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Media and Information Literacy

(Q2)

Anne Pauline Calibo Fajardo, LPT


Table of Contents

Module 7: Legal, Ethical, and Societal Issues in Media and


Information
Introduction 94
Learning Outcomes 94
Lesson 1. Defamation 92
Lesson 2. Privacy 93
Lesson 3. Copyright 94
Lesson 4. Obscenity and Pornography 95
Lesson 5. Plagiarism 95
Lesson 6. Digital Divide 100
Lesson 7. Addiction 100
Lesson 8. Bullying 101
Lesson 9. Basic Ethical Orientation 102
Lesson 10. Netiquette 104
Assessment 108
Summary 111
Reference 111

Module 8: The Opportunities, Challenges, and Power of Media and


Information
Introduction 112
Learning Outcomes 112
Lesson 1. The Economics of Media 112
Lesson 2. Media and Information for Education 103
Lesson 3. Media and Information for Social Science 105
Lesson 4. Media Controversies 116
Assessment 119
Summary 122
Reference 123

Module 9: The Current and Future Trends of Media and Information


Introduction 124
Learning Outcomes 124
Lesson 1. Massive Open Online Content and its Implication 124
Lesson 2. Wearable Technology 125
Lesson 3. The Concept of 3D Environment 126
Lesson 4. The Paperless Society 128
Lesson 5. Ubiquitous Learning 128
Assessment 131
Summary 134
Reference 134

Module 10: Media and Information Literate Individual


Introduction 135
Learning Outcomes 135
Lesson 1. What an Information Literate Individual Can Do 135
Lesson 2. What an Information Literate Individual Can Have 136
Lesson 3. What an Information Literate Individual Must Possess 137
Assessment 138
Summary 141
Reference 141

Module 11: The Media and Information Resources and Dimensions


Introduction 142
Learning Outcomes 142
Lesson 1. Text Media and Information 143
Lesson 2. Visual Media and Information 146
Lesson 3. Audio Media and Information 150
Lesson 4. Motion Media and Information 152
Lesson 5. Manipulatives/Interactive Media and Information 156
Lesson 6. Multimedia Information and Media 161
Assessment 164
Summary 169
Reference 170
MODULE 7
LEGAL, ETHICAL, AND SOCIETAL
ISSUES IN MEDIA AND INFORMATION

Introduction

The media and information age has been the subject of much legal, ethical, and
societal controversy. While its overall positive implications are undeniable, there are
issues that come along with it (Gonzales, 2016).

Learning Outcomes
At the end of this module, the learners should be able to:
1. cite practical situation when to apply knowledge in intellectual property, copyright,
and fair use guidelines; and
2. create a campaign add to combat digital divide, addiction and bullying.

Lesson 1. Defamation

The Cornell University Law School (as cited in Gonzales, 2016) defined
defamation as a statement that injures a third party’s reputation. The civil wrong of
defamation includes both libel (written statement) and slander (spoken statements).

Gonzales (2016) suggested that for a plaintiff to win a defamation case, he must present
these four things:
1. a declaration that a false statement is fact;
2. publication or communication of that statement to a third person;
3. fault; and
4. damages to the subject (person, institution, etc.) of the statement.

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The availability of new media led to people being able to post and contribute to the
information available online. According to Gonzales (2016), the problem with the use of
the said media is that people forget to check and balance it just like how the traditional
media requires. Most of the time, people who are giving their opinion about something are
taken as facts; this may lead to defamation.

Source: https://www.ovlg.com/education/how-to-win-defamation-suit.html2016

Lesson 2. Privacy

Gonzales (2016) defined privacy as a person’s right from unauthorized intrusion.


This refers to the concept that a person’s information should be protected from the public.
Since social media has become the “spotlight” of the world we live today, taking a peek
into other people’s private life has been quite normal for most people. The author also
emphasized that what’s even more alarming is the fact that we even allow our own privacy
to be at stake. Our desire to over share details about our personal lives has caused a lot
of security concerns.

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In addition, cases all over the world, like stalking, have increased and these cases
are linked to social media. These problems call for the need of a responsible use on the
information found in the social media.

Different social media platforms have already worked on some privacy functions
on their websites. These functions allow the website users to choose what details should
and what should not be shared. Some of the security features made available include
blocking and reporting abusive users. These efforts, with the help of the law, help in
ensuring people’s right to privacy and safety as well. However, remembering that self-
discretion goes a long way in protecting one’s privacy is very essential (Gonzales, 2016).

Source: https://www.letscale.com/are-you-violating-patient-privacy-with-your-social-media/2019

Lesson 3. Copyright

Copyright literally means the right of a person to copy. The copyright’s owner has
his exclusive right to reproduce, distribute, perform, display, license, and to prepare
derivative works based on the copyrighted work. The mentioned protection applies to all
his original works such as graphic designs, photos, drawings, books, manuscripts, and
even publication. In addition to the mentioned original works, audio contents (music and

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any other sound recordings) and performance arts such as plays, movies, shows etc.
should also be protected by copyright.

When a person violates copyright, he commits plagiarism. Plagiarism happens


when a production of the owner is used by another person and claimed it as his own.
Gonzales (2016) pointed out that the said act of stealing can actually be avoided through
acknowledging the source or the original creator through citations.

The exclusive rights of the copyright owner are subject to limitation by doctrine of
“fair use”. Fair use of copyrighted work for purpose such as criticism, comment, news
reporting, teaching, scholarship, or research is not copyright infringement.

Figure 7.1 Intellectual Property


Source: https://www.comsol.com/blogs/can-models-be-protected-by-copyright-law/2015

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Lesson 4. Obscenity and Pornography

Obscenity and pornography although related, are not the same. According to
Gonzales (2016), pornography is the term used to refer to any material that uses the
elements of nudity to cause sexual arousal among the audience. A pornographic material
is considered obscene when it crosses a line to a point that may be offensive. The concept
of what’s obscene and what’s not in pornographic content may be vague or subjective.
This is because what might be obscene in one sector of society can be totally acceptable
in another.

Source: https://jamiat.org.za/the-dangers-of-pornography/2016

Lesson 5. Plagiarism

Many people think of plagiarism as copying another person’s work or borrowing


someone else's original ideas. But according to Gonzales (2016), terms like "copying" and
"borrowing" can disguise the seriousness of the offense:

According to the Merriam-Webster online dictionary (as cited in Gonzales, 2016), to


"plagiarize" means:
 to steal and pass off (the ideas or words of another) as one's own
 to use (another person’s production) without crediting the source

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 to commit literary theft
 to present as new and original an idea or product derived from an existing source

In other words, Gonzales (2016) described plagiarism as an act of fraud. It involves


both stealing someone else's work and lying about it afterward.

But can words and ideas really be stolen?


According to U.S. Law (as cited in Gonzales, 2016), the answer is yes. The
expression of original ideas is considered intellectual property and is protected by
copyright laws, just like original inventions. Almost all forms of expression fall under
copyright protection as long as they are recorded in some way (such as a book or a
computer file).

All of the following enumerated by Gonzales (2016) are considered plagiarism:


 turning in someone else's work as your own
 copying words or ideas from someone else without giving credit
 failing to put a quotation in quotation marks
 giving incorrect information about the source of a quotation
 changing words but copying the sentence structure of a source without giving
credit
 copying so many words or ideas from a source that it makes up the majority of
your work, whether you give credit or not (see our section on "fair use" rules)

Gonzales (2016) also added that most cases of plagiarism can be avoided,
however, by citing sources. Simply acknowledging that certain material has been
borrowed and providing your audience with the information necessary to find that source
is usually enough to prevent plagiarism.

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Figure 7.2 - 10 Types of Plagiarism
Source: https://whittier.libguides.com/c.php?g=346305&p=2334848/2018

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What about images, videos, and music?

Using an image, video or piece of music in a work you have produced without
receiving proper permission or providing appropriate citation is plagiarism. Gonzales
(2016) stated that the following activities are very common in today’s society. Despite their
popularity, they still count as plagiarism.
 Copying media (especially images) from other websites to paste them into your
own papers or websites.
 Making a video using footage from others’ videos or using copyrighted music as
part of the soundtrack.
 Performing another person’s copyrighted music (i.e., playing a cover).
 Composing a piece of music that borrows heavily from another composition.

Certainly, these media pose situations in which it can be challenging to determine


whether or not the copyrights of a work are being violated. Gonzales (2016) has given
these examples:
 A photograph or scan of a copyrighted image (for example: using a photograph of
a book cover to represent that book on one’s website)
 Recording audio or video in which copyrighted music or video is playing in the
background.
 Re-creating a visual work in the same medium. (for example: shooting a
photograph that uses the same composition and subject matter as someone else’s
photograph)
 Re-creating a visual work in a different medium (for example: making a painting
that closely resembles another person’s photograph).
 Re-mixing or altering copyrighted images, video or audio, even if done so in an
original way.

The legality of these situations, and others, would be dependent upon the intent
and context within which they are produced. Gonzales (2016) has given the two safest
approaches to take in regards to these situations: 1) Avoid them altogether or 2) Confirm
the works’ usage permissions and cite them properly.

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Lesson 6. Digital Divide

Benjamin Company (as cited in Gonzales, 2016) defines Digital divide as the
disparities in access to telephones, personal computers, and the internet across certain
demographic groups. Different segments have varying levels of access to digital
developments due to a number of factors. This can include but are not limited to, race,
gender, age, employment, income, location, and religion.

