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LESSON 1

DIGITAL DIVIDE, ADDICTION AND BULLYING

Digital Divide
● refers to the gap between demographics and regions that have access to trendy
info and technology, and people that do not or have restricted access
● digital divide referred principally to the division between those with and without
phone access

Computer Addiction
● a disorder in which the individual turns to the Internet or plays computer games
to change moods, overcome anxiety, deal with depression, reduce isolation or
loneliness, or distract themselves from overwhelming problems.

Bullying
● unwanted, aggressive behavior among school aged children that involves a real
or perceived power imbalance. The behavior is repeated, or has the potential to
be repeated, over time.
● In order to be considered bullying, the behavior must be aggressive and include:
○ An Imbalance of Power: Kids who bully use their power-such as physical
strength, access to embarrassing information, or popularity-to control or
harm others. Power imbalances can change over time and in different
situations, even if they involve the same people.
○ Repetition: Bullying behaviors happen more than once or have the
potential to happen more than once.

Three Types of Bullying


1. VERBAL BULLYING is saying or writing means things
Examples:
❖ Teasing
❖ Name-calling
❖ Inappropriate sexual comments
❖ Taunting,
❖ Threatening to cause harm.

2. SOCIAL BULLYING, sometimes referred to as relational bullying, involves


hurting someone's reputation or relationships.
Examples:
❖ Leaving someone out on purpose
❖ Telling other children not to be friends with someone
❖ Spreading rumors about someone
❖ Embarrassing someone in public
3. PHYSICAL BULLYING involves hurting a person's body or possessions.
Examples:
❖ Hitting/kicking/pinching
❖ Spitting
❖ Tripping/pushing
❖ Taking or breaking someone's things
❖ Making mean or rude hand gestures

Intellectual Property in International and Local Context


● Intellectual property, or IP, as defined by the World Intellectual Property
Organization (WIPO), is the "creation of the mind, such as inventions, literary
and artistic works, designs and symbols, names and images used in commerce."

TYPES OF INTELLECTUAL PROPERTY


★ Copyright
○ Legal terms used to describe the rights that creators have over their
literary and artistic works
★ Patent
○ Provides the patent owner with the right to diced how, or whether, the
invention can be used by others in exchange for this right. The patent
owner makes technical information about the invention publicly available
in the published patent document
★ Trademark
○ A sign capable of distinguishing goods or services of one enterprise from
those of other enterprises
★ Industrial Design
○ Constitutes the ornamental or aesthetic aspect of an article/object
★ Geographical Indication and Appellation of Origin
○ Sign used on goods that have specific geographical origin and possess
qualities, a reputation or characteristics that are essentially attributable to
that place of origin

The Intellectual Property Law of the Philippines


The Philippines, as a State signatory in the Convention Establishing the World
Intellectual Property Organization, is duty-bound to pass a law on intellectual property
protection. Thus, the enactment of Republic Act 8293, otherwise known as "The
Intellectual Property Code of 1997".
According to this piece of legislation, intellectual property rights consist of:
1. Copyright and related rights;
2. Trademarks and service marks;
3. Geographic indication;
4. Industrial designs;
5. Patents;
6. Layout-designs (Topographies) of integrated circuits; and
7. Protection of understanding information.

COPYRIGHT PROTECTED WORKS


● Books, pamphlets, article, and other writings
● Periodicals and newspapers
● Lectures, sermons, addresses, Letters
● Dramatic ог dramatic-musical compositions
● Musical compositions, with or without words
● Works of drawing, painting, architecture, sculpture,
● Illustration, maps, plans, sketches,
● Photographic works

WORKS NOT PROTECTED


1. Unprotected Subject Matter
a. Any idea, produce, system, method or operation, concept, principle,
discovery or mere data as such, even if they are expressed, explained,
illustrated or embodied in a mark
2. Works of the Government
a. Any purpose of statutes, rules and regulations, and speeches, lectures,
sermons, addresses, and dissertations, pronounced, read or rendered in
courts of justice, before administrative agencies, in deliberative assembles
and in meeting of public character.

LESSON 2
LEGAL, ETHICAL & SOCIETAL ISSUES IN MEDIA AND INFORMATION

COPYRIGHT
● the protection of one's expressions which only becomes tangible and concepts
when objects are created as manifestation of these expression

FAIR USE
● the limitation and to the prerogative granted by copyright law to the author of an
ingenious work. samples of use embrace statement, search engines, criticism,
news coverage, research, teaching, library archiving and scholarship.

PLAGIARISM
● copying or closely imitating the work of another author, composer, etc., while no
permission and with the intention of passing the results of as original.

