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SOURCES OF INFORMATION:

● LIBRARIES
● INDIGENOUS MEDIA
● INTERNET

LIBRARIES
- A place in which literary, musical, artistic, or reference materials (such as books, manuscripts,
recordings, or films) are kept for use but not for sale (Merriam Webster’s 11th Collegiate Dictionary)

4 MAJOR TYPES OF LIBRARIES:


1. ACADEMIC LIBRARY - serves colleges and universities
2. PUBLIC LIBRARY - serves cities and towns of all types
3. SCHOOL LIBRARY - serves students from Kindergarten to Grade 12
4. SPECIAL LIBRARY - are in specialized environments, such as hospitals,
corporations, museums, the military, private business,
and the government.
INDIGENOUS MEDIA
● INDIGENOUS - native; local; originating or produced naturally in a particular region.
● INDIGENOUS KNOWLEDGE - knowledge that is unique to a specific culture or
society; most often it is not written down.
● INDIGENOUS COMMUNICATION - transmission of information through local
channels or forms. It is a means by which culture
is preserved, handed down, and adapted.
● INDIGENOUS MEDIA AND INFORMATION - original information created by a local
group of people. This also refers to
content about indigenous peoples that
may be distributed through dominant
forms of media or through forms of
communication unique to their people
group.

IMPORTANCE OF INDIGENOUS MEDIA AND INFORMATION.


1. Popular media cannot reach some rural areas. While print, broadcast, and new
media have a wide reach, there are still areas that these forms of media have not
reached.
2. Indigenous media and information are highly credible because they are near the
source and are seldom circulated for profit.
3. Indigenous media are channels for change, education, and development because
of its direct access to local channels.
4. Ignoring indigenous media and information can result in development an education
programs that are irrelevant and ineffective.

FORMS OF INDIGENOUS MEDIA AND THEIR LOCAL EXAMPLES:


a. Folk or traditional media
b. Gatherings and social organizations
c. Direct observation
d. Records - may be written, carved, or oral
e. Oral instruction

INTERNET
- a global computer network providing a variety of information and communication facilities, consisting of
interconnected networks using standardized communication protocols.
EVALUATING INFORMATION FOUND ON THE INTERNET:
-Authorship
-Publishing body
-Accuracy and Verifiability
-Currency

THINGS TO CONSIDER IN EVALUATING INFORMATION:


-Reliability
-Accuracy
-Value
-Authority
-Timeliness

RELIABILITY OF INFORMATION
- is said to be reliable if it can be verified and evaluated. Others refer to the trustworthiness of the
source in evaluating the reliability of information.

ACCURACY OF INFORMATION
- refers to the closeness of the report to the actual data. Measurement of accuracy varies, depending
on the type of information being evaluated.
Forecasts - similar to the actual data.
Financial - values are correct.

VALUE OF INFORMATION
- Information is said to be of value if it aids the user in making or improving decisions

AUTHORITY OF THE SOURCE


- Who authored or published the information?
- Is the source credible?

TIMELINESS
- Reliability, accuracy, and value of information may vary based on the time it was produced or
acquired. It may become irrelevant and inaccurate with the passing of time (thus making it less
valuable)
- Other information may be timeless, proven to be the same in reliability, accuracy, and value
throughout history.

Skills in determining the Reliability of Information:


a. Check the Author
b. Check the Date of Publication or of update
c. Check for Citations
d. Check the Domain or owner of the site/page.
com – commercial
.edu – educational
.mil – military
.gov – government
.org - nonprofit organization

SKILLS IN DETERMINING ACCURATE INFORMATION:


a. Look for facts.
b. Cross-reference with other source for consistency.
c. Determine the reason for writing and publishing the information.
VOCABULARY ENRICHMENT/ TERMINOLOGIES USED IN THIS LESSON:
● Language - pertains to the technical and symbolic ingredients or codes and conventions that
media and information professionals may select and use in an effort to communicate ideas,
information and knowledge.
● Media Languages - codes, conventions, formats, symbols and narrative structures that
indicate the meaning of media messages to an audience.