Since the cities hold more promising opportunities, they choose to devote their
resources to their digital services in urban areas. Advancements like LTE coverage all
fiber optics are available mostly in commercial districts only while small towns in rural
areas still struggle with the basic 3G connection.

Lesson 7. Addiction

Gonzales (2016) defined addiction as an over dependency on something or a


damaging need to do something. While it is commonly associated with substances like
recreational drugs, the digital age has now ushered an addiction that is gradually raising
concerns in industries and society as a whole.

This addiction, according to the Huffington (as cited in Gonzales, 2016), has been
linked to poor sleep quality, anxiety, and even depression.

Source:https://tomorrowslearners.com/digital-divide-educational-divide-urgent-action-
needed/2017

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Lesson 8. Bullying

Bullying has always been a serious issue, particularly among the youth. The U.S.
Department of Health and Human Services (as cited in Gonzales, 2016) described it as
an unwanted, aggressive behaviour among school-aged children that involve a real or
perceived power imbalance.

Cyberbullying, or bullying through electronic means, is one of the many problems


brought about by advancements in technology. With the existence smartphones, tablets,
laptops, and 24/7 access to internet, cyberbullying can happen to anyone, anywhere, and
at any time. Gonzales (2016) stated that cyberbullying may involve exposing
embarrassing content about someone or sending messages with the intention of hurting
the receiver emotionally or mentally.

Source: https://youthincmag.com/cyberbullying-a-growing-threat-to-teenagers/2016

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Lesson 9. Basic Ethical Orientation

Source: https://www.airsassociation.org/airs-articles/internet-ethics-for-everyone/2016

Gonzales (2016) defined basic ethical orientation as the ethical perception of an


individual. He also added that the reasoning behind his or her moral judgments and ethical
practices. The following are the types of basic ethical orientation.

Divine Command Theories


Being good is equivalent to doing whatever the Bible—or the Qur’an or some other
sacred text or source of revelation—tells one what to do.· “What is right” equals “What
God tells me to do” (Gonzales, 2016).

Terms below are defined and/or described by Gonzales (2016):


The Ethics of Conscience:
 Conscience dictates what is right or wrong
 Often has a religious source
 Maybe founded on a notion of human nature
 Is often negative in character, telling people what is not right

Ethical Egoism
It says the only person to look out for is oneself.

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The Ethics of Duty
 Begins with conviction that ethics is about doing what is right, about doing one’s
duty
 Duty may be determined by reason, professional role, and social role.

The Ethics of Respect


 Human interactions should be governed by rules of respect.
 What counts as respect can vary from one culture to another

Utilitarianism
 Seeks to reduce suffering and increase pleasure or happiness
 Demands a high degree of self-sacrifice—considers the consequences for
everyone.
 Utilitarianisms claim the purpose of morality is to make the world a better place.

The Ethics of Justice


 What is fair for one should be fair for all.
 Treating people equally may not mean treating them the same.

Virtue Ethics
 Seeks to develop individual character
 Assumes good persons will make good decisions
 Developed by Plato and Aristotle
 The Spiritual Exercises
 Provides a way of integrating all the theories.

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Lesson 10. Netiquette

Source: https://www.educatorstechnology.com/2014/06/15-essential-netiquette-guidelines-
to.html/2014

The picture above reminds us to be very cautious when using any form of media.
We should always consider the mentioned five questions that may help us decide if what
we are about to post or send is proper and relevant.

Shea (1997, as cited in SyGacho, 2018) defines netiquette or network etiquette as


a set of rules for behaving properly online. She also emphasized that rules, which may not
be strictly enforced or even regularly followed is important to keep everyone online in
check. She then published the following guidelines to cover the bases of netiquette.

Rule 1: Remember the Human.


Through the technology, it is no longer necessary to be physically present to initiate
interaction. As convenient as it is, it also creates a barrier between people that makes
communication tricky. Even with emoticon and emojis, electronic devices still can’t quite
convey messages the way face-to-face conversation does. Without facial expressions, the
tone of voice, gestures, and body language, it is easy to forget that those at the receiving
end of communication and actual human beings.

Putting oneself to others’ shoes can put everything in the right perspective.
Remembering that the receiver on the other side of your computer or phone screen is

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another person is vital to avoiding hurting other people’s feelings. Empathy is one of the
most powerful motivations for some basic decency online.

Rule 2: Adhere to the same standards of behaviour online that one follows in real life.
“When the cat goes away, the mouse comes out to play”, is perhaps the simplest
anecdote explaining human nature’s approach in obeying the rules. In real life, actions
have consequences, something one would be wise to remember cyberspace. Good
netiquette is derived from the same standards set in real life. If your online behaviour
doesn’t meet that, would be good to re-evaluate your actions.

Rule 3: Know where you are in cyberspace.


The cyberspace may be as vast as the actual outer space. With the amount of
information and the wide array of users online, divisions are bound to come up depending
on domains. Acceptable behaviour varies on the domain you are on. If posting daily
accounts of your life is acceptable on blogging domain, kit is improper on academic ones.
Knowing where you are in cyberspace helps in practicing good netiquette.

Rule 4: Respect other people’s time and bandwidth.


Between school and works, social life, chores, errands to run, and safeguarding
one’s health, 24 hours no longer seem enough. It is important to ensure that one is not
wasting it by delivering nonsense or unsolicited information.

Bandwidth is the information-carrying capacity of the wires and channels that


connect everyone in cyberspace. There’s a limit to the amount of data that any piece of
wiring can carry at any given moment—even a state-of-the-art fiber-optic cable (Shea,
1997). This is why spamming, other than being frowned upon is bad netiquette.

Rule 5: Make oneself look good online.


People, in general, have a natural desire to be linked. Even on social media
platforms, getting several likes on posts, or hearts on photos, can definitely make anyone’s
day. Making oneself look good online means appearing as a decent, smart, and well-
rounded individual, through what one writes. Look good, by being a responsible contributor
in the age of media information.

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Rule 6: Share expert knowledge.
Both the great and terrible beauty of new media lies in its information crowd
sourcing. Anyone with access to the internet can share data and information to the world.
While this raises credibility issues among many data found online, it also increases the
number of accurate facts contributed by experts.

Experts contributing valuable information, and making them available to many, is


indeed a positive effect of the media and information age.

Rule 7: Help keeps flame wars under control.


“Flaming” is what people do when they express a strongly held opinion without
holding back any emotions (Shea, 1997). One good example would be sharing strong
political views through social media platforms. Since not everyone shares the same beliefs
and supports the same parties, the conflict between differing groups arises. This is called
the flame wars. Keep in mind that having the right to speech and expression does not give
anyone the right to crucify others with a different view. Opinions are always allowed to be
voiced online but at the end of the day, everyone just has to agree to disagree.

Rule 8: Respect other people’s privacy.


People dependence on social media has put everyone’s lives under a microscope.
Even so, privacy still remains a right that needs to be asserted. Personal emails should
be treated as regular mails, only to be read by whom it was addressed to. No one should
access social media profiles of others without their consent. Let anyone choose what
information to share and who to share them with online. Respecting other people’s privacy
is not just good netiquette, it is everyone’s responsibility.

Rule 9: Don’t abuse one’s own power.


The cyberspace requires experts to be further developed and constantly
maintained. These experts have more power than any regular consumer. Bottom line is if
one has been given some authority over online networks he or she must not use it out of
the context of one’s own job. Power, even if it is as small as being entrusted with a
Facebook password, must not be abused.

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Rule 10: Be forgiving of other people’s mistakes.
There have been no truer words spoken than the words “No one is perfect.” It is
true that people make mistakes, even online. So be forgiving of other people’s mistakes.
Forgiving other people for their mistakes isn’t just good netiquette, it is also basic good
manners.

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Assessment Task

TASK 1 (WRITTEN WORK)


DIRECTIONS: Encircle the letter of the best answer.

1. It is a form of protection provided for original works of authorship


a. copyright c. royalty
b. patent d. none of the above

2. It refers to civil wrong involving spoken statements *


a. infringement c. slander
b. libel d. none of the above

3. It refers to the disparities in access to telephones, personal computers, and the


internet across certain demographic groups.
a. bullying c. electronic discord
b. digital divide d. none of the above

4. It pertains to damaging over-dependence on something.


a. abuse c. compulsion
b. addiction d. none of the above

5. It is a statement that injures a third party’s reputation.


a. defamation c. patent
b. harassment d. none of the above

6. It refers to the freedom from unauthorized intrusion.


a. antitrespassing law c. solitary
b. privacy d. none of the above

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7. It is a set of rules for proper online behavior.
a. e-behavior c. morals
b. ethics d. none of the above

8. It refers to civil wrong of defamation involving written statements


a. infringement c. slander
b. libel d. none of the above

9. It refers to the aggressive behavior among school aged children that involve a real
or perceived power imbalance.
a. bullying c. misdemeanor
b. derision d. none of the above

10. It is a legal term that applies to anything that is offensive to morals


a. disrespect c. pornography
b. obscenity d. none of the above

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TASK 2 (PERFORMACE TASK)
DIRECTIONS: Using a short bond paper and coloring materials, create and illustrate
a slogan about any of the following: intellectual property, copy right, fair use
guidelines, digital divide, addiction, and Cyber bullying.
Note: You can also use any software application in doing this.

(Paste your work here)

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Summary

 Defamation is a statement that injures a third party’s reputation.


