Opportunities, Challenges, and Power of Media and Information PDF
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Summary
This document explores the opportunities, challenges, and power of media and information, with particular focus on its impact on the economy, education, and society in the Philippines. It highlights advancements in technology and its potential for transformation, but also emphasizes the challenges and risks associated with misuse, like cybercrime. The document also discusses the Cybercrime Prevention Act of 2012.
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mod 1 & ppt threats Opportunities, Challenges, and Power of media and information The world is changing at a startling pace. Developments in information, communication, and technology in the past decades have enabled society to transform the mechanisms of how information circulates and how people...
mod 1 & ppt threats Opportunities, Challenges, and Power of media and information The world is changing at a startling pace. Developments in information, communication, and technology in the past decades have enabled society to transform the mechanisms of how information circulates and how people interact, access information, create new knowledge, learn, and work. This information revolution has opened new waves of opportunities and challenges not only for media and information but also in social systems, commercial and economic approaches, and citizens' engagement. Over the years, media has evolved to be more than just a vehicle of information, but an influential instrument powerful enough to transform established systems. However, despite the fact the access to information and knowledge has increased during the last decade, significant challenges and obstacles remain. In this lesson, we will investigate the opportunities, challenges, and power of media and information. There are both endless opportunities and challenges in the Information Age. As a digital native, you ought and be able to make the best use out of the media's opportunities and hurdle over its challenges. Influence and Power of Media **Economy** People can check in real-time their investments in the stock market by logging in at the website of the Stock Exchange In this time of the Covid Crisis, more consumers are engaged in online shopping such as shopping in Shopee and Lazada. Thus, giving opportunities for Small enterprises to flourish on the Internet. Different media platforms also allow government agencies to improve their services Ex. Department of Tourism (DOT) and Department of Agriculture (DA) can inform the public about their programs, new policies, and announcements. In this way, a farmer or an agricultural researcher may send an email to the agency for any agricultural concern. **Education** The Use of Online Learning Management Systems such as Google Classrooms to conduct classes. Teachers will upload supplemental materials that will enhance student's understanding on a topic. Students can take online quizzes in which results will be presented immediately. The availability of Massive Open Online Courses in which students can enroll online on a certain course without physically going to a certain school or university. Online Applications that will help teachers in making presentations to classes that will make the presentations very interactive and can easily engage student's participation. **Society** People tend to base their perception of beauty on a person's physical looks due to TV commercial and print advertisements instead of his talents and intrinsic qualities. Most Filipinos are influenced by the K-POP Culture due to several Korean songs that flooded the Youtube Channel. Ordinary citizens can use their social media accounts to appeal on government authorities regarding the problems on their locality like crimes and road reconstructions. Thus, they can voice their complaints and get immediate attention and public support. **Citizen journalism** can empower ordinary people to express their own opinion by writing or posting in social media or sending SMS to a particular news segment in broadcast media. It can promote the issues and concern of citizens in the society and give their opinion about it. Example is the **Textklamo** hotline number of DYRD BOHOL. Boholanos can send SMS to ask for inquiry or report events that are very important for the government to know. **Politics** The interrelationship between media and politics provides a fair foundation in the function of media as a source of information Local officials use the social media in informing their constituents about the upcoming projects that will be beneficial to the community. During the election period, most of what the people would know about political candidates and political parties is the information we get from media, which often affects how they perceive a certain candidate or party, both positively and negatively. **Threats and Risks from the Abuse and Misuse of Media and Information** The **Cybercrime Prevention Act of 2012**, officially recorded as **Republic Act No. 10175**, is a law in the Philippines approved on September 12, 2012. It aims to address legal issues concerning online interactions and the Internet in the Philippines. Among the cybercrime offenses included in the bill are **cybersquatting**, **cybersex**, **child** **pornography**, **identity theft**, **illegal access to data** and **libel**. **CYBERSEX** refers to the willful engagement, maintenance, control, or operation, directly or indirectly, of any lascivious exhibition of sexual organs or sexual activity, with the aid of a computer system, for favor or consideration. **CYBER-SQUATTING** refers to the acquisition of a domain name over the internet, in bad faith, to profit, mislead, destroy reputation, and deprive others from registering the same domain name **LIBEL** A person commits libel if he publishes in public, either in print or online, anything that is deemed malicious of a "vice or defect, real or imaginary or any act, omission, condition, status or circumstance tending to cause the dishonor, discredit, or contempt of a natural or judicial person **IDENTITY THEFT** the crime of obtaining the personal or financial information of another person to use their identity to commit fraud, such as making unauthorized transactions or purchase **INTERNET FRAUD** It involves using online services and software that have access to the internet to defraud or take advantage of victims. **PHISHING** a cybercrime in which a target or targets