radio, others)
information others) giving feedback where to best access
digital (website, social understanding biases the digital content
(recipient/consumer of
media pages, etc.) navigation skills
media message)

TYPES OF MEDIA
When people talk about media, they often refer to the journalistic arm that includes newspaper, news reporters,
and journalists. However, as a concept, media is vaster and more diverse. The term media is defined as
“channel,” “means” or “method.” It serves as an avenue to communicate information.

There are three main categories of news media: print media, broadcast media, and the new media.

TYPES DEFINITION EXAMPLE SPECIFICS


refers to paper publications
like books, newspapers,
magazines, journals, news
letters, and other physically books, newspaper, magazines, Philippine Daily Inquirer
PRINT MEDIA printed materials. brochures, banners, billboards, broadsheet, SM sale
Considered to be the oldest flyers, etc. flyers, and others
form of media
paper and ink and is
traditionally mechanical

includes radio and


television
BROADCAST media that initially used
Radio, Television GMA, PTV 4, CNN, I FM
MEDIA airwaves to reach audience
comes in three forms:
Radio, Television, and Films

Social networks or
websites– including
Facebook, Instagram,
Twitter, YouTube, Tumblr,
LinkedIn, Snapchat, Quora,
content organized and
Reddit, Pinterest, etc. They
distributed on digital
are user-friendly and widely
platforms.
used by people around the
term coined to refer to the
world. Although we can find
media that developed when
any news here, they may
the use of computer
be misleading because of
technology became
the lack of regulations on Facebook, Project
NEW MEDIA available
the content shared. Nightfall vlog
those digital media that are
Online forums-  an online
interactive, incorporate two-
place where we can
way communication and
comment, message, or
involve some form of
discuss a particular topic.
computing,” Robert Logan
Forums allow us to share
writes in his book
knowledge with other
Understanding New Media
people with the same
interest. That’s why it’s
regarded as the best
platform to seek support
and assistance.
 

 With the sudden changes and advancement in technology, we are all now exposed to all types of media
anytime and anywhere. So it is crucial that we are able to filter things that we see or read from these types of
media. 

But what happens if these types of media co-exist?

When these types of media co-exist we now have MEDIA CONVERGENCE. Media Convergence simply refers
to the merging of different types of mass media such as Traditional Media, Print Media, Broadcast Media, New
Media and the Internet as well as portable and highly interactive technologies through digital media platforms.
Media convergence has proved to be a phenomenon that is here to stay.

Examples of Media Convergence are:

1. Smartphones (converging camera, music, the internet, books, and all other media together)
2. Online Radio (converging radio with the Internet)
3. E-books (converging paperbacks with the digital technology)
4. News Websites and Apps

Benefits/ Advantages of Media Convergence:

SPECIFIC CONTENT. The content creators can now use the different platforms to customized contents
specific for a target group.
DYNAMICS IN THE ECONOMY. Digitization of media, products, and services (online selling and online
shopping has become a trend)
PROSUMER. Initially, we only served as consumers, audience or recipients of media. Due to the revolution
of media and technology we are no longer consumers but we as online users has turned into co-creator or
producers of media (youtubers, vloggers, bloggers, etc.)
EXPERIENCE. This convergence has improved the way people experience things. Videos and
communication used to be separate features but due to the convergence in technology we now have
videoconferencing applications and video messaging options.

Disadvantages of Media Convergence:

The audience are exposed to a variety of media platforms it gets tough to understand the effect of media.
Increase in the competition for consumer’s time and attention that the content creators face.
Information overload

Evolution of Traditional to New Media

Humans are social beings who need to communicate with each other. As times and circumstances change,
humans also found different platforms of communication. Media technologies both spring from and cause social
changes.

The beginning of human communication dates back to ancient cave paintings, drawn maps, and writing. Then
as the civilization evolve, along with it evolves the media that are in use. The contemporary media age can
trace its origins back to the electrical telegraph, patented in the United States by Samuel Morse in 1837. Thanks
to the telegraph, communication was no longer linked to the physical transportation of messages.

The evolution of Media is divided into 4 main Eras or ages. It started from the pre-industrial age until we reach
the information age. Read below and be guided how media has evolved.

1. PRE-INDUSTRIAL AGE (BEFORE 1700S)  People discovered fire, developed paper from plants, and forged
weapons and tools with stone, bronze, copper and iron.      