 Privacy is defined as the freedom from unauthorized intrusion.
 Copyright refers to the right to copy. The owner of copyright has the exclusive
right to reproduce, distribute, perform, display, license, and prepare works.
 Obscenity and pornography are used to refer to any material that uses the
elements of nudity.
 Plagiarism is an act of fraud. It involves staling someone else’s work and lying
about it afterward.
 Digital Divide is the disparities in access to telephones, computers, and internet
across demographic groups.
 Addiction refers to the overdependence on something or a damaging need to do
something.
 Cyber bullying involves exposing embarrassing content about someone or
sending messages with the intention of hurting the receiver emotionally and
mentally.
 Basic ethical orientation refers to the ethical perception of an individual.
 Netiquette or network etiquette is a set of rules for behaving properly online.

References
 Gonzales, E. D. (2016). Media and Information Literacy. JFS Publishing Services.
 Legal, Ethical, and Societal Issues in Media and Information. (n.d.). Sites.Google.
Retrieved August 10, 2020, from
https://sites.google.com/view/elearningmil/lessons/the-legal-ethical-and-societal-
issues-in-media-and-information
 SyGacho, S. A. (2018). Perspectives in Media and Information Literacy. GBT.

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MODULE 8
THE OPPORTUNITIES, CHALLENGES,
AND POWER OF MEDIA AND INFORMATION

Introduction

There are both endless opportunities and countless challenges in the information
age. As an all-encompassing element in social relations, politics, economy, and education,
Gonzales (2016) mentioned in his book that media and information presents opportunities
and challenges in all sectors of society. He then pointed out that its power however, lies
not in the impossible eradication of the negative aspects but the balance that can be found
in what’s good and bad.

Learning Outcomes

At the end of this module, the learners should be able to cite an example of an
issue showing the power of media and information to affect change.

Lesson 1. Economics of Media: Ratings and Revenues

The economics of media can be explained in the simple equation Ratings=


Revenues. According to Gonzales (2026), as a commercial industry, the media earns
profit through advertisement. Advertisers pay for air-time or ad-space in media platforms
to reach or to promote their goods or services to the media’s audience. Advertisers are
more likely to invest if there is a high volume of consumers patronizing the media programs
or content or if their target market is among those consumers.

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Terms below are defined by Gonzales (2016):

Rating - is a colloquial term for audience measurement that influence, timing, placements,
and markets for media content and advertising. Ratings determine the number of people
who watches, listens to or reads a particular content.

Revenues - The business dictionary defines revenue as income generated from the sale
of goods or services, or any other use of capital or assets, associated with the main
operations of an organization before any costs or expenses are deducted.

The Opportunity
The Philippine media is a great asset in the country’s economy. In fact the
Philippines Star (as cited in Gonzales, 2016) reported that in the year 2010 alone, the
creative or copyright-based industries contributed P661.23 billion to the Philippines
economy.

The Challenges
Despite thriving as an industry, the media remains vulnerable to economic threats.
The most notorious among them is privacy. Privacy is defined as the unauthorized use of
another’s production, invention, or conception especially in infringement of copyright by
the Merriam Webster’s Dictionary.

The existence of cheap or even free digital technologies like torrent downloading
makes piracy even more attractive to consumers.

Lesson 2. Media and Information for Education

Media and information have made a radical impact in education. Gonzales (2016)
believed that learning has never been easier and at the same time more complicated than
it is today in the age of media and information.

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The Opportunity
Merriam-Webster’s dictionary (as cited in Gonzales, 2016) defined education as
the knowledge, skill, and understanding that you get from attending a school, college, or
university. Today, education has taken whole new meaning with media and information.

Online education is now a fast becoming trend in society. Schools and universities
are adopting this practice as part of their offered services. Everyone with access to the
internet need not physically attend a class to get an education. This setup is popular
among those who wish to further their education but do not have the time or energy to
deal with regular school. With media and information, one can earn a degree from the
comfort of their homes.

Education traditionally requires a student to prove that learning took place. To do


so, one must be able to pass exam that will test their knowledge on a certain subject and
produce outputs that will confirm if they can apply that knowledge. Media information
makes this process a little less rigorous through content contribution. By allowing people
to share their knowledge online for others to see, the network of experts can check and
balance each other’s understanding of subjects, therefore refining learning through
interaction (Gonzales, 2016).

The convenience, abundance, and interconnection, aspects of media and


information for education are opportunities worth taking advantage of.

The Challenge
In education, the opportunities brought about by media and information is also to
be blamed for its many challenges. Not only does this promote laziness, constant access
also puts a lot of pressure on servers, requiring constant upgrades and regular
maintenance around cyberspace Gonzales (2016).
Gonzales (2016) stated that the overwhelming amount of content to but found
online requires the tedious process of sorting through unnecessary or unrelated content
to one’s research. As challenging as it may be, it is necessary. Allowing anyone with
access to the internet to contribute to the network of information raises credibility and
authenticity issues.

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Lesson 3. Media and Information for Social Science

The society is heavily influenced by media and information. It is no surprise then


that media and information have been linked to social changes. Oxford bibliographies (as
cited in Gonzales, 2016) referred to the social change as a significant alteration of social
structure.

The Opportunity
Among the first to realize the possible positive applications of the media and
society’s co-dependent relationships were Daniel Lerner and Wilbur Schramm. In their
perspective works, The Passing of Traditional Society (1958) and Mass Media and
National Development (1964) served as the founding texts of development communication
according to University of Pennsylvania (UPenn). Development communication uses
communication to aid in the development of society. One practical application of this is
community-based media programs. Through information dissemination, promotion of
development advocacies, and providing a medium for social interaction among
communities, these types of programs pave the way for a positive social change
(Gonzales, 2016).

The Challenge
Politics regulates the media industry. They enforce the rules and regulations
governing the media industry as prescribed in a country’s current political system.
Gonzales (2016) said that it is for this reason that the nature of media varies from country
to country.

The Opportunity
The interrelationship between media and politics provides a fair foundation in nth
function of media as a source of information. Provisions in the law like the Freedom of
Information Bill which mandates the release of public documents to those who require it
benefits the media in their access to information and the government in its war against
corruption (The Official Gazette as cited in Gonzales, 2016).

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The Challenge
As a developing country, the governments concentrate on solving problems like
poverty, unemployment, lack of proper healthcare, and access to education.

The shortage of government funding, not to mention the lack of projects and
programs, that help cultivate creativity – which is the core of media – prevent the media
industry in reaching its potential for success. Even the weak enforcement of certain laws
to protecting the media exposes them to threats that could have damaging repercussions
on the industry (Gonzales, 2016).

Lesson 4. Media Controversies

Terms below are defined by Gonzales (2016):

Stereotyping
Stereotyping is defined as the process of labeling an entire group of people
according to the characteristics of some. The media have been found guilty of stereotyping
multiple times. As a form of communication that deals with the general public, it is not hard
to see why the media is prone to generalization. Although there is an obvious improvement
in the number of stereotype in the media, the following still remain a subject of much
controversy.

Gender Roles
The alpha-male or the depiction of the heterosexual male as superior to the other
gender is still ever present in most media content. It seems that countless protests from
feminist movements and the LGBT (Lesbian, Gays, Bisexuals, Transgender) community
have done little to eradicates sexist element in the media.

Racial discrimination
The Caucasian is at the top of the social class ladder. Black people slavery may
have been long gone, but media’s tendency to favor whites in lead roles and giving
sidekick role to other people of color raises racial discrimination allegations.

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Conflict of Interest
Journalism professor Adam Peneberg (2007, as cited in Gonzales, 2016) defined
conflict of interest as situations in which there are competing professional, personal and/or
financial obligations or interests that compete with the journalist’s obligation to his outlet
and audience.

Peneberg (2007 as cited in Gonzales, 2016) listed the following as potential conflicts of
interest:
1. Writing about friends and family members
2. Press junkets trips offered to journalists that are paid for by the entities the
reporters cover, i. e., movie studios, electronics companies, government
agencies.
3. Accepting hospitality: Overindulging on the subject’s hospitability
4. Gifts
5. Free tickets, copies of books, CDs, DVDs and access to subscription-only
websites to be reviewed, written about, or used as background material
6. Paying sources: Compensating sources for information undermine content
integrity
7. Quid pro quo: Promising something in return.
8. Investments: Any financial entanglement with the subjects
9. Political and charitable donations: The objectivity of the reporter will be
questioned if he covers and writes about organizations which he donated money
to.
10. Blogs: Writing blogs raises ethical concerns and credibility issues since it is
considered personal and opinion based on content.

Accountability
Accountability is taking responsibility for one’s actions. It is at the core of media
ethics. Bernard (2000 as cited in Gonzales, 2016) explained that a person in the media is
accountable to one’s self, towards peers, towards sources, towards people involved in the
news, towards media users, and towards the community where they operate. Media
accountability involves self-regulation by remembering and respecting those who they are
accountable to in their work.

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Censorship
Philip Steele (1999 as cited in Gonzales, 2016) defines censorship as any attempt
to limit or prevent the free exchange of information. It suppresses information, ideas, or
artistic expression.

The State University of Oklahoma (as cited in Gonzales, 2016) enumerated the following
as forms of censorship:
1. Preventive – exercised before the expression is made public. Examples of which
includes government restrains, licensing, and self-censorship.
2. Punitive – exercised after expression is made public. This type of censorship is
penalizing in nature
3. Taboo – is censorship of that which society deems inappropriate or offensive.

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Assessment Task

TASK 1 (WRITTEN WORK)


DIRECTIONS: Write TRUE if the statement is correct and FALSE if the statement is
incorrect.