CODES
- are systems of signs that when put together create meaning
SEMIOTICS
- study of signs

TYPES OF CODES:
• SYMBOLIC CODES
- show what is beneath the surface of what we see (objects, setting, body
language, clothing, color, etc.) or iconic symbols that are easily understood.
- What does a Red Rose symbolize? A red rose may convey Romance or Love.
- What does a Clenched Fist symbolize? A clenched fist may convey Anger.
- What does the colors in a Traffic Light symbolize?
§ Red – Stop
§ Green – Go
§ Yellow - Ready

• WRITTEN CODES
- use of language style and textual layout (headlines, captions, speech bubbles, language
style, etc.)
- Headlines (e.g. Newspaper Headlines)
- Captions (e.g. Campaign Posters)
- Speech Bubbles

• TECHNICAL CODES
- are ways in which equipment is used to tell the story.
- This includes sound, camera angles, types of shots and lighting as well as camera
techniques, framing, depth of field, lighting, exposure and juxtaposition.

CAMERA SHOTS
EXTREME LONG SHOT
- Also called extreme wide shots such as a large crowd scene or a view of scenery as far
as the horizon.
LONG SHOT
- a view of a situation or setting from a distance.
MEDIUM LONG SHOT
- shows a group of people in interaction with each other, example: fight scene with part of their
surroundings in the picture.
FULL SHOT
- a view of a figure’s entire body in order to show action and/or a constellation group of
characters.
MEDIUM CLOSE SHOT
- shows a subject down to his/her chest/waist.
CLOSE UP SHOT
- a full-screenshot of a subject’s face showing the finest nuances of expression.
EXTREME CLOSE UP SHOT
- a shot of a hand, eye, mouth, or any object in detail.
POINT OF VIEW
1. ESTABLISHING SHOT
- often used at the beginning of a scene to indicate the location or setting, it is usually a long shot
taken from a neutral position
2. POINT-OF-VIEW SHOT
- Shows a scene from the perspective of a character or one person. Most newsreel footages are shown
from the perspective of the newscaster.
3. OVER-THE-SHOULDER SHOT
- Often used in dialogue scenes, a frontal view of a dialogue partner from the perspective of someone
standing behind and slightly to the side of the other partner, so that parts of both can be seen.
4. REACTION SHOT
- Short shot of a character’s response to an action
5. INSERT SHOT
- A detail shot which quickly gives visual information necessary to understand the meaning of a scene.
6. REVERSE-ANGLE SHOT
- a shot from the opposite perspective.
7. HAND-HELD CAMERA SHOT
- The camera is not mounted on a tripod and instead is held by the cameraperson, resulting in less
stable shots.
8. EYE-LEVEL SHOT /STRAIGHT-ON ANGLE - Views a subject from the level of a person’s eye.

CAMERA MOVEMENTS
PAN SHOT
- The camera pans (moves horizontally) from left to right or vice versa across the picture.
TILT SHOT
- The camera tilts up (moves upwards) or tilts down (moves downwards) around a vertical line
TRACKING SHOT
- The camera follows along next to or behind a moving object or person
ZOOM
- The stationary camera approaches a subject by “zooming in” or moves farther away by “zooming out”.
CONVENTIONS
- Refers to a standard or norm that acts as a rule governing behavior.
- Are generally established and accepted ways of doing something.
MESSAGE
- the information sent to a receiver from a source.
AUDIENCE
- the group of consumers for whom the media message was constructed as well as anyone else who is
exposed to the message
PRODUCERS
- People engaged in the process of creating and putting together media content to make a finished
media product
STAKEHOLDERS
- Libraries, archives, museums, internet and other relevant information

REPUBLIC ACT NO. 10175


Cybercrime Prevention Act of 2012
● It is a law in the Philippines approved on September 12, 2012, which aims to address legal
issues concerning online interactions and the Internet.
● Among the cybercrime offenses included in the bill are cybersquatting, cybersex, child
pornography, identity theft, illegal access to data and libel.