Prehistoric or pre-industrial age is the period of human activity between the use of the first stone tools
estimated around 3.3 million years ago. The invention of writing systems, the earliest of which appeared was at
around 5300 years ago. Technology that predates recorded history. History is the study of the past using written
records; it is also the record itself. Anything prior to the first written accounts of history is prehistoric (meaning
"before history"), including earlier technologies. About 2.5 million years before writing was developed,
technology began with the earliest hominids who used stone tools, which they may have used to start fires,
hunt, cut food, and bury their dead.

              

Examples:

  

  
  Clay Cave paintings (also known
Papyrus is made from pith of
as “parietal art”) are numerous Clay tablets are used as a writing medium
papyrus plant. It is used in
paintings and engravings found on especially for writing in cuneiform.
ancient times as writing
cave walls or ceilings around 38 Cuneiform is one of the oldest forms of
surface to designate
000 BCE writing. This means of communication was
documents written on its
used for over 3 000 years in 15 different
sheets, rolled up to scrolls.
languages.

2. INDUSTRIAL AGE (1700S-1930S) People used the power of steam, developed machine tools,
established iron production, and the manufacturing of various products (including books through the
printing press).

 The Industrial Age is a period of history that encompasses the changes in economic and social organization
that began around 1760 (Industrial Revolution) in Great Britain and later in other countries, characterized chiefly
by the replacement of hand tools with power-driven machines such as the steam engine, and by the
concentration of industry in large establishments. 

Examples:

printing press-1.png A printing


press is typically used for texts. It
is a device that applies pressure
to an inked surface resting upon   Motion picture (also known as
a print medium (like paper or film or movie) is series of still
A telegraph is used for long-
cloth). distance communication by photos on film, projected in rapid
transmitting electrical signals succession onto a screen by
over a wire laid between stations. means of light

3. ELECTRONIC AGE (1930S-1980S)

The invention of the transistor ushered in the electronic age. People harnessed the power of transistors that led
to the transistor radio, electronic circuits, and the early computers. In this age, long distance communication
became more efficient.
Examples:

Large Electronic
Mainframes
Transistor Radio Computers
Computers

4. INFORMATION AGE (1900S-2000S)

The Internet paved the way for faster communication and the creation of the social network. People advanced
the use of microelectronics with the invention of personal computers, mobile devices, and wearable technology.
Moreover, voice, image, sound and data are digitalized. We are now living in the information age.

Digital Age or Informational Age is a period in human history characterized by the shift from traditional industry
to an economy based on information computerization

Examples:

lapey.jpg

Laptop
Web Browsers
Video Chat

Here’s a challenge for an MIL student like you. At the end of this course, you should already be a Media
and Information Literate Individual. Do yourself and your community favor. Understand and live by the
concepts of Media and Information Literacy.

Do your assignment under module 1 - Takeaway


 

References:

Aboga, F. and Agapay, R., (Second printing, 1st edition. Media and Information Literacy:

Transforming Society Through Student Empowerment, TechFactors Inc., 2018

Alagaran, J. R. Q. Media and Information Literacy: Empowering the Discerning Audiences. Quezon

City: Abiva Publishing House, Inc, 2017


 

Cantor, O.L. Media and Information Literacy. Quezon City: Vibal Group, Inc.,2016

Magpile. C. Media and Information Literacy: Enhancing Education through Effective

Communication. Quezon City:The Inteligente Publishing, Inc.,2016


Notes: Media and Information Sources


All Sections

Media and Information Sources

 We just discussed how media and information evolved throughout history. With the technology that we now
have, it is now easier to access more information. But, how can we check the validity and reliability of the
information that we get?

Information and knowledge are crucial to our survival. But before we start to gather and to believe anything,
we need to assess the quality of the source.

A media source is any resource that serves as a means of communicating to a general, public audience.
These sources are important because the medium in which we receive a message shapes the message.

SOURCES OF INFORMATION:

1. Indigenous Media – a knowledge that is unique to a given culture or society (Warren, 1991).

-May be defined as forms of media expression conceptualized, produced, and circulated by indigenous
peoples around the globe as vehicles for communication.

Indigenous media varies from one place to another. 

-Medium used by indigenous people to relay or express certain information.