_____1. Media and information literate individuals actively participate in politics


_____2. The media force feeds information to unwilling receivers.
_____3. Media and information have re-made the learning environment.
_____4. Communication between media and information literate individuals has
become more complicated.
_____5. IT based jobs are needed in the media.
_____6. Critical thinking is a skill necessary to become a media and information literate
individual.
_____7. Creation of jobs is the media’s role in economy.
_____8. Media and information literate individuals enjoy an improved quality of life.
_____9. Media and information literate individuals are in total disconnect to the world.
_____10. Only paid online content generates income.

TASK 2 (WRITTEN WORK)


DIRECTIONS: Give what is being asked in each item.

1. Gather current news and issues in the country. List down what you have found
according to its impact (economic, educational, informational, societal, political)

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2. Determine where you have read, watched, or heard the issue.

3. As a communication strategist, discuss which medium would create more impact in


information dissemination, and prove you stand through examples.

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TASK 3 (ACTIVITY)
DIRECTIONS: Create a meme depicting the power of media and information.
Note: Make sure to illustrate it through drawing/picture and texts.
Here is a sample.

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Summary
 Economics of media can be simply explained through this equation: Ratings =
Revenues.
 Rating refers to the influence, timing, placements, and market of media content
and advertising.
 Revenues refer to the income generated from the sale of goods or services.
 The Philippine media is a great asset in the country’s economy.
 The challenge in the use of media and information in economics is that media
remains vulnerable to economic threats. Privacy is the number one issue.
 Learning has been a lot easier with the use of media and information.
 The challenge in the use of media and information in education is that it promotes
laziness and constant access.
 Media and politics provide fair foundation in the function of media as source of
information.
 The challenge in on the government funding for media and information since
Philippines is a developing country.
 Some of the media controversies are stereotyping, gender roles, racial
discrimination, conflict of interest, accountability, and censorship.

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References
 Gonzales, E. D. (Ed.). (2016). The Opportunities, Challenges, and Power of Media
and Information. In Media and Information Literacy (pp. 97–104). JFS Publishing
Services.
 Media and Information Literacy (MIL) - 8. Opportunities ,Challenges, and Power of
Media and Information. (n.d.). Slideshare. Retrieved July 29, 2020, from
https://www.slideshare.net/arnielping/8-media-and-information-literacy-mil-
opportunities-challenges-and-power-of-media-and-information
 Meme. (n.d.). Pinterest. Retrieved July 29, 2020, from
https://www.pinterest.ph/pin/568720259172289118/
 The Opportunities, Challenges, and Power of Media and Information. (n.d.).
Sites.Google. Retrieved July 29, 2020, from
https://sites.google.com/view/elearningmil/lessons/the-opportunities-challenges-
and-power-of-media-and-information.

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MODULE 9
THE CURRENT AND FUTURE TRENDS
OF MEDIA AND INFORMATION

Introduction

The media and information are a mutable entity. It is never changing in nature. It
is a product of continuous development. As citizens of the media and information age,
Gonzales (2016) said that one must be able to adapt to the changes in media and
information.

Learning Outcomes

At the end of this module, the learners should be able to describe the impact of
massive open online.

Lesson 1. Massive Open Online Content and its Implications

Educause (as cited in Gonzales, 2016) defines Massive Open Online Course
(MOOC) as a model for delivering learning content online to any person who wants to take
a course, with no limit on attendance. It can be characterized by the following:
1. a revolutionary approach to education that veers away from the physical to the
virtual;
2. a kinds of learning that happens online, breaking the norm of traditional
schools or universities for higher education;
3. utilizes information technologies like analytics to help instructors gauge their
students’ learning; and

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4. emphasis on connectedness.

The Implications enumerated by SyGacho (2018):

1. By taking into virtual space, attendance is no longer a determining factor in one’s


education. This makes MOOC learning a popular alternative for those whole life situations
make them unable to attend regular schools.
2. Managing MOOC is relatively cheaper than running educational institutions. By taking
the expenses of Universities – which are passed down to students in exorbitant fees –
MOOC address the high cost of education.
3. Analytics provides information about the learning process of students. Through the use
of data collected through analytics, MOOC provides a means to improve learning.
4. Since it focuses on connectedness as part of the learning process, MOOC allows
education to take place on a global scale. It connects learners and instructors all over the
world to one another to maximize education.

Lesson 2. Wearable Technology

Source: https://www.newgenapps.com/blog/influence-of-iot-on-wearable-technology/2018

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Wearable technology is seen to be the up and coming technology of the future.
Wearable technologies today are smart watches. These watches are worn as a typical
wristwatch but do more than just tell time. Modern smart watches perform the same
functions as smartphones (Gonzales, 2016).
Smart watches as a wearable are developed for convenience, but its inability to
function as an independent gadget puts it at a distinct disadvantage.

Another example is a Fitness tracker. It is derived from smart watches in form and
physical design but serves health applications. Fitness trackers aim to promote health and
wellness among its enthusiasts, unfortunately, issues in their accuracy have been raised
in several reviews.

Virtual Reality (VR) wearable technology is gradually growing in popularity among


enthusiast. Oculus, a high-end VR headsets intended for entertainment has been released
to the public on March 28, 2016. This wearable technology takes users to computer
generated worlds and let them experience it as if they were actually there. Oculus have
so far received positive reviews among users. However, concerns were raised about VR
technology’s potential to cause a total disconnect from the physical world.

Lesson 3. The Concept of 3D Environment

3D or three dimensional in its literal sense refers to anything that has a width,
height, and depth. The physical world is an example of a 3D environment. The concept of
3D environment is explored to mimic the physical world in the media (Gonzales, 2016).

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Source: http://bestvideoking.blogspot.com/p/oculus-cinema.html/2018

Films are among the most common media offerings that incorporate 3D. 3D films
make objects in their material appear solid to the audience through the illusion of
perception. Earlier 3D motion pictures require their audience to wear glasses with red and
blue lenses. According to How Stuff Works, (as cited in Gonzales, 2016) these lenses
force one eye to see the red part of the image and the other eye to see the blue or green
part. The differences between the two, makes the brain perceive the, as one image with
three dimensions.

Although effective in making objects appear solid, old 3D films cause color
discrepancies. Recent developments in 3D have solved this problem. Digital 3D requires
two technologies. First is a pair of polarized glasses with lenses of varying degrees, the
second is a screen that maintains the correct polarization when light from projectors
bounces off of it. Gonzales (2016) pointed out that the concept of 3D in both the old and
digital days is adapted to make the audience perceive films to be real.

3D is also fast growing element in the graphic design and imaging world. Computer
software with 3D capabilities like Daz Studio allows graphic designers to create 3D art and
environments. This new technology is steadily revolutionizing digital graphics I media. By
making material 3D, viewers find themselves in environments where the physical and
virtual meet.

Another notable development is 3D printing. This technology brings digital data


and design to the physical world literally. The process begins with a virtual design that can

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either be created through a 3D modeling program or copied from an actual object through
a scanner. This digital data are then printed or created through Additive Manufacturing or
AM technologies. AM technologies build 3D objects in layers of material like plastic, metal,
and concrete. 3D printing has been around for a while especially in engineering industries
but many experts believe that 3D printing devices will become common commercial
devices in the future. When this happens, practical applications of this new technology
can be endless. In fact, several research and development outfits today, are exploring
(Gonzales, 2016).

Lesson 4. The Paperless Society

Gonzales (2016) described the paperless society is a society where


communication is done electronically and all forms of printed communication have become
obsolete. It is characterized by the shift from letters to e-mails, newspapers to news web
pages, books to e-books, and so on.

Source: https://www.mercurynews.com/2015/04/17/wolverton-paperless-society-remains-a-
distant-/2019

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Lesson 5. Ubiquitous Learning

Ubiquitous learning is common in the age of information. Since information in the


digital age can be accessed by anyone, at any given time and place, Gonzales (2016)
said that ubiquitous or an ever-present type learning of learning is possible.

Source: https%3A%2F%2Felearningindustry.com%2Fubiquitous-learning/2018

Gonzales (2016) also emphasized that ubiquitous learning begins with


accessibility. Chances are your association already has some educational materials
available online and/or in digital formats. Make sure these resources are accessible to
your members across all platforms and devices; desktop computers, mobile devices, and
even wearable tech like Google Glass and the Apple Watch, making it easy for your
members to access materials when and where they want to improves engagement and
educational success rates. Studies show that we are up to 12% more productive when
we’re happily engaged in a task, so putting in the effort to allow your members to learn
when and where it best suits them is very much worthwhile.

Internet and computer access has grown by leaps and bounds in the past several
years, to the point that 86.75% of people in the United States have regular and reliable
internet access, and 71.4% of the US population owns a smartphone (amongst 25-54 year
olds, that jumps to 79%). Your members are part of the ubiquitous computing world; give
them the best ubiquitous learning experience you can (Gonzales, 2016).