CYBER
- relating to, or involving computers or computer networks (such as the Internet)
CYBERSPACE
- refers to the virtual computer world, and more specifically, is an electronic medium used to form a global
computer network to facilitate online communication.

CYBERCRIME
- refers to the criminal activities carried out by means of computers or the Internet.

CYBERBULLYING
- Bullying that takes place online, or using electronic technology such as cell phones, computers, and tablets
over communication tools including social media sites, text messages, chat, and websites. Examples of
cyberbullying: text messages or emails composed to insult or demean; rumors or false statements spread by
email or posted on social networking sites; and humiliating photos, videos, websites, or fake profiles
deliberately shared across social media.

HACKING
- refers to the practice of modifying or altering computer software and hardware to accomplish a goal that is
considered to be outside of the creator's original objective.

PHISHING
- is the attempt to obtain sensitive information such as usernames, passwords, and credit card details (and,
indirectly, money), often for malicious reasons, by disguising as a trustworthy entity in an electronic
communication.

ILLEGAL DOWNLOADING
- refers to obtaining files that you do not have the right to use from the Internet.

DIGITAL PIRACY
- the practice of illegally copying and selling digital music, video, computer software, etc.

IDENTITY THEFT
- is the deliberate use of someone else's identity, usually as a method to gain a financial advantage or obtain
credit and other benefits in the other person's name, and perhaps to the other person's disadvantage or loss.

CYBER DEFAMATION
- is an unprivileged false statement of fact which tends to harm the reputation of a person or company.

2 TYPES OF DEFAMATION:
1. LIBEL – written
2. SLANDER – verbal

CYBERSEX
- also called computer sex, Internet sex, netsex is a virtual sex encounter in which two or more people
(connected remotely via internet).
- send each other sexually explicit contents or sexually explicit acts.

CYBERSQUATTING
- is registering, trafficking in, or using an Internet domain name with bad faith intent to profit from the goodwill
of a trademark belonging to someone else.
- The cybersquatted then offers to sell the domain to the person or company who owns a trademark contained
within the name at an inflated price.
COPYRIGHT
- A legal device that gives the creator of a literary, artistic, musical, or other creative work the sole right to
publish and sell that work. Copyright owners have the right to control the reproduction of their work, including
the right to receive payment for that reproduction. An author may grant or sell those rights to others, including
publishers or recording companies. Violation of a copyright is called infringement.

PLAGIARISM
- An act or instance of using or closely imitating the language and thoughts of another author without
authorization; the representation of that author’s work as one’s own, as by not crediting the original.

FAIR USE
- is a legal concept that allows the reproduction of copyrighted material for certain purposes without obtaining
permission and without paying a fee. Purposes permitting the application of fair use generally include review,
news reporting, teaching, or scholarly research.

COMPUTER ADDICTION
- The excessive use of computers to the extent that it interferes with daily life. This excessive use may, for
example, interfere with work or sleep, result in problems with social interaction, or affect mood, relationships,
and thought processes.

DIGITAL DIVIDE
- An economic inequality between groups in terms of access to, use of, or knowledge of ICT. The divide within
countries (such as the digital divide in the United States) can refer to inequalities between individuals,
households, businesses, and geographic areas at different socioeconomic (and other demographic) levels.
The Global digital divide designates countries as the units of analysis, and examines the divide between
developing and developed countries on an international scale.

VIRTUAL SELF
- The persona you create about yourself virtually.
NETIQUETTE
- the correct or acceptable way of communicating on the Internet.

MEDIA AND INFORMATION IN EDUCATION


What is MOOC? (Massive Open Online Courses)
• is a free Web-based distance learning program that is designed for the participation of large numbers
of geographically dispersed students.
• The word MOOC was coined in 2008 by Dave Cormier, from the University of Prince Edward Island
for a course offered by the University of Manitoba, "Connectivism and Connective Knowledge."
• A MOOC is an online course with the option of free and open registration, a publicly- shared
curriculum, and open-ended outcomes. MOOCs integrate social networking, accessible online
resources, and are facilitated by leading practitioners in the field of study. Most significantly, MOOCs
build on the engagement of learners who self-organize their participation according to learning goals,
prior knowledge and skills, and common interests.