Indigenous Knowledge (IK)

also referred to as folk knowledge


local knowledge
Knowledge about a particular region, or community
Reflects heritage and culture (legends, folktales, epic, mythology)

-A knowledge that is unique to a specific culture or society; most often it is not necessarily written down

Indigenous Communication

-The transmission of information is through the local channels or forms. It is a means by which the culture is
preserved, handed down and adapted.

Characteristics of IK:

oral tradition of communication


store information in memories
information exchange is face to face
information is contained within the border of the community
2. Library Sources

Library place in which literary, musical, artistic, or reference materials are kept for use but not for sale. It is a
building or room that contains a large collection of books and reference materials.

Libraries came into existence because of the invention of the printing press. The main role of a library is to
organize and provide access to information.

Types of Library

Academic
Public Library School Library Special Library
Library

serves colleges serves cities and serves students from in specialized environments, such as
and universities towns of all types Kindergarten to Grade hospitals, corporations, museums, the military,
  12 private business, and the government

3. Internet Sources

What is an Internet? 

Internet is global computer network providing a variety of information and communication facilities,


consisting of interconnected networks using standardized communication protocols. It allows users
around the world to share information for various purposes.
This has become the best source of information because its vast database will most likely contain any
and all information needed at a moment’s notice, giving users ease of access and convenience in their
searches.

Evaluating Information Found on the Internet: (Skills in determining the reliability of information.)

4. Check the author. The author’s willingness to be identified is a good indication of reliability.


5. Check the date of publication or of update. While the information may be true, it may not be reliable if
it is outdated and may have lost relevance.
6. Check for citations. Reliable authors have the discipline of citing sources of their information.
7. Check the domain or owner of the site or page.
.com: shorthand for commercial .gov: shorthand for government
.net: shorthand for network .mil: shorthand for military
.edu: shorthand for education
.org: shorthand for organization
8. Check the site design and the writing style. Credible sources take time to make their information
accessible and easy to comprehend.

Here are the things you need to check whenever you are assessing online information:

Classifications of Media and Information Sources

It is useful to categorize sources as primary, secondary, or tertiary. This is to understand the difference
between and among them in terms of relative proximity to the incident, or original event. The closer it is from
the source, the more credible the source is.

     
 
Primary Sources Secondary Sources Tertiary Sources

  ü  A primary source is ü A secondary source ü A tertiary source is


the source closest to the builds on what the primary usually based on a range
 
original event. This source has started. of secondary sources.
  includes new ideas, new
  findings, or first-hand ü Describe, summarize, or ü Consist of information
accounts discuss information or that is distillation and
 
details originally collection of primary and
ü  Immediate, first – hand
  presented in the primary secondary sources.
accounts of a topic, from
sources.
  people who had a direct ü Refers to sources that
connection with it. ü Refers to sources that organize and combine
 
have been altered or the primary and the
ü  Refers to sources that
Proximity to modified. Thou they may secondary source
have not been altered or
original talk about same topic with
modified yet. This
event: the primary source, but
displays original thinking
other people’s
from the author itself.
interpretation and analysis
have already been
included in the text.

-a literary critique based -a journal article


on a poem, play or novel reviewing a number of
-an original letter different approaches
  -a history book based on (secondary sources) to a
-an original diary or primary historical sources subject
  journal
-a scientific report based -a book of readings
  -original notes from an on primary experimental presenting different
experiment or piece of notes
  perspectives on the
research
  -bibliographies, textbooks, subject matter you are
- a novel, poem or play dictionaries, studying
  encyclopedias,
-an art work, theatrical - a text book reviewing
Examples: performance or musical biographical works, and interpreting a
score or performance magazines, literary number of scientific
criticisms such as journal discoveries, experiments
articles or approaches

 Attribution and Data Triangulation

Attribution and triangulations are ways to evaluate information. Attribution is the identification of the source
of information (Is the source known? Is the source credible and reputable?). 

Data triangulation, on the other hand, is the process of finding two or more sources for the same information
(Are the sources scholarly, academic, or reputable? 

How many different quality sources are saying the same thing? Are the facts verifiable?). Researchers and
journalists build and protect their credibility by citing as many reliable sources and verifiable facts as
possible. 

           Go over the five criteria for evaluating sources and ask yourself how many of this do you actually
consider check before accepting a piece of information to be reliable and credible.