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Assessment Task

TASK 1 (WRITTEN WORK)


DIRECTIONS: Encircle the letter of the best answer

1. Which of the following is not an example of modern wearable technology?


a. smart watches c. smartphones
b. fitness trackers d. headsets

2. Which of the following is not an element of the 3D environment?


a. size c. length
b. width d. depth

3. The letter M in MOOC stands for?


a. media c. market
b. massive d. none of the above

4. Which of the following is not a material suitable for 3D printing?


a. concrete c. glass
b. plastic d. human tissue

5. This refers to a society characterized by the shift from letters to e-mails,


newspapers to news web pages, books to e-books, and so on.
a. electronic society c. paperless society
b. internet society d. digital society

6. It refers to the model for delivering content online to any person who wants to take
a course, with no limit to attendance.
a. education model c. MOOC
b. MOOL d. Electronic Learning Model

7.
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7. Which of the following is not a type of wearable technology with health
applications?
a. pedometer c. calorie tracker
b. heart – rate monitor d. none of the above

8. A technology that helps instructors to gauge their students learning.


a. analytics c. online exams
b. learning trackers d. all of the above

9. Which is another term for MOOC?


a. distance learning c. online information hub
b. e-school d. internet school

10. It refers to a type of learning that happens anytime, anywhere, and with anyone.
a. ubiquitous learning c. wide learning
b. global learning d. none of the above

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TASK 2 (PERFORMACE TASK)
DIRECTIONS: Draw a product of the future, a commodity that has not existed. They
can be as creative in making of the item where they can select articles of personal
use, gadgets, toys, appliances, transportation, medicine, flying objects or simply
anything.

Fold and paste your work here

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TASK 3 (PERFORMACE TASK)
DIRECTIONS: Propose your media and information technology, complete with the
following:
a. cost of development

b. development process

c. appeal of technology to the users

d. cost of the new technology and the price offered to the consumer

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Summary

 Massive Open Online Course or MOOC refers to a model for delivering learning
content online to any person who wants to take a course.
 Wearable technology is seen to be the up and coming technology of the future.
These are the smart watches, fitness trackers and VR wearable technologies.
 3D refers to anything that has width, height, and depth. The concept of 3D
environment is explored to mimic the physical world in the media.
 Paperless society is a society where communication is done electronically and all
forms of printed communication have become obsolete.
 Ubiquitous learning is a type of learning that where the material can be accessed
by anyone and anywhere.

References
 Gonzales, E. D. (2016). Media and Information Literacy. JFS Publishing Services.
 Rangnekar, A. (2015, September 25). Ubiquitous Learning: What Every Education
Organization Needs To Know. Elearningindustry.
https://elearningindustry.com/ubiquitous-learning-every-education-organization-
needs-know
 SyGacho, S. A. (2018). Perspectives in Media and Information Literacy. GBT.
 The Current and Future Trends of Media and Information. (n.d.). Sites.Google.
Retrieved August 10, 2020, from
https://sites.google.com/view/elearningmil/lessons/the-current-and-future-trends-
of-media-and-information

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MODULE 10
MEDIA AND INFORMATION
LITERATE INDIVIDUAL

Introduction

Being information literate will surely enhance individuals of having better career
options. “Information literacy competency extends learning beyond classroom settings
and provides practice with self-directed investigations as individuals move into internships,
first professional positions, and increasing responsibilities in all arenas of life. Information
literacy augments students’ competency with evaluating, managing, and using information
(SyGacho, 2018).

Learning Outcomes

At the end of this module, the learners should be able to discuss the
implications of media and information to an individual and the society.

Lesson 1. What an Information Literate Individual Can Do

SyGacho (2018) enumerated what an information literate individual is capable of doing:


1. establish the scope and magnitude of information desired;
2. evaluate the information realistically and competently;
3. calculate the information and its origin;
4. integrate information into the individual’s personal knowledge and experience;
5. employ the information commendably for specific purposes; and
6. know the legal, societal, and economic concerns encompassing the use of
information.

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Lesson 2. What an Information Literate Individual Can Have

SyGacho (2018) enumerated and discussed what an information individual can have:

Improved Quality of Life


To achieve a healthy lifestyle, it becomes easy for a literate person to research
online or read boos and magazines on ways to stay fit. Joining yoga sessions, daily
exercises such as walking, jogging or going into the gym, and eating appropriate food can
increase an individual’s lifespan. Even when health is compromised, being information
literate can save one’s life through intensive research online and through medical journals
on how to go through a medical odyssey: who are the best doctors and the best
medicines? Meanwhile, investigating on how to live life to the fullest can also be viewed
online or through research. As to how to invest your money wisely is necessary to enjoy
life’s bliss.

Greater Political Participation


Being updated in current events and being aware of what is happening around the
community will enable people to vote wisely and choose good leaders. The literate person
can weigh things wisely because of his or her knowledge on what is good for the society.
Selling a vote is not possible because this responsible citizen knows the betterment of the
country’s future. The person in empowered to make intellectual choices and will voice out
his or her concerns if the government fails to provides its services to the people.

Better Economic Opportunities


There is an endless list of opportunities for the literate person because most of the
work descriptions include digital knowledge and workmanship. If income is inadequate, a
technological savvy person will seemingly find another job online. It is no tradition that one
goes out of the house and manage their time wisely. Most online jobs are highly paid
compared to jobs having physical office.

Improved Learning Environment and Cohesive Social Units


Once more, a well learned person will have a higher access of what’s best in the
community. The advent of mobile phones makes communication faster and easier.

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Likewise, the interaction among members in the community is more interactive due to the
presence of literate members accompanied by gadgets.

Lesson 3. What an Informed and Literate Person Must Possess

Sygacho (2018) enumerated and discussed what an information and literate person
must possess:
Values Inquiry – A person should value inquiry and information needs in order to engage
in lifelong learning.

Applies Strategies – A person should apply the repertoire of creative and flexible
information seeking strategies in order to navigate the unfamiliar, take action, or solve a
problem.

Identifies Sources – A person should identify appropriate sources in order to access


relevant information.

Uses Tools – Uses technological and organizational tools in order to access and
manipulate information.

Evaluates – A person should analyze information in order to evaluate quality, relevance,


or perspectives.

Synthesizes – A person should synthesizes new information with current understanding


and experience in order to create something new, acquire insight, transform value, or
expand knowledge base.

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Assessment Task

TASK 1 (WRITTEN WORK)


DIRECTIONS: Write TRUE if the statement is correct and FALSE if the statement is
incorrect.

1. The media force feed information to unwilling receivers.


2. Media and information literate individuals actively participate in politics.
3. Media and information literate individuals actively participate in politics.
4. Only paid online content generates income.
5. IT based jobs are needed in media.
6. Media and information have re-made the learning environment.
7. Media and information literate individuals are in total disconnect to the world.
8. Creation of jobs is the media’s role in the economy.
9. Critical thinking is a skill necessary to become a media and information literate
individual.
10. Communication between media and information literate individuals has become
more complicated.

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TASK 2 (PERFORMACE TASK)
DIRECTIONS: Choose a social media network such as Facebook, Twitter, Instagram,
etc and any of the following sectors/communities such as education, tourism, business,
farmer, barangay level, student council, news company, etc. Complete this graphic
organizer by using key words only. Limit your answers to three for the benefits and
three for the issues/challenges as well as others, allowing media content to flow across
various platforms.

Uses of _____
(Soecific Social
Networking Media

Issues and
Benefits
Challenges

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TASK 3 (PERFORMACE TASK)
DIRECTIONS: Imagine you are to run for student government position. What are your
campaigns in improving your learning environment and how will you cohesively knit
the student body as an informed and literate individual? Discuss your advocacy in 15
– 20 sentences.

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Summary
 An information literate individual can establish the scope of the information desired,
evaluate the information realistically and completely, calculate the information and
its origin, integrate information into the individual’s personal knowledge and
experience, employ information commendably for specific purposes, and know the
legal and societal concerns in the use of media and information.
 An information literate individual can have an improved quality of life, a greater
political participation, better economic opportunities, and improved learning
environment and cohesive units.
 An information literate individual should possess the following skills: value inquiry,
applied strategies, identified sources, uses tools, evaluating, and synthesizing.

References
 Media and Information Literacy (MIL) - 9.The Media and Information Literate
Individual. (n.d.). Slideshare. Retrieved July 29, 2020, from
https://sites.google.com/view/elearningmil/lessons/the-media-and-information-
literate-individual
 SyGacho, S. A. (2018). Perspectives in Media and Information Literacy. GBT.

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MODULE 11
MEDIA AND INFORMATION
RESOURCES AND DIMENSIONS

Introduction

Media and information literate individuals should not just be well knowledgeable
with the knowledge and understanding on the types of media, challenges, issues, etc., but
also be well equipped with the knowledge and skills necessary for them to create and
develop forms of media through the elements, principles, and dimensions that will be
discussed in this module.

Learning Outcomes

At the end of this module, the learners should be able to:


1. describe the different dimensions of text information of:
 Text information and media
 Visual information and media
 Audio information and media
 Motion information and media
 Manipulative information and media
 Multimedia information and media;
2. analyze how the different dimensions are formally and informally produced, organized,
and disseminated;
3. evaluate a creative multimedia form (living museum, electronic portfolio, and others);
and
4. Produce a creative text-based, visual-based, audio-based, motion based, and
manipulative-based presentation using principles and elements.

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Lesson 1. Text Information and Media

SyGacho (2018) described a text as a plain and flexible structure showing


information and sharing concepts in ways that a person can be seen or print either hand-
written or computer generated as well as can be presented on screen. It is a very powerful
tool in communication, distributing, and giving information through specific audience.
News reports, books, magazines, newspapers, advertisements, research and many other
sources comprise formal text which undergo a series of fact checks and can be subjected
to government scrutiny and censorship. On the other hand, informal text can be personal
opinions that can be seen in emails, blogs, short messages services, chat boards, and
online messengers from various social network.

Text as Visual
A typeface is also called a font which signifies the style of a text in digital structure
and is composed of alphabets, numbers, punctuation marks, symbols, and other
characters.