are contacted by email, telephone, or text message by someone posing as a legitimate institution to lure individuals into providing sensitive data such as personally identifiable information, banking and credit card details, and passwords. **CHILD PORNOGRAPHY (RA 9775 -- Anti-child Pornography Act)** refers to any representation, whether visual, audio, or written combination thereof, by electronic, mechanical, digital, optical, magnetic or any other means, of child engaged or involved in real or simulated explicit sexual activities **VOYEURISM** \"Photo or video voyeurism\" means the act of taking photo or video coverage of a person or group of persons performing sexual act or any similar activity or of capturing an image of the private area of a person or persons without the latter\'s consent. **REPUBLIC ACT No. 9995 (Anti--photo Voyeurism of 2009)** An act defining and penalizing the crime of photo and video voyeurism with prescribing penalties such as the penalty of imprisonment of not less than (3) years but not more than (7) years and a fine of not less than (P100,000.00) but not more than (P500,000.00) ASSESSMENT 1\. What refers to ABS-CBN's citizen journalism arm? a\. Ipaglaban Mo! c. It's Showtime! **b. Bayan Mo Ipatrol Mo!** d. TV Patrol 2\. Media, as a vehicle of these targeted contents, brought about action and mobilization. **a. True** b. False c. Maybe d. Doubtful 3\. Which of these is not included as cybercrime? a\. Content-related offenses c. Copyright infringement b\. Computer-related offenses d. Profile stalking 4\. What republic act defines and penalize the crime of photo and video voyeurism? a\. Republic Act 9994 c. Republic Act 9996 **b. Republic Act 9995** d. Republic Act 9997 5\. What cybercrime refers to the acquisition of a domain name inorder to deprive others from registering the same domain name? a\. cyberlibel b. cybersex **c. cybersquatting** d. voyeurism 6\. What cybercrime refers to taking photo or video coverage of a person or group of persons performing sexual act without the latter's consent. a\. cyberlibel b. cybersex c. cybersquatting **d. voyeurism** 7\. Ms. Tah Bi-an made a post in Facebook that is against his colleague. Ms. Bi-an explicitly mentioned the name of the colleague and posted issues against her without knowing the real truth about the situation. What is the offense made by Ms. Tah Bi-an? **a. cyberlibel** b. cybersex c. cybersquatting d. voyeurism 8\. What refers to the willful engagement, maintenance, control, or operation, directly or indirectly, of any lascivious exhibition of sexual organs or sexual activity, with the aid of a computer system, for favor or consideration? a\. cyberlibel **b. cybersex** c. cybersquatting d. voyeurism 9\. What is the other name of the Cybercrime Prevention Act of 2012? a\. Republic Act 10172 b. Republic Act 10173 c. Republic Act 10174 **d. Republic Act 10175** 10\. Mr. Mah Ngingilad made a poser account of his neighbor who is now working as a ship captain abroad. He used the poser account of his neighbor to borrow money from his neighbor's daughter. What crime is being made by Mr. Ngingilad? a\. Cybersquatting b. Voyeurism **c. identity theft** d. Libel mod 2 & ppt cf trends Current and Future Trends of Media and Information The media and information landscape is rapidly evolving, driven by technological advancements and changing consumer behaviors. From immersive virtual experiences to personalized content, the future promises a dynamic and interconnected digital ecosystem. Media and information, much like almost anything in the world, is a dynamic and developing entity. It is ever-changing in nature -- a product of continuous improvement. The photos above are just a few examples of the many technologies and innovations that have emerged throughout the recent years. Here, you will explore more of these developments and visualize what the future may bring in terms of the trends in media and information. **1. Massive Open Online Courses** EDUCAUSE, a nonprofit organization composed of IT leaders and professionals, defines MOOC as "a model for delivering learning content online to any person who wants to take a course, with no limit on attendance." Furthermore, MOOCs can be characterized by the following: 1\. A revolutionary approach to education that transitions from physical setting to a virtual set-up 2\. A kind of learning that is facilitated online, breaking the norm of having to physically go to traditional schools or universities for higher education 3\. Utilizes information technologies like analytics to help instructors evaluate their students' learning 4\. Emphasizes connectedness (Gonzales, 2016) MOOCS are asynchronous, open-access, Web-based courses geared toward enrolling hundreds or thousands of students at a time. MOOCs deliver content via recorded video lectures, online readings, and online assessments, as well as various degrees of student student and student-instructor interaction (Kurt, 2018). People enroll in MOOCs for a range of purposes, including Career development, college preparations, supplemental learning, lifelong learning, corporate training, and more. There is a distinction though as to whether an online learning material or program is considered as a MOOC. Here are a number of features that are typically required for a course to be considered a MOOC: 1\. **Massive** - It should allow access to a very large number of students, much larger than a face-to-face class, or a traditional online course. It can even reach up to 500,000 learners or more! 2\. **Open** -- It does not have an admission process nor qualifications to be able to register or enroll. MOOCs being open also means free and open access to educational resources hosted in varied online places. 3\. **Online** -- The course is done remotely via the Internet and does not require physical attendance at a classroom, which also means that anyone from anywhere around the world with an Internet connection can avail of these courses. 