 
Criteria in Evaluating Sources:

5. Currency - Check the date of publication. Ideas and concepts should be relevant and consistent with
most recent information on the topic. Make it a habit to check the date and check for newer
editions/updates. Sources must be recent and updated enough.
6. Authority - The information must come from an author or organization that has an authority or expertise
to speak about a certain topic. The writer should have the appropriate academic qualifications,
experience, and publication history.
7. Coverage - Source should cover variety of sources (primary and secondary) so that you can be aware of
the breadth of ideas on the topics, and if needed make an informed choice of a position you are satisfied
and confident with.
8. Objectivity - The source should present factual information. Opinions, if any, should be well supported by
facts. Beware and be keen on propaganda and biased materials.
9. Accuracy - The sources of information should be identified and verifiable. The methodology used in the
analysis should be clearly identified. Determine if the data and content is verifiable and if the source is
comprehensive.

REFERENCES:

  Aboga, F. and Agapay, R., (Second printing, 1st edition. Media and Information Literacy:

Transforming Society Through Student Empowerment, TechFactors Inc., 2018


Alagaran, J. R. Q. Media and Information Literacy: Empowering the Discerning Audiences. Quezon City:
Abiva Publishing House, Inc, 2017

Cantor, O.L. Media and Information Literacy. Quezon City: Vibal Group, Inc.,2016

Magpile. C. Media and Information Literacy: Enhancing Education through Effective

Communication. Quezon City:The Inteligente Publishing, Inc.,2016

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MIL Notes: Media Language


Content Standards: The learners understand media and information codes, conventions, and messages in
relation to consumers, producers, and other stakeholders.

Performance Standards: The learners shall be able to examine and identify pertinent media and information
codes, conventions and messages given a visual resource.

Learning Competencies

Evaluates everyday media and information presentations regarding codes, convention, and message; and
how they affect the audience, producers, and other stake holders. MIL11/12MILA-IIIf-15
Produces and assesses the codes, conventions, and messages of a group presentation.MIL11/12MILA-IIIf-
16

Specific Learning Objectives

At the end of the lesson, the learners must be able to:

Identify codes, convention, and message and how they affect the audience, producers, and other stake
holders.
Reflect on how important information can be conveyed to create the desired impression.
Understand how media texts are presented and interpreted based on various codes and conventions

MEDIA AND INFORMATION LANGUAGE

As media and information literate individuals, we must clearly understand media and information codes and
conventions. We need to see past just the image and truly understand the message that a media text and
media professionals are communicating.

“Media affect us not only through the information that they deliver but also through their language,
codes, and conventions.” (Marshall McLuhan)

Codes and conventions are the "grammar" of media languages that enables us to understand how media and
information works, how they convey meaning, and why they do what they do" (Alagaran, 2017). Media and
information use “texts” to tell stories. In order to communicate, media and information uses a language or a
combination of language, media language.

Let us understand these concepts further! Study the cover pictures of the different movie genres.  What type of
movie does each picture show? What helped you identify its type?
Colors, writing style, the words and images used, and all other identifying factors you considered to
identify the kind or type of movie each picture shows are the codes and conventions of media.

Media language is an umbrella term that covers all media codes and conventions. Media codes and
conventions can be described as the building blocks of all the media around us which generally have an agreed
meaning, or connotation to their audience (Young, 2017).

Conventions are the generally accepted ways of doing something.

Codes or Media Codes are systems of signs which create meaning. There are various types of codes in media
Depending on your reference, there are either three (3) or four (4) types of media codes. We will be studying
the three (3) commonly identified categories of media codes: symbolic codes, technical codes, and written
codes. We will also discuss one other which is the audio codes. Here is a summary of what these codes are.

TYPES OF CODES IN MEDIA

1. Audio Codes.

This include codes related to sound. Background music, sound effects, and voice over are under this category. To

understand the concept of audio codes we need to understand the use of Diegetic and Non- Diegetic Sound.
Diegetic Non- Diegetic

(actual sounds) (commentary sounds)

ü Sounds are from noises that are ü The sounds in the movie that the
happening in the scene audience hears, but the characters
cannot
ü Any sound that originated within
the film’s world ü Often used to add drama to
moments
ü The sounds in the movie that the
characters CAN hear ü Example: music, a narration, and
sound effects
ü  Example: people talking, chirping
of birds, footsteps,  

Watch this short clip. listen to the difference.  Diegetic vs. Nondiegetic (https://www.youtube.com/watch?
v=AE8rWoN-jy0)

Other Audio Codes Terminology

1. Voice-over the voice of an unseen narrator speaking


2. Dialogue - conversation between/among the characters in the story. It aims to impart information and
establish characters and relationships
3. Sound effects - creates/establishes realism
4. Music - creates emotion/ mood
2. Symbolic Codes

These are codes that are used to convey a symbolic -- rather than a literal – meaning. All the elements that
constitute the visual representation of the media text, such as settings, costumes, lighting, soundtrack, and the
body language of the actors. Symbolic codes are polysemic, can be interpreted in different ways.