SyGacho (2018) enumerated the Types of Typeface:


1. Serif – is used in formal presentation and more readable in big texts such as body of
textbooks, magazines, newspapers, and scientific publications. Examples of serif fonts
are Garamound, Baskerville, and Times New Roman.

Source: https://designshack.net/articles/typography/serif-vs-sans-serif-font/2017

2. Sans Serifs – is used in road signage, directory in a building, food packages, nutritional
facts and webpage creations since it provides a minimalist appearance. Examples are
Arial, Calibri, Helvetica, Tahoma, and Verdana.

Source: https://designshack.net/articles/typography/serif-vs-sans-serif-font/2017

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3. Slab Serif - gives a heavy look on print and is used for advertising billboard. Examples
of Slab Seriff are Blackoak, Playbill, and Rockwell.

Source: https://threerooms.com/blog/typography-series-what-is-a-slab-serif-font/2016

4. Script – is not used entirely in a text since it shows brush-lie strokes but can be used in
wedding invitations and formal events. Examples of script fonts are Edwardian, Kustler,
and Vladimir.

Source: https://threerooms.com/blog/typography-series-what-is-a-script-serif-font/2016

5. Decorative – manifests emotions as fear, horror and celebrations or portrays thematic


situations like summer, holidays, circus, cowboys, and other special events. Decorative is
best illustrated in Chiller, Jokerman, Curlz, MT fonts. (Cited from Philippine Commission
of Higher Education 2016)

Source: https://threerooms.com/blog/typography-series-what-is-a-chiller-serif-font/2016

Visual Designs
It becomes a forecast that 2018 onwards, 84% in marketing communication will be
visual such as images, animated GOFS, or videos. Therefore, creative content makers
investigate what type of visual works is best in a specific target market SyGacho, 2018).

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Four Reasons Why Visual Communication Has a Big Impact by SyGacho (2018):
1. Visual communication relays messages faster.
2. Visual communication makes distinct message.
3. Visual communication gives a collective and reliable experience.
4. Visual communication provides good retention of the information conveyed.

Design Principle, and Elements by SyGacho (2018):


1. Emphasis - refers to the importance or value given to a part of the text-based content.
When trying to make a point or highlighting a message, you can make the text bold,
italicized, have a heavier weight, darkened or lightened (depending on your background
color) or enlarged.

2. Appropriateness - refers to how fitting or suitable the text is used for a specific audience,
purpose or event. In the creation of text-based content, make sure that the selection
criteria (tone, style, purpose, clarity) is followed. As for the choice of typefaces to be used,
refer to the discussion of the characteristics of the fonts. When it comes to large body text,
the font should be clear enough to read.

3. Proximity - refers to how near or how far are the text elements from each other. When
two things are closely related, we bring them close together. Otherwise, we put text
elements far from each other. For example, the main title and subtitle are usually placed
close to each other.

4. Alignment - refers to how the text is positioned in the page. This can be left, right, center
or justified.

5. Organization - refers to a conscious effort to organize the different text elements in a


page. Organization ensures that while some text elements are separated from each other
(based on the principle of proximity), they are still somehow connected with the rest of the
elements in the page. When there are many elements needed to fit in a page, start by
creating a framework or a compartment for the elements. Divide the space by creating
lines across the page, making it look like a cabinet with various space sizes. Once you are
done compartmentalizing, you can place the different text elements on the boxes.

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6. Repetition - concerns consistency of elements and the unity of the entire design.
Repetition encourages the use of repeating some typefaces within the page. When several
typefaces are used on a page, it might distract the audience and fail to communicate what
you want them to get from the content. To strike a balance, do not also use just a single
typeface for a visual design product.

7. Contrast - creates visual interest to text elements. Contrast is achieved when two
elements are different from each other. When you place a white text on a very light yellow
background, contrast is not achieved and the text will be difficult to read, but when you put
a white text on a dark brown background, contrast is created. Contrast can be achieved
in various ways, by joining the following elements: large font with a small font, serif and
sans serif, thin elements with thin elements, cool color and warm color.

Lesson 2. Visual Information and Media

The Power of Visual Content” by DemandGen Report (2014, as cited in SyGacho, 2018)
1. Forty percent of people will respond better to visual information than plain text.
2. Publishers who use infographics grow in traffic an average of 12% more than those who
don’t.
3. Eighty percent of what is seen is retained.
4. Conversions increase by 86 percent when videos are used in a landing page.
5. Twenty percent of words on a web page is read by the average user.
6. Landing pages with videos are 40 times more shareable.

Visual media and information – materials, programs, applications and the like that teachers
and students use to formulate new information to aid learning through the use, analysis,
evaluation and production of visual images (Pitagan, 2016). Types of visual media include
photography, video, screenshots, infographics, data visualization (charts and graphs),
comic strips/cartoons, memes, visual note-taking, etc (Pitagan, 2016).
Formally and informally produced visual media – visual media produced by formal
organizations such as schools, government, and established media/publishing outfits are
considered formally produced. Other visual media are considered informally produced
(Pitagan, 2016).

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Purpose of Visual Information – the primary purpose of visual information is to gain
attention, create meaning, and facilitate retention (Pitagan, 2016).

Visual design elements - the building blocks or basic units in the construction of a visual
image (Pitagan, 2016).

The Design Elements by Pitagan (2016):


1. Line – describes a shape or outline. It can create texture and can be thick or thin.
Lines may be actual, implied, vertical, horizontal, diagonal, or contour lines.

2. Shape – usually a geometric area that stands out from the space next to or around it,
or because of differences in value, color, or texture. Shape may also be organic.

3. Value – the degree of light and dark in a design. It is the contrast between black and
white and all the tones in between. Value can be used with color as well as black and
white. Contrast is the extreme changes between values.

4. Texture – the way a surface feels or is perceived to feel. Texture can be added to attract
or repel interest to a visual element. Visual texture is the illusion of the surfaces peaks and
valleys, resulting in a feeling of smoothness or roughness in objects.

5. Color – determined by its hue (name of color), intensity (purity of the hue), and value
(lightness or darkness of hue). Color and color combination can play a large role in the
design. Color may be used for emphasis, or may elicit emotions from viewers. Color
maybe warm, cool, or neutral. It plays a major role in our visual perception, as it influences
our reactions about the world around us. It is therefore important to create color palettes
that evoke the appropriate audience reactions. Color has three properties.
6. Form – a figure having volume and thickness. An illusion of a 3-dimensional object can
be implied with the use of light and shading. Form can be viewed from many angles.

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Source: https://www.slideshare.net/MarkJhonOxillo1/media-and-information-literacy-teaching-
guide/2018

Visual Design Principles by Pitagan (2016):


1. Consistency of margins, typeface, typestyle, and colors is necessary, especially in slide
presentations or documents that are more than one page.

2. Center of interest – an area that first attracts attention in a composition. This area is
more important when compared to the other objects or elements in a composition. This
can be by contrast of values, more colors, and placement in the format.

3. Balance – a feeling of visual equality in shape, form, value, color, etc. Balance can be
symmetrical and evenly balanced, or asymmetrical and unevenly balanced. Objects,
values, colors, textures, shapes, forms, etc. can be used in creating balance in a
composition.

150
4. Harmony – brings together a
composition with similar units. If for
example your composition was using
wavy lines and organic shapes, you
would stay with those types of lines and
not put in just one geometric shape.
(Notice how similar Harmony is to Unity
- some sources list both terms).

5 Contrast – offers some change in


value creating a visual discord in a
composition. Contrast shows the
difference between shapes and can be
used as a background to bring objects
out and forward in a design. It can also
be used to create an area of emphasis.

6. Directional Movement – a visual flow


through the composition. It can be the
suggestion of motion in a design as you
move from object to object by way of
placement and position. Directional https://www.slideshare.net/MarkJhonOxillo1/me

movement can be created with a value dia-and-information-literacy-teaching-


guide/2016
pattern. It is with the placement of dark
and light areas that you can move your attention through the format.

7. Rhythm – a movement in which some elements recur regularly. Like a dance, it will
have a flow of objects that will seem to be like the beat of music.

8. Perspective – created through the arrangement of objects in two-dimensional space to


look like they appear in real life. Perspective is a learned meaning of the relationship
between different objects seen in space.

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Lesson 3. Audio Information and Media

Types of Audio Files by Pitagan (2016)

1. Radio broadcast - live or recorded audio sent through radio waves to reach a
wide audience.

2. Music - vocal and/or instrumental sounds combined in such a way as to produce


beauty of form, harmony, and expression of emotion. It is composed and
performed for many purposes, ranging from aesthetic pleasure, religious or
ceremonial purposes, or as an entertainment product.

3. Sound recording - recording of an interview, meeting, or any sound from the


environment.

4. Sound clips/effects - any sound, other than music or speech, artificially


reproduced to create an effect in a dramatic presentation, as the sound of a storm
or a creaking door.

5. Audio Podcast - a digital audio or video file or recording, usually part of a themed
series that can be downloaded from a website to a media player or computer.

Different Ways of Storing Audio Media by Pitagan (2016)

1. Tape - magnetic tape on which sound can be recorded.

2. CD - a plastic-fabricated, circular medium for recording, storing, and playing


back audio, video, and computer data.

3. USB drive - an external flash drive, small enough to carry on a key ring, that can
be used with any computer that has a USB port.

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4. Memory Card - (aka flash memory card or storage card) is a small storage
medium used to store data such as text, pictures, audio, and video, for use on
small, portable, or remote computing devices.

