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EMPOWERMENT

TECHNOLOGIES
By: Rosalie Lujero
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Activity1:
Directions: Group the learner into 3 and let them
draw their ideas for the meaning of ICT or
Information & Communication Technology in a
piece of cartolina through your everyday living
within your society. . One or two representative/s in
each group will explain their respective work.
ICT – Global Communication Tool

 Generally deals with the interconnection between different technology-related


platforms such as Internet, the software and hardware used, the cloud, the data
being exchanged, and the transactions or the act of doing the exchange itself.
 ICT includes technologies such as computers (not limited to desktop, laptop,
netbooks, or notebooks), radio, television, video, DVDs, telephone (both fixed line
and mobile phones), personal digital assistants (PDAs), satellite systems, network
hardware and software, and the equipment and services associated with these
technologies, such as video conferencing, email, instant messaging, and blogs.
 ICT is a result of economic and social or interpersonal transactions and
interactions. It is a change powered by the continuous revolution of the way people
live, work, communicate, learn and experience things.
Did you know that….

According to Time Magazine,


Several international companies
two places here in the
dub the Philippines as “ICT Hub
Philippines considered to be
of Asia”.
top 1 and top 10 in the “Selfiest
Cities around the world”.

Because…..
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LESSON 1:
THE INTERNET & WWW
Activity 1.1
Paste the given words or phrases.

Packet Switching

ARPANET

TCP/IP
IPv4

ARPANET adopts TCP/IP


NSF became the successor of ARPANET
NSF Stops funding NSFNET
Activity 1.1

1995 – NSF Stops funding NSFNET

1984 – NSF became the successor of


ARPANET

1983 – ARPANET adopts TCP/IP

1980 – IPv4

1974– TCP/IP (Robert Khan &


Vinton Cerf)

End 1960 s– ARPANET

Mid 1960 – Packet Switching


(Paul Baran)
USES OF INTERNET
 Communication
 e-mails
 Blogs
 Social networking sites
 Chatrooms
 Forums
 VOIP
 Shopping

 Leisure and entertainment


 Playing online games
 Listening to music
 Reading online books and e-books
 Watching online movies
 Looking for holidays and concert tickets
 Keeping up-to-date with news and sports events
 Watching ‘catch-up’ television from the main
channels
Benefits of the Internet
 Always available. Click icon to add picture
 Offers a vast range of information
 Serves as a means to
communicate with people.
 Offers a wide access to learn
about other cultures.
 Information are readily available.

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Evolution of the Web
• In 1989, Tim Berners-Lee, a British scientist, invented the World Wide Web. Simply the Web, it is
an open-source information space where documents (formatted and annotated using HTML and
other web resources) are identified by Uniform Resource Locators (URLs) interlinked using
hypertext links and accessed via the Internet. It is considered as central development of the
Information Age and used primary tool of people to interact with the internet.
• Web 2.0 in 2004, second version of the Web, as defined by tech moguls Tim O’Reily and Dale
Dougherty, though the term was originally coined by Darcy DiNucci in 1999.
• Web 2.0 was the Read-Write web, Web of Interaction, or Participated Web. It allows users to
participate and collaborate with each other through social media dialogue where they could
create a user-generated content (UGC) in a virtual community.
These includes: social networking sites, blogs, folksonomies, wikis, video haring sites, hosted
services, web applications and mashups.
• Web 3.0 is historically known as Semantic Web or Web of Data as Tim Berners-Lee coined it. It
is the extension of Web 2.0 by virtue of the standards of the World Wide Web Consortium (W3C).
As stated by the W3C, “The Semantic Web provides framework that allows data to be shared and
reused across application, enterprise, and community boundaries.)