John Fiske came up with the term “polysemy” – the multiple interpretations which the media evokes.
“Poly” meaning many and “Semy” meaning senses – so “polysemy” means many senses. Polysemy in
media allows different understanding of a certain type of media.  These codes can be interpreted
differently by the audience based on their social and cultural influences.

Symbolic Codes

Setting is very important in a film. It has several


functions:

Ø to set the time and place where the storyline


SETTING takes place

Ø to set the genre of the film

Ø the time and place of the narrative

 It helps establish the genre or the mood of the


media text.

COLOR Red, for instance, is typically seen as a color of


passion, danger, romance, or violence. Green is
connected with nature or sickness, blue with calm
or depression

ACTING FACIAL EXPRESSIONS

  Facial expression help the audience read the


characters emotions. The actors' eyes are the clue
to the emotions they are expressing to the
audience.

BODY LANGUAGE/STANCE

Body Language/Stance is how the actors stand


and the the body language that is used to portray
the feelings, thoughts and personality of the
character. An important aspect to remember is
that the actor is also instructed by the director
during the making if the film.

BODY SHAPE

Each actor was hired to play a role based on the


ideal body shape needed portray that particular
character. Sometimes actors gain or lose weight
or muscle in order to portray these characters.

VOICE/ACCENT

With voice and accent, an actor can use their


voice to give the audience insight into the
character's background and culture. Many actors
work with a vocal coach to assist them in
mastering this accent. Another part of voice
includes the tone/volume of voice. This can
communicate emotion with the audience.

Mise en Scene is a French term that translates to


MISE EN SCENE "staged". It refers to everything we see within the
  frame. This includes: the set, costumes, colour,
props and overall lighting.

3. Technical Codes

Technical codes are all the ways in which equipment is used to tell a story in a media text like camera
techniques, framing, lighting, etc.

Camera angles and movements combine to create a sequence of images, just as words, word order and
punctuation combine to make the meaning of a sentence. You need a straightforward set of key terms to
describe them.  Camerawork refers to how the camera is handled, positioned and moved for specific effects like
a high-angle camera shot to create a feeling of power in a photograph.

Camera Angles. It is based on how the camera is positioned in reference to the subject.

Example, when we say high angle shot, the shot is take from an area higher than the subject. It is important that
the subject is focused and can be easily understood or identified. Camera Angles

Low angle: camera looks up – subject looks large – creates an impression of power

Normal or straight angle: camera looks at the subject from eye-level – subject looks equal to viewer, who
feels equal to, and may even identify with, subject

High angle: camera looks down – subject appears small – creates an impression of weakness
Camera Shots

extreme close up of eyes/face: aggression, discomfort


close up of head/reaction:intimacy
head and shoulders– 2–3 people

medium shot

medium-long shot: full-body normal view

long shot: room, normal view

extreme long shot: house, establishing the setting

establishing shot: city, establishing the venue

Here is a guide on how it will look on screen, and how to differentiate the various shot sizes especially for
human subjects.
 

Ø establishes the environment around a specific character or object


Long Shot
Ø reveals to the audience where that character or object is positioned in
Wide (landscape)
reference to the background
Long (portrait)
 

Ø waist up

Ø useful when more than one subject is in frame


Medium Shot (MED) Ø allows the audience to be a little closer to the subject while still seeing the
setting

Ø  framed from the chest up

Medium Close-Up Ø allows the audience to clearly see facial gestures and emotions without getting
(MCU) too close and personal to the subject

Ø emphasizes a subject’s emotion or reaction

Ø very little visual of the surrounding environment


Close-Up (CU)
Ø focus solely on the subject

Ø commonly used to place an emphasis on a specific object or element


Extreme Close-Up
Ø feature a specific object or element for only a short period of time on screen
(ECU)
Ø attention solely on the specific object or element featured