5. Computer hard drive - secondary storage devices for storing audio files.

6. Internet/Cloud - websites or file repositories for retrieving audio files, and more
precisely the files are stored in some datacenter full of servers that is connected
to the Internet.

Audio File Formats by Pitagan (2016)

1. MP3 (MPEG Audio Layer 3) - a common format for consumer audio, as well as
a standard of digital audio compression for the transfer and playback of music on
most digital audio players.

2. M4A/AAC (MPEG-4 Audio/Advanced Audio Coding) - an audio coding standard


for digital audio compression. Designed to be the successor of the MP3 format,
AAC generally achieves better sound quality than MP3 at similar bit rates.

3. WAV - is a Microsoft audio file format standard for storing an audio bit stream
on PCs. It has become a standard file format for game sounds, among others.

4. WMA (Windows Media Audio) - is an audio data compression technology


developed by Microsoft and used with Windows Media Player.

Characteristics of Sound by Pitagan (2016)


1. Volume
2. Tone
3. Pitch
4. Loudness

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Purposes of Using Sound or Audio Media by Pitagan (2016):
1. Give instruction or information
2. Provide feedback
3. To personalize or customise

Elements of Sound Design – the objects or things that we have to work with (Pitagan,
2016):

1. Dialogue - speech, conversation, voice-over.


2. Sound Effects - any sound other than music or dialogue.
3. Music - vocal or instrumental sounds (or both) combined in such a way as to produce
beauty of form, harmony, and expression of emotion.
4. Silence - absence of audio or sound. b. Principles of Sound Design – the techniques for
combining the different elements or objects.
5. Mixing - the combination, balance and control of multiple sound elements.
6. Pace - Time control. Editing. Order of events: linear, non-linear, or multi-linear.
7. Transitions - How you get from one segment or element to another

Types of Transitions
a. Segue - one element stops, the next begins ("cut" in film).
b. Cross-fade - one element fades out, the next fades in, and they overlap on the
way.
c. V-Fade - First element fades to inaudible before the second element begins.
d. Fade to Black - V-Fade with some silence between elements.
e. Waterfall - As first element fades out, the second element begins at full
volume. Better for voice transitions, than for effects.

8. Stereo Imaging - Using left and right channel for depth.

Lesson 4. Motion Media and Information

There is no universally adopted definition for motion media. Motion media in


essence is visual media that gives the appearance of movement. It can be a collection of

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graphics, footage, videos. It is combined with audio, text and/or interactive content to
create multimedia (Pitagan, 2016).

In motion media, the following can be observed:


 each picture is a frame and that motion is created by rendering or showing
consecutively several frames per second.
 24 frames (pictures) or more per second makes for a smooth animation.; videos,
film, slides also make use of frames.
 the series of graphics or images follow a sequence to create a story. This sequence
is often called a storyboard which shows a set of components (audio, visual,
videos, etc) changing in time to create a story or a message.

Pitagan (2016) stated that motion media can be produced formally and informally.
Informally produced motion media are created by individuals often for personal use.
Formally produced motion media are created by professionals who follow industry
standards in creating, editing and producing motion media.

Formal production of animations involves the following steps:


 writing the story - writers and directors create the story board
 script is written and dialogue is recorded
 animators sketch major scenes; inbetweeners fill in the gaps
 background music and background details are added
 drawings are rendered

Motion Media Formats, Types and Source by Pitagan (2016)


The widely accepted formats, types and sources of motion-media and how these
are decided/selected by creators and users of motion media and information and
information.

 According to format
1. Animations - animated gifs(Graphic Interchange Format), Flash, Shockwave,
Dynamic HTML

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2. Video formats/Video Codecs - motion media use large resources. Codecs
compresses and decompresses video files. Examples are H.26N series,
Quicktime, DivX, MPG, MP4

 According to purpose: education, entertainment, advertising


 According to source: personal, social media, media companies
 According to audience: private or public; directed or general
The Basic Methods on Determining the Credibility of Motion Media by Pitagan (2016)
1. Validity of information – Is it peer reviewed and verifiable
2. Source - Primary or secondary source? Does the video capture the actual event or
does it simply present information learned about an event.
3. Relationship of the author to the event – Does he have firsthand knowledge

Technical Methods of Detecting Tampered / Fake Video by Pitagan (2016)


1. Smoothness of video – This is often detected when movements are not smooth; when
action seems to jump from one position to another, as if some action was missing.
2. Lighting coverage matches - One way to detect lighting matches is to look at the
shadows; the source of light determines the size and direction of the shadow.
3. Scale and size consistent- scale refers to how the size of the objects in reference to
one another are near the real thing. If the picture is reduced or enlarged by a certain
percent then all of the objects should be resized by that percent. Objects that are far away
are usually smaller than objects that are nearer.

The Advantages of Motion Media and Information by Pitagan (2016)


1. It captures motion in a manner that can be viewed repeatedly.
2. It can show processes in detail and in sequence.
3. Simulations allow for safe observation
4. It can cut across different cultures and groups .
5. It allows scenes, history, events and phenomenon to be recreated • It enables learning
with emotions.

156
The Limitations of Motion Media and Information by Pitagan (2016)

1. Compared to other forms of visual media the viewer cannot always interrupt the
presentation.
2. It is often times more costly than other forms of visual media.
3. Other data may be presented best using still images. Examples are graphs, diagrams,
maps.
4. It is subject to misinterpretation

Pitagan (2016) enumerated the design principles of motion media and information revolve
around the following essential elements:

1. Speed can be constant or variable. The tone of the movement can be highlighted by
the speed coupled with music. A fast movement gives vigor and vitality, intensifying
emotions. A slow movement connotes lethargy, solemnity or sadness.

2. Direction can indicate a movement from one direction to another. It can also refer to the
growing or shrinking of an object. As objects move, the background must remain in scale
with the object.

3. Motion Path refers to the route that the object will take. It shows the change in direction
of a movement. It is important to note the triggers to the change in direction of an object.
These triggers are often key objects or events in a story.

4. Timing can be objective or subjective. Objective timing can be measured in minutes,


seconds, days, etc. Subjective timing is psychological or felt. Objective timing is used to
produce subjective timing. Timing can be used to clarify or intensify the message or the
event. Using a pause can help time the events.

Note that these elements when used with other forms of media and information
such as audio, visual and people media create movement that convey different emotions,
impact and results.

157
Design Principles in Creating Movement by Pitagan (2016)

1. Speed, direction and timing should depict natural laws of physics. This included
trajectories, impact on objects and reactions of the environment.

2. Timing affects recall. Fast movement sends much information. Slow movement
provides emphasis and lasting recall.

3. Transitions are used to switch between scenes. Having a clear start and finish in your
motion path or scenes Using neutral colors at the start or end of a scene is a good method
for creating the right mindset. It is important to know which type of transition to use as this
sets the tone for the next event and should provide a smooth connection from one event
to another.

4. Sound and color adds depth and meaning to movement.

5. Cartooning your graphic and text provides dynamic movement. This can be done by
using the following movements: stretching, rotating, and squashing.

6. Blurring can be used in different ways. In animation, blurring can provide the illusion of
fast movement. In videos, it is often used to censor information for security or decency.

7. Always review the purpose of the movement. Movement is not added for the sake of it.

Lesson 5. Manipulative / Interactive Media

Interactive Media is a method of communication in which the program's outputs


depend on the user's inputs, and the user's inputs in turn affect the program's outputs.
Interactive media engage the user and interact with him or her in a way that non-interactive
media do not. Websites and video games are two common types of interactive media
(Investopedia as cited in Pitagan, 2016).

158
Interactivity is the communication process that takes place between humans and
computer software. The most constant form of interactivity is typically found in games,
which need a continuous form of interactivity with the gamer. Database applications and
other financial, engineering and trading applications are also typically very interactive.
(Technopedia as cited in Pitagan, 2016).

One area where interactivity is most useful is in online training. Interactivities in


this area allow learners to interact with the course in terms of action and/or thinking.

Relate your experiences in using interactive media by identifying the software or


media used and how they interacted.

Example 1: Social media (Facebook) - sent friend request; responded to friend request;
liked a post; followed a site; commented on a friend’s post; uploaded a file; chat with a
friend; sent private message.

Example 2: Online booking - search for flights; booked a flight and paid through credit
card; web-check-in.

Different Platforms of Interactive Media by Pitagan (2016)

1. Mobile apps - a software application developed specifically for use on small, wireless
computing devices such as smartphones and tablets, rather than desktop or laptop
computers.

2. 3D TV - a television display technology that enables a three-dimensional effect, so that


viewers perceive that an image has depth as well as height and width, similar to objects
in the real world.

3. Video games (multi-player) - a game played by electronically manipulating images


produced by a computer program on a television screen or other display screen.
Multiplayer games allow two or more players to play with one another or play together.

159
4. Role-playing games (RPG) - a game in which players assume the roles of characters
in a fictional setting. Players take responsibility for acting out these roles within a narrative,
either through literal acting or through a process of structured decision-making or
character development.

5. Massively Multiplayer Online Role Playing Game (MMORPG) - any story-driven online
video game in which a player, taking on the persona of a character in a virtual or fantasy
world, interacts with a large number of other players.

6. Interactive websites (pools, surveys, exams, exercises) eg. Virtual reality and immersive
environments - the computer-generated simulation of a three-dimensional image or
environment that can be interacted with in a seemingly real or physical way by a person
using special electronic equipment, such as a helmet with a screen inside or gloves fitted
with sensors.