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Web 1.0/2.0/3.0 Summary
CRAWL WALK RUN
Web 1.0 Web 2.0 Web 3.0
     
Read-Only Read-Write  Portable and Personal
Company Focus Community Focus  Individual Focus
Home Pages Blog/Wikis  Lifestream/Waves
Owning Content Sharing Content  Consolidating Content
Web Forums Web Applications  Smart Applications
Directories Tagging  User Behavior
Page Views Cost Per Click  User Engagement
Banner Advertising  Interactive Advertising  Behavioral Advertising
Britannica Online  Wikipedia  The Semantic Web
HTML/Portals  XML/RSS  RDF/RDFS/OWL
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LESSON 3:

WEB 2.0
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ACTIVITY - NAME IT! 


Directions: Name the following social
media logo then tell something about it.
Characteristics Key Features/Techniques
 Rich user experience  Ease of finding information through keyword
 User participation searching
 Dynamic content  Links are guides to important pieces of
 Metadata information

 Web standards  Authoring is the ability to create constantly


update content that is co-created by users
 Scalability
 Tags are categorization of content by creating
tags that are simple, one-word descriptions
to facilitate searching and avoid having to fit
into rigid, pre-made categories.
 Signals which uses RSS technology to create a
subscription model which notifies users of any
content changes.
E-
Web Portfolios
WEB 2.0 ToolsContent and Services
Voting
Wikis
Social
Networkin
MicroBl
g ogging

Social
Bookmarki
Web
ng 2.0

Curatin
g
Taggin Podca
g Bloggi sting
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ng
Podcasting-
 A podcast is a digital medium that
consist of an episodic series of audio,
digital radio, PDF, or e-Pub files.
 Podcasting originally derived from the
word pod (which is a mobile playback
device that has an MP3 Player) and
casting (derived from the word
broadcasting) is actually the
distribution of multimedia files either
audio or video over the internet.

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Blogging
 These are described as personal diaries
or journals on the web. It may cover
different topics and express many
opinions, a commentary on current
events, a collection of memories or
thoughts and a place to post photos and
comments.

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Tagging

 In information systems, a tag is


non-hierarchical keyword or term
to a piece of information (such as
Internet bookmark, digital image, or
computer file).
 This kind of metadata helps
describe an item and allows it to be
found again by browsing or
searching.
 Tags are generally chosen
informally and personally by the
item’s creator or by its viewer,
depending on the system.

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Curating
 Content curation is the process of
collecting, organizing, and displaying
information relevant to a particular
topic or area of interest.
 Services or people that implement the
content curation are called curators.
 Curation services can be used by
businesses as well as end users.

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Ten great Web sites that use content curation

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Social Bookmarking
 The way to store, organize, search,
manage and share collections of
websites is called social bookmarking.
 In social bookmarking systems, users
can save links to websites that they want
to remember or share and these
bookmarks are usually in public but can
be saved privately or even add
restrictions in sharing (can be shared to
a specific user only).
 Bookmarks are arranged chronologically,
by category or by tags, or via a search
engine so that people can access them
easily.
 Many social bookmarking sites provide
wed feeds (RSS) for their lists of
bookmarks and tagged categories.

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Social Networking
 Social networking is considered as the  Example: Facebook
most popular successful, and evidently
has the most widely accessed
LinkedIn
application on the internet. Instagram
 It provides a virtual community that Youtube
connects people who share personal or Google+
professional interests, who go to the
same school or organization, or who
simply want to join and hang out with TRIVIA:
friendship groups worldwide.
As of 2015, the world’s
population is at 7.3 Billion
people. 2.3 Billion of
those have social media
accounts. 1. 7 Billion of
those are active social
media users.

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WEB CONTENT VOTING
A rating site (less commonly, a rate me  Example:
site) is a website designed for users to
vote on or rate people, content, or other Youtube
things.

Rating sites are typically organized around


attributes such as physical appearance,
body parts, voice, and personality.

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E- Portfolios
An e-portfolio ( electronic portfolio) is an  Reflective portfolio
electronic or digital compilation exhibiting
abilities, demonstrating achievements and  Google Drive
growth, permitting for flexible expression
(site areas to meet the skill requirements  Drop Box
of a particular class, institution, or job),
and consenting access from varied
interested parties (colleagues, parents,
fellow learners, potential employers,
instructors, etc. )

It can contain a variety of artifacts such


as audio, graphics, video, multimedia, and
text typically maintained on the Internet.

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Wikis
The word “wiki: is derived from a  EXAMPLE:
Hawaiian word means fast.
Wikipedia

Wiki is basically collection of web pages WikiMapia


designed to enable any user – private
9restricted to a particular group ) or WikiHow
public (open to everyone) who access
them to collaboratively build up a body of
content on a particular topics of interest
and modify them easily.

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MICROBLOGGING
Microblogging is called a mobile social EXAMPLE:
networking, is a form of blogging that
limits the size of each message or post to Twitter
less than 200 characters, and publish
them via web browser-based services, e- Plurk
mail, or mobile phones.

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Activity
Directions: GRAPHIC ORGANIZER

Using the concept map on the previous


slide, think of a social media that corresponds
for each tools and services of Web 2.0. Draw
the concept map again and write an example Web
for each of the following tools inside each 2.0
circle.

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QUIZ # 1.1
QUIZ 1.1 IN E-TECH

Prepared by:
MARRYGRACEAGNOREDONDO

7/6/2019 1
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LESSON 4: WEB 3.0


AN INTELLIGENT
WEB
Web 3.0 as Third generation of the Web

 The third generation of Internet-based  Web 3.0 can be defined as the third
services is referred to as intelligent web or generation of the web enabled by the
semantic web with technologies which convergence of several key emerging
promotes data formats like big data, linked technology trends such as:
data, cloud computing, 3D visualization, and
augmented reality.  Ubiquitous Connectivity
 Network Computing
 Open Technologies
 Open Identity
LATEST TECHNOLOGY TRENDS

 AI and Advanced Machine Learning


 Intelligent Apps (Siri, Cortana)
 Intelligent Things ( Google Car)
 Virtual and Augmented Reality
 Digital Twin
 Blockchain and Distributed Ledgers
 Conversational System
 Mesh Up and Service Architecture (MASA)
 Digital Technology Platforms
 Adaptive Security Architecture

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EMERGING TECHNOLOGY TRENDS

Ubiquitous Network
Connectivity Computing
• Broadband Adaption • Software-as-a-service business
• Mobile Internet Access models
• Mobile Devices • Web services interoperability
• Distributed computing (P2P, grid
computing, hosted ‘cloud
computing” server farm)

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EMERGING TECHNOLOGY TRENDS

Open
Open
Technologie
Identity
s
• Open APIs and protocols • Open Identity (OpenID)
• Open data formats • Open reputation
• Open-source software platforms • Portable identity and personal
• Open data (Creative Commons, data (for example, the ability to
Open Data License, etc.) port your user account and
search history from one service
to another)
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THE INTELLIGENT WEB

RDF – Resource Description


Framework
Semantic Web Technologies RDF, OWL, OWL – Web Ontology
SWRL, SPARQL, Semantic application Language
platforms, and statement-based data SWRL – Sematic Web Rule
Language
stores, tuple stores and associative SPARQL (sparkle) – is the
databases standard query language and
protocol for Linked Open
Data on the web.
 Distributed databases

 Intelligent application (natural language


processing, machine learning, machine
reasoning, autonomous agents)
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CHARACTERISTICS OF WEB 3. 0

• Intelligence
1

• Personalization
2

• Interoperability
3

• Virtualization
4

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TOOLS AND SERVICES THAT WEB 3.0 OFFERS
3D-Wikis

Virtual Intelligent
World and Search
avatars Engines

Web Semantic
3.0
Semantic
Forums and
Digital
Community
Libraries
Portals

Online 3D Micro-
Games blogging
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