Extreme long/wide Ø Establishing shot


Shot (ELS/EWS) Ø character doesn’t necessarily have to be in this shot

Ø Shows where the scene is taking place

FILM TERMS
1. Frame: a single still picture or image
2. Shot: the images that are filmed from the time the camera starts to the time it stops, with no cuts
3. Sequence: a series of shots on the same subject
4. Cut: stop one shot / abruptly start second; creates the impression of different places, same time
5. Fade out/in: go to black / go from black to picture; suggests passage of time, change of place
6. Pan: camera moves from left-to-right or right-to-left across scene from one subject to another – can be used
to create suspense
7. Zoom: camera moves in (tight) or out (wide)
8. Tilt: camera moves vertically, up or down

- Adapted from Mass Media and Popular Culture Resource Binder. Toronto: Harcourt Brace & Company
Canada

1. Editing – theprocess of choosing, manipulating and arranging images and sound. 


2. Audio – the expressive or naturalistic use of sound. The three aspects of audio are: dialogue, sound effects,
music and silence.

1. Lighting – the manipulation of natural or artificial light to selectively highlight specific elements of the scene.
Elements of lighting include: Quality, Direction, Source, Color

4. Written Codes. Some examples of written codes are headlines, captions, speech bubbles, titles and writing
style.

CONVENTIONS

Conventions are accepted ways of using media codes. Conventions are closely connected to the audience
expectations of a media product. Different types of conventions include form conventions, story
conventions and genre conventions.
Form conventions

the certain ways we expect types of media’s codes to be arranged

Examples: (a )the audience expects to have a title of the film at the beginning, and then credits at the
end. (b)Video games usually start with a tutorial to explain the mechanics of how the game works.

Story Conventions

Story conventions are common narrative structures and understandings that are common in story telling
media products. Examples of story conventions include:Narrative structures, Cause and effect, Character
construction, Point of View

Genre Conventions

Genre conventions point to the common use of tropes, characters, settings or themes in a particular type of
medium. Genre conventions are closely linked with audience expectations. Genre conventions can
be formal or thematic.

ADDITIONAL TERMS TO REMEMBER:

1. Messages - the information sent from a source to a receiver.


2. Audience - the group of consumers for whom a media message was constructed as well asanyone else
who is exposed to the message.
3. Producers - People engaged in the process of creating and putting together media content to make a
finished media product.
4. Other stakeholders- Libraries, archives, museums, internet and other relevant information providers.
5. Semiotics is the study of signs and their meaning in society. A sign is something which can stand for
something else – in other words, a sign is anything that can convey meaning.

“The first step in becoming media and information literate is to understand how information, ideas and
meaning are communicated through and by various media and other information providers, such as
libraries, archives, museums and the Internet”.

Understanding Media Text

Media texts can be understood to include any work, object, or event that communicates meaning to an
audience. Most media texts use words, graphics, sounds, and/or images, in print, oral, visual, or electronic form,
to communicate information and ideas to their audience.

Print – newspapers/magazines (music, lifestyle, women, men, teenage), flyer/print based advertising,
billboard advertising, advertising within other texts, weekend supplements
Broadcast – film, TV, advertising
E-media – social networking sites, newspaper/current affairs sites, e-mail/communication, web series
Social networking –Myspace, Twitter, Facebook, Snapchat, Youtube, etc.
Television

Media text provide a baseline to make dissemination more accurate, more efficient, and much faster to keep up
with the trend. It is also important in data gathering and preserving / documenting written oral works, and
language translation.
Notes: Legal, Ethical, and Societal Issues in
Media and Information
 

Content Standards:

The learners demonstrate an understanding of the legal, ethical, and societal issues in the use of media and
information.

Performance Standards:

The learners shall be able to evaluate a case study or presentation on an offense, investigation, and
decision on any of the issues in media and information within their community.

Learning Competencies:

Define and explain copyright and other related issues. MIL11/12LESI-IIIg-20


Discuss current issues related to copyright in relation to actions of government and private sectors, including
but not limited to Cybercrime Law RA10175. MIL11/12LESI-IIIg-21
Explain actions to promote ethical use of media and information. MIL11/12LESI-IIIg-22
Enumerate opportunities and challenges in media and information. MIL12LESI-IIIg-23

Specific Learning Objectives

At the end of the lesson, the learners discuss and analyze a specific case study related to legal, ethical, and
societal issues in the use of media and information literacy.