7. Social media - websites or online services where users (actual people) are the creators
and consumers of the content, and where social interactions (commenting, liking, posting,
talking) are the main features of content. Examples are Facebook, Twitter, Instagram,
Snapchat, Vine, etc. Relate this topic to their output in the previous activity.

The Different Ways of Interacting with the Internet by Pitagan (2016)

1. Online shopping - compare prices; compare features


of similar items; add to cart; choose payment type;
track delivery; get advice from e xperts; search
products; check local availability; get product
recommendations.

Source:https://help.shopee.sg/s/article/

160
2. Online gaming - choose a game; play with computer;
play with others; choose a level, in-game customization,
etc.

Source:https://www.gamepur.com

3. Online classes - interact with content; interact with


instructors; interact with classmates.

Source: https://www.usnews.com/

4. Chat - group chat; search groups; search friends; translate language.

5. News and information - exchange information; give


reaction; news on demand; monitor views.

Source:https://www.eschoolnews.com

6. Videos - choose your own adventure; get


multimedia content; experience game elements.

Source: https://whatsnewonnetflix.com/

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7. Slideshow - non-linear interactive slideshow where the pathway through the show is
determined by the user's interaction with it.

8. Frequently asked questions (FAQs)

9. Flip cards - a card that when clicked flips to display a description and other information.

Emerging Interactive Media discussed by (Pitagan, 2016):

1. Interactive television - also known as ITV or iTV. A form of media convergence, adding
data services to traditional television technology. Throughout its history, these have
included on-demand delivery of content, as well as new uses such as online shopping,
banking, and so forth. ITV enables the viewer to issue commands and give feedback
information through an electronic device called a setup box. The viewer can select which
program or movie to watch, at what time, and can place orders in response to
commercials. New setup boxes also allow access to email and e-commerce applications
via internet.

2. Allow viewers to participate in games shows - viewers compete with on-screen


contestants

3. Select alternate endings to their favorite program

4. Encourage children to interact with educational programs

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Lesson 6. Multimedia Information and Media

Source: https://www.freepik.com/free-photos-vectors/multimedia-background

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.

Dave Marshall (as cited in Pitagan, 2016) 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.”

While traditional or analog media still co-exist with computer-controlled media,


Savage and Vogel (2009, as cited in Pitagan, 2016) 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.

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Selection Criteria
In evaluating a multimedia product, there are two major aspects that are of prime
importance- technology and content. Pitagan (2016) presented the selection criteria that
can be used to evaluate multimedia through the table below:

Table 11.1 The Selection Media


CONTENT Target Audience  Who are the possible users?
 What aspects of the users are to be
considered? (Persons with disability,
language barrier, reading level, culturally
sensitive, etc.)
Sender / Author  Who is the author of this multimedia
product?
 How credible is the author?
Key Content  What is the tone (authoritative,
informative, encouraging, enticing, etc.) of
the multimedia product?
 Is the information correctly presented?
Purpose  Does it meet the objectives of the topic?
TECHNOLOGY Form / Style  What are the elements (text, sound,
images, animation, etc) used?
 Do the elements help in conveying the
message?
 Do the elements follow the different
principles of design? Is it pleasing to the
eyes?
 Do the sound and video run smoothly
together?
Medium / Format  Is the selected format commonly used?
 It is easy to use?
 Does it allow the user to cancel or return
to an action?
 Are the instructions easy to use?

164
Uses of Multimedia by Pitagan (2016)

1. Entertainment and Fine Arts (movies and animation, interactive multimedia, others)
2. Education (computer-based training courses, edutainment (blend of education and
entertainment, others)
3. Engineering, Mathematical and Scientific Research (modeling, simulation, others)
4. Industry (presentation for shareholders, superiors and coworkers, employee training,
advertising and marketing, others)
5. Medicine (virtual surgery, simulation, others)
6. Multimedia in Public Places (stand-alone terminals and kiosks in hotels, railway
stations, shopping malls, museums, and grocery stores; digital bulletin boards; others)

165
Assessment Task

TASK 1 (WRITTEN WORK)


DIRECTIONS: Write T if the statement is CORRECT; and if it’s false change the
underlined word/group of words to make the statement correct.
__________1. In educational use of media, we can enjoy movies and animation.
__________2. Key content in selection criterion answers the question: “Does it meet
the objectives?”
__________3. Multimedia refers to the field concerned with texts and other forms of
media.
__________4. A flip card is a card that displays a description and other information.
__________5. FACQs refers to a nonlinear interactive slideshow.
__________6. Social media websites offers pools, surveys, exams, and exercises.
__________7. Online booking offers easily access to flights and hotels.
__________8. Computer Activity is the communication process that takes place
between humans and communication software.
__________9. Slideshows are used to switch between scenes.
__________10. Timing can either be subjective or objective.
__________11. Media being cut across different cultures and groups is one of the
limitations of media and information.
__________12. One way to detect lightning is to look at the shadows.
__________13. Personal and social media formats are types according to purpose.
__________14. V-fade that comes with silence between elements is called as the
black v-fade.
__________15. Voice over is a form of sound effects.
__________16. MP4 is the most common format of audio file.
__________17. Cloud is a website that serves as file storage.
__________18. Center of interest is the feeling of visual equality.
__________19. Lightning is the degree of light and dark in a design.
__________20. Chiller font can be best used for birthdays.

166
TASK 2 (PERFORMACE TASK)
DIRECTIONS: Create a folded invitation (half-sized bond paper) though the
computer (if available) using the types of fonts, principles of designs, and
photography. Choose from design/theme below:
Invitation for:
 Birthday debutante
 One year old celebrating his/her birthday
 Wedding anniversary
 Graduation party
 Pinning ceremony
 House warming
 Christmas party
 Halloween celebration
 Wedding
 Christening or baptism
 Thanksgiving
 Baby shower
 Class reunion
 Retirement
 New year’s eve
 Easter
 Bachelorette/bachelor’s party
 Valentine’s party
 Engagement party
 Grand opening of establishment

167
Paste your work here

168
TASK 3 (PERFORMACE TASK)
DIRECTIONS: Pick any children fairytale/short stories and record the selected story
using the principles and rules in creating a clear and compelling audio clip. You may
implement sound effects during and between conversations. The audio clip must run
between 5-10 minutes only. This will be submitted via email: apcfajardo@gmail.com

TASK 4 (WRITTEN WORK)


DIRECTIONS: Based on the picture taken from David (2016) on Cultural, Spiritual
Censorship and Suppression, write a 10-13 sentences about the illustration.

Guide Questions:
1. What do you see in the picture? Are people controlled by media or do they have
freewill?
2. What message is being conveyed with regards to interactive media?
What is your recommendation on this pressing issue?

169
170
Summary

 The different resources of media and information are text, visual, audio, motion,
manipulative, and multimedia.
 A text is a plain and flexible structure of showing information and text.
 The design principle and elements in text information and media are emphasis,
appropriateness, proximity, alignment, organization, repetition, and contrast.
 Visual media and information refers to materials, programs, application, and the
like that teachers and students use to formulate new information to aid learning.
 The design elements in visual information and media include the line, shape,
value, texture, color, and form.
 The principles of visual design are consistency, center of interest, balance,
harmony, contrast, directional movement, rhythm, and perspective.
 The types of audio files include radio broadcast, music, sound recording, sound
clips/effects, and audio podcast.
 The different ways of storing media include tape, CD, USB drive, memory card,
computer hard drive, and internet/cloud.
 The different audio formats are the MP3, MP4, WAV, and WMA.
 The characteristics of sound include the volume, tone, pitch, and loudness.
 The elements of sound design are the dialogue, sound effects, music, silence,
mixing, pace, transitions, and stereo imaging.
 The types of motion media according to format are animations and video formats
or video codecs.
 The types of motion media according to purpose are educational, entertainment,
and advertising.
 The types of motion media according to source are personal social media, and
media companies.
 The types of motion media according to audience are private or public and
directed or general.
 The basic methods in determining credibility of motion media include the validity
of information, source, and relationship of the author to the event.
 The methods in detecting tampered or fake video include the smoothness of
video, lighting coverage matches, and scale and size consistent.

171
 Essential elements of motion media re the speed, direction, motion paths, and
timing.
 Interactive media is a method of communication in which the program’s output
depend on the user’s output.
 Interactivity is the communication process that takes place between human and
computer software.
 Some of the ways of interacting with the internet include online shopping, online
gaming, online classes, chat, news and information, videos, slideshows, FAQS,
and flip cards.
 Multimedia is the combination of text, speech, sound, graphics, animation and
video.
 Multimedia can be used for entertainment, education, engineering, mathematics,
research, industry, medicine, and multimedia in public places.

References
 Gonzales, E. D. (2016). Media and Information Literacy. JFS Publishing Services.
 Pitagan, F. B. (2016). Teaching Guide in Media and Information Literacy.
Slideshare. https://www.slideshare.net/MarkJhonOxillo1/media-and-information-
literacy-teaching-guide&prev=search&pto=aue
 SyGaco, S. B. (2018). Perspectives in Media and Information. GBT Great Books
Trading.
 Teaching Guide for Senior High School Media and Information Literacy. (n.d.).
Slideshare. Retrieved August 10, 2020, from
https://translate.google.com/translate?hl=ceb&sl=en&u=https://www.slideshare.n
et/MarkJhonOxillo1/media-and-information-literacy-teaching-
guide&prev=search&pto=aue

172

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