NETIQUETTE
● collection of rules that governs what conduct is socially acceptable in a web or
digital scenario. It's a social code of network communication
● set of rules for behaving properly online
● set of skilled and social etiquettes practiced and advocated in transmission over
any electronic network

10 BASIC RULES OF NETIQUETTE


1. Remember That Real People Take Priority
2. If You Wouldn't Say It to Someone's Face, Don't Say It Online
3. If You Wouldn't Show it in Public, Don't Share It Online
4. Don't Exclude Your Audience
5. Don't "Friend" Then "Unfriend" People
6. Don't Overload System Resources With Enormous Files 6
7. Respect People's Privacy
8. Don't Repost Without Checking the Facts
9. Check and Respond to Email Promptly
10. Update Online Information That People Depend Upon

LESSON 3
OPPORTUNITIES AND CHALLENGES IN MEDIA AND INFORMATION

OPPORTUNITY
● is a set of situations that makes it possible to do something
1. Economy
2. Education
3. Social
4. Political
5. News Around the Clock
6. The Impact of Polls
7. Direct Interaction With Politicians
8. Demographics and Targeting

CHALLENGES
● is something new and difficult which requires great effort and determination
1. Illegal Content
2. Cybercrime
3. Copyright Infringement
4. Identity Theft

POWER
● 'Media power' means here the concentration of symbolic power in media
institutions, particularly those of television, radio and the press (the common-
sense definition of 'the media'), although the long-term impact of new media on
media power is considered.
1. Business Strategy
2. Banks of the Future
3. Health Care & Public Health

LESSON 4
CURRENT AND FUTURE TRENDS IN MEDIA AND INFORMATION

MASSIVE OPEN ONLINE COURSE (MOOC)


● an online course that offers open access via the Internet for free or at a low cost
● ideological principal talks about “Education for All”

FOUR CHARACTERISTIC
1. Using web formats
2. Collaborative learning
3. Assessing knowledge
4. Time limits

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 smart phones.

SMART WATCHES
● as a wearable are developed for convenience, but its inability to function as an
independent gadget puts it at a distinct disadvantage.

VIRTUAL REALITY (VR)


● wearable technology is gradually growing in popularity among enthusiasts.
● 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.

THE CONCEPT OF 3D ENVIRONMENT


● 3D or three dimensional in its literal sense refers to anything that has 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 media.
● Films are among the most common media offerings that incorporates 3D. 3D
films make objects in their material appear solid to the audience through the
illusion of Perception. Earlier 3D motion pictures require audience to glasses with
red and blue lenses.
● Another notable development is 3D printing. This technology brings digital data
and design to the physical world literally. The concept of 3D bioprinting or 2D
printing, using human materials like tissue ad bones to create organs or body
parts that can be theoretically translated to an actual human body aims to solve
that.

THE PAPERLESS SOCIETY


● 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 emails, newspapers to news web
pages, books to e-books, and so on.

UBIQUITOUS LEARNING
● is common in the age of information. Since the information in the digital age can
be accessed by anyone, at any given time and place, ubiquitous or an ever-
present type learning of learning is possible.

LESSON 5
TEXT MEDIA AND INFORMATION

TYPOGRAPHY
● the style, arrangement, or appearance of printed letters on a page

TEXT MEDIA
● are publications that disseminate information through media products.

TEXT
● refers to a simple and flexible format of presenting information or conveying
ideas whether hand-written, printed, or displayed on-screen.
○ Formal text-based
■ are created and distributed by established institutions and go
through a rigorous process of editing or evaluation.
○ Informal text-based
■ come from personal opinions or views on different issues.

DESIGN PRINCIPLES AND ELEMENTS

★ Emphasis
○ refers to the importance or value given to a part of the text-based content.
★ Appropriateness
○ refers to how fitting or suitable the text is used for a specific audience,
purpose, or event.
★ Proximity
○ refers to how near or how far are the text elements from eachother.
★ Alignment
○ refers to how the text is positioned on the page. This can be left, right,
center or justified.
★ Organization
○ refers to a conscious effort to organize the different text elements on a
page.
★ Repetition
○ concerns consistency of elements and the unity of the entire design.
★ Contrast
○ creates visual interest to text elements. Contrast is achieved when two
elements are different from each other.

TYPEFACE
● also called font, font type, or type
● refers to the representation or style of a text in the digital format.
● comprised of alphabets, numbers, punctuation marks, symbols and other special
characters.

TYPES OF TYPEFACES
SERIF
★ connotes formality and readability in large amount of texts
★ usually used for the body text of books, newspapers, magazines and research
publication.
★ give a classic or elegant look when used for title or heading
★ Ex: Times New Roman, Garamond, Baskerville

SANS SERIF
★ brings a clean or minimalist look to the text
★ used for clear and direct meaning of text such as road signage, building directory
or nutrition facts in food packages
★ give a modern look and is used primarily in web page design
★ Ex: Arial, Helvetica, Tahoma, Verdana, Calibri

SLAB SERIF
★ carries a solid or heavy look to text
★ can be used for large advertising sign on billboards
★ Ex: Rockwell, Playbill

SCRIPT
★ draws much attention to itself because of its brush-like strokes
★ must be used sparingly and not to be used in large body text
★ usually used in wedding invitation cards or other formal events.
★ Ex: Edwardian, Vladimir, Kunstler

DECORATIVE
★ caters to a wide variety of emotions (such as celebration, fear, horror, etc.) or
themes (such as cowboys, circus, holidays, summer, kiddie, etc.)
★ Ex: Chiller, Jokerman, Curlz MI

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