Whatever output we come up with comes with effort, brain cells, and a whole lot of hard work. These things
exerted and invested on an output are the reasons why we have a law that protects the hardworks and
creativity.

FAIR USE GUIDELINES:

Fair userefers to the copying of a copyrighted material, with the purpose of using it for a review,
commentary, critic, or parody, without the need to ask permission from the copyright owner.
Parodyrefers to a work which ridicules another in a funny, inoffensive, and non-derogatory manner.
Picture8.png

The US judges considered the Four Factors of Fair Use, which is also observed in the Philippine judicial
system to guide in making determinations of fair use. The following factors are considered:

1. The purpose and character of the use, including whether it is of a commercial nature or for non-profit
educational purposes
2. The nature of the copyrighted work
3. The amount of the portion used in relation to the copyrighted work as a whole, and
4. The effect of the use upon the potential market for or value of the copyrighted work.

INTELLECTUAL PROPERTY

pertains to the outputs or creations of the mind, such as inventions; literary and artistic works; designs; and
symbols, names and images used in commerce.

Terms to Remember:

COPYRIGHT PATENT TRADEMARK

§ recognizable insignia,
§ the exclusive legal right,
phrase, word, or symbol
given to an originator or an § It pertains to an exclusive right that denotes a specific
assignee to print, publish, granted to an invention. A patent product and legally
perform, film, or record literary, protects the owner from other
differentiates it from all
artistic, or musical material, people who deliberately or other products of its kind
and to authorize others to do unintentionally copy his
the same. invention. It gives him exclusive § exclusively identifies a
rights to the invention or product as belonging to a
§ Violation of such can merit
specific company and
legal sanctions, COPYRIGHT product.
recognizes the company's
INFRINGEMENT
ownership of the brand.

PLAGIARISM

The act of copying information or creative work off the Web, or from other information sources that are
copyrighted and without properly acknowledging the author.

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DIGITAL DIVIDE
This is a term that refers to the gap between demographics and regions that have access to modern
information and communications technology, and those that don't or have restricted access.
This is the term that covers the social imbalance of the opportunities to use ICT.

3 STAGES OF DIGITAL DIVIDE

Stage 1: STAGE 2: STAGE 3:

ECONOMIC DIVIDE USABILITY DIVIDE EMPOWERMENT DIVIDE

Ø “the process of gaining


mastery over one’s self and
Ø Revolves around the fact that one’s environment in order to
technology remains so fulfil human needs”
Ø The concept between complicated that many people (Hartstock,1985)
rich and poor couldn’t use a computer/gadget
Ø How one uses technology
even if they have one
Ø Manifested in the fact responsibly, effectively,
that some people simply Ø Who knows how to use vs. efficiently, and with
can’t afford to buy a Who don’t accountability for the benefit of
computer or access a the user and the community
Ø Factors may include age, low
stable connection literacy, low computer literacy, Ø It’s not based on what you
low education, rural geography, have but on how to use it to
underdevelopment in countries make full use of the
opportunities and potentials of
the technology

CYBERWELLNESS

This refers to the positive well-being of Internet users. It involves an understanding of the risks of harmful online
behaviors, an awareness of how to protect oneself and other Internet users from such behaviors.

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https://ganengsengsch.moe.edu.sg/nurturegess/character-citizenship-education/cyberwellness/

DIGITAL FOOTPRINT refers to the record or trail left by the things you do online and places you go online. This
is the data that is left behind when users have been online. Digital footprints are also known as cyber-
shadow or digital shadow. There are two types of digital footprints, passive and active. A passive footprint is
made when information is collected from the user without the person knowing this is happening.

An active digital footprint is where the user has deliberately shared information about themselves either
by using social media sites or by using websites.

PASSIVE ACTIVE

1. Websites that install cookies in your device


without disclosing it to you 1. Posting on Facebook, Instagram, Snapchat,
twitter, and other social media platforms
2. Apps and websites that uses geolocation to
pinpoint your location 2. Filling out online forms, such as when signing up
to receive subscriptions, emails, a]ir text messages
3. Social media news channels and advertisers that
use your likes, shares, and comments to profile you 3. Agreeing to install cookies on your device when
and to serve up advertisements based on your prompted by the browser.
activities and interests
 

Did you know that what you do online could determine your future? That’s because employers and
universities often look at your “digital footprint” when deciding whether to give you an opportunity, or
not. A recent study by CareerBuilder found that 70% of employers use search engines and social media
to screen candidates. What’s more, 54% of employers surveyed said that they reconsidered candidates
after getting a bad impression of them online.