ADVANTAGES
• No tuition fees
• Open access, exposing top level professors at schools that would otherwise be unavailable to much
of the World's population
• Open courses for all interested, regardless of location, resulting in a more diverse student base
• Students can collaborate with their peers from different parts of the world.
• Students can share work, critique and receive others feedback. Provide online interaction amongst
students.
• Some enthusiastic professors have found global sharing of knowledge more appealing. Many
acknowledge that MOOCs help them reevaluate their pedagogical methods, while improving
knowledge sharing.

DISADVANTAGES
• They make it easy for students to drop out.
• MOOCs do not provide active feedback due to large number of students.
• Students need to be responsible for their own work because MOOCs provide self-directed learning.
• Technical problems
• Limited real-world engagement

CLOUD-BASED LEARNING
• Online learning, or eLearning, that is available in the cloud; meaning that resources are stored in a virtual
environment, accessed from various forms of web-enabled devices.

ADVANTAGES
• Mobile, decentralized and just in time learning. A more flexible learning mechanism is provided that
aligns itself more closely to the learner’s day to day activities. In taking content outside the learning
structures, cloud computing allows for the delivery of learning anytime and anywhere.
• Cost effective. According to Marc Benioff, CEO of Salesforce.com, the icloud services companies of
all sizes... The cloud is for everyone. The cloud is a democracy. If used properly, it is highly cost
effective as institutes have to pay only for the server space they use and costs of maintenance and
updates.
• Redundancy Use of the cloud includes storage of data and information across many different servers.
This means that even when a computer has a glitch the information is still easily accessible. There is
no longer a need to save data to a physical source like your desktop or USB drive.
• Increased Collaboration Being able to access materials online allows for flexibility and increased
collaboration. Students and teachers are able to collectively contribute to projects online and build upon
one another’s knowledge.
• Increase Accessibility via Mobile computing Because using the cloud does not require as many local
resources (RAM, Disk Space, Processor Speed) it easily allows for mobile computing. This means that
the user can access anything on the cloud from multiple devices including smartphones, laptops and
tablets. Students and teachers are able to access materials regardless from the geographic location as
long as they have a reliable internet connection. It can allow a student who has to miss school to
access information, or a traveling teacher to keep in touch with her class’ progress.

MULTIMEDIA INFORMATION
1. In the past, people used a single, unique medium when presenting information: As discussed in the
first part of the course, people used the human voice as a type of medium until writing was discovered.
2. Over the years, it has been established that information can be expressed through text, speech,
sound, graphics or images, animation, and video. A combination of these media sources is considered
multimedia.
3. Dave Marshall defines multimedia as “the field concerned with the computer-controlled integration of
text, graphics, drawings, still and moving images (video), animation, audio, and any other media where
every type of information can be represented, stored, transmitted and processed digitally.”
4. While traditional or analog media still co-exist with computer-controlled media, Savage and Vogel
(2009) assert that the contemporary definition of multimedia is mostly in the digital form. Moreover, both
trending and emerging forms of multimedia are described as ubiquitous, interactive, massive, and
immersive.

DESIGN PROCESS
WHAT IS DESIGN
• Design is a creative planning process that leads to useful products and systems.
• There is no perfect design.
• Requirements of a design are made up of criteria and constraints.

WHAT IS A DESIGN PROCESS?


• The design process is a purposeful method of planning practical solutions to problems.
• The design process is never final; there are always multiple solutions to a problem.
• The design process is influenced by requirements called criteria and constraints.

The Design Process


a. Pre-production- research, storyboarding, plan,
b. Production- creating the product
c. Post-Production- evaluation, redesign, documentation
d. Presentation- showcasing, gathering of comments

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