4\. **Courses** - It should have learning objectives to be achieved by students after certain activities within a given period of time. MOOCs offer a strong starting point for a number of reasons, including: 1\. Lack of entry requirements -- a MOOC can be taken by anyone who is interested in the subject matter and able to access the course, regardless of age, background, or location 2\. Repetition -- a MOOC will often run two or three times a year, ensuring that students won't miss their chance 3\. High quality -- MOOCs are led by subject matter experts (SMEs) and supported by teaching assistants so that students have access to first-rate educational resources 4\. Feasibility -- a MOOC usually necessitates around 1-2 hours of study a week for about five weeks, making learning doable for students with busy lives 5\. Self-paced but supported learning -- a MOOC enables students to work through the course materials and assessments at their own rates while also interacting with a global learning community (Kurt, 2018). In sum, MOOCs are a game-changer for higher education. The large scale availability, the low cost to students, the questions raised around credentialing, and the analytics that MOOCs provide all create momentum for new pathways to education. **2. Wearable Technology** Also known as wearables or fashion technology, wearable technology is a general term that encompasses a field of smart devices that are worn on the body. This technology is also considered as a trend in media and information as with it, people and access information through media in a much faster manner. Earlier versions of wearables were devices clipped to the body or on pieces of clothing. Today, however, advancements in technology allowed powerful sensors to have direct contact with the skin. Thus, the tech gravitated to other body parts: the wrists, fingers, chest, forearms, ears, eyes, forehead, temple, and anywhere else you can think of. According to Wearable Devices magazine (Liquigan, 2016), the characteristics of wearable include the following: Performing computer-related tasks such as laptops and mobile phones Provide sensory and scanning features Have some form of communication capability and will allow the wearer access to information in real-time Data-input capabilities Local storage capabilities Wearable technology is growing to be one of the fastest-rising innovation in the ICT industry. The new age of wearables is loaded with smart sensors that track our movements and biometrics, often using Bluetooth to sync wirelessly to a smartphone. Others also rely on Wi-Fi connectivity and standalone mobile 4G LTE data connections. Wearables also use sensors to connect to you as a person, helping you to achieve goals such as staying fit and active, losing weight, being more organized, or tracking your overall mental and physical health. In the case of VR and AR heads-up displays, they're providing a wealth of new entertainment and educational opportunities, as well as enhancing the world around us (Smith, 2019). Different fields, such as in gaming, music, entertainment, health and medicine, fitness and wellness, education, transportation, and many others, have slowly started to adapt to the use of this technology. Let's look at these examples of wearable tech: *a. Smartwatch* Smartwatches are wrist-worn devices that connect to your mobile phone. As they are synced to your smartphone, it allows you to see notifications on your wrist at a glance. This technology eases the burden of having to constantly open and check your smartphone text messages, e-mails, or other notifications. It can even track your physical activity! Most smartwatches rely on a smartphone to function, which also means the model you choose will depend on your phone. For example, the **Apple Watch** can only be synced with an iPhone, while Android Wear devices---such as the **Moto 360** and **Samsung Gear**---can only be connected to Android phones. *b. Fitness trackers and sports watches* Whether for formal training or just trying to be active and fit, fitness trackers and sportswatch help you get a better understanding of your fitness activities. According to GCF Global, they can track the **number of steps you take, your average heart rate, how long you sleep**, and more. This data can then be synced with another device, which allows you to see trends and patterns in your activity. For example, you could find out how far you've walked over the past week or estimate how many calories you've burned in a day. *c. Smartglasses* No longer do your specs just help you see things more clearly: smart glasses can link up with your phone, control the volume of your music, and even take photographs (Stevens, 2018). Google Glass was the first to launch this technology in 2013. Basically, it brings wireless connectivity and imaging into the frames and lenses of our eyewear, controls that we can only usually do on our smartphones and computers. So instead of a keyboard or mouse, you can control smart glasses by tapping or swiping control built into the frame or even verbalizing your commands as you do with Alexa and Siri. *d. Hearables* Most have had or known earphones and headphones throughout their lives. Today, these devices, like the ones we previously discussed, have now also utilized wireless connectivity as well. These Hearables work just like the traditional earphones and headphones but are already wireless and are worn in the ear. The most popular example is Apple's AirPods, those true wireless earphones that offer quick access to the Siri voice assistant. However, these hearable aren't only for music or entertainment, but some are actually used as smart hearing aids. *e. VR Headsets* VR or Virtual Reality headsets are devices connected to a PC/games console and show you a computer-generated virtual reality that fools you sight and your brain into thinking you are in a different scenario. Today, many industries and fields are using and developing more innovations of these wearable techs, especially in the health care industry, where they're looking into devices that could be used to monitor things like blood pressure, vital signs, or blood sugar levels for diabetics. From the basic fitness trackers and highly-advanced sports and smartwatches to virtual and augmented reality headsets, wearables are definitely establishing their names. As such, wearable technology will most likely continue to have an impact on modern society, especially given its efficient use and aesthetic quality. **3. 3D Environment** 3D or three-dimensional, in its literal sense, refers to anything that has a width, height, and depth (Gonzales, 2016). The physical world, the realm we live in, including us humans, are examples of 3D environments. This technological concept of a 3D environment is explored to imitate and simulate the physical world through media. a\. Immersion - 3D environments create a sense of presence and engagement, allowing users to feel fully immersed in digital experiences. b\. Interactivity - Leveraging spatial computing, users can interact