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Manage your Digital Footprint! Here’s how.

1. Review your online presence -Google yourself


2. Manage privacy and security settings
3. Review tags on social media accounts. Remove automatic tagging.
4. Manage cookies.
5. Delete old accounts
6. Avoid using public Wi-Fi and publicly available USB ports.

VIRTUAL SELF

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Image. https://libbi02.wordpress.com/2012/03/12/constructing-a-virtual-self/
(https://libbi02.wordpress.com/2012/03/12/constructing-a-virtual-self/)

This pertains to one’s representation in the virtual world. This may be a depiction of one’s real self, ideal self or
a combination.

What are the dangers? As mentioned by Sherry Thomas in her article in October 2016, “A virtual life is shiny
and bright. It’s where you post your prettiest pictures and tell all your best news.” There are social media users
who uses varied social media and gaining platforms to create a person who they’re not. The  virtual world
should be an extension of oneself but with what’s happening it is now pushing them to the point where they no
longer recognize their real selves. It has reached a point where one already forgot who they are or become so
involved in their pretense reality they’ve created that they already refused to confront real life issue.

How then can we then reconnect our virtual selves with our real selves? Also, how to maintain positive image of
your virtual self?

1. Observe basic netiquette (network etiquette)


2. Proofread everything before posting them online.
3. Live the reputation you want to see online.

DANGERS OF THE INTERNET

The use of the Internet is a double-edge sword, it can be both useful or harmful depending on how it is used
and how often is it used.

FORMS OF ONLINE THREATS AND DANGERS

A. INTERNET AND COMPUTER ADDICTION

» Described as the compulsive and excessive use of information and communication technology.

Manifestations of Internet And Computer Addiction:

1. INFORMATION OVERLOAD. Too much online surfing leads to decreased productivity, reduced


comprehension, and fewer interactions with family members.

2. COMPULSIONS. Excessive time spent in online activities such as gaming, trading of stocks, gambling and
even auctions often leads to overspending and problems at work.
3. CYBERSEX ADDICTION. Too much surfing of porn sites often affects real-life relationships.

4. CYBER-RELATIONSHIP ADDICTION. Excessive use of social networking sites to create relationships


rather than spending time with family or friends may destroy real-life relationships.

B. CYBERBULLYING/ ELECTRONIC AGGRESSION

» The use of electronic communication to bully a person, typically by sending messages of an intimidating or
threatening nature

» From the IRR of  R.A. 10627–  when the following were used to (1) embarrass, strip the dignity, sow fear
and incite the netizen to violence against another person and when (2) the act was repeated regularly through
a.) texting; b.) Email; c.) instant messaging; d.) Chatting; e.) Internet; f.) Social media; g.) Online game

COMMON NATURE OF ATTACK (TOP 3)

Attack on reputation

Attack on appearance

Attack against the victim’s opinion

COMMON MANIFESTATIONS OF CYBERBULLYING:

Repeatedly sending offensive, rude, and insulting messages.

Distributing derogatory information about the victim

Posting or sending offensive photos of the victim

Breaking into email, social networks, or any electronic account, and using the victim’s virtual identity to send,
upload etc.

Sharing victim’s personal information or tricking the victim into revealing personal info (extortion, blackmail)

Repeatedly sending threats that include threats or harm

C. ONLINE IDENTITY THEFT

» Stealing another person’s identity and pretending to be the account owner

HOW TO PREVENT IDENTITY THEFT?

· Continually check the accuracy of personal accounts and deal with any discrepancies immediately

· Avoid questionable websites

· Practice safe email protocol:

ü Don't open messages/links from unknown senders

ü Immediately delete messages you suspect to be spam

· Only download software from sites you trust. Carefully evaluate free software and file-sharing applications
before downloading them.

· Get the latest Windowspatches

· Use public computers with extreme caution and avoid using public Wi-Fi connection

· Use antivirus protection and a firewall

D. PHISHING

» A cybercrime, and a type of social engineering attack using deceptive e-mails to steal personal information,
including login credentials, credit card numbers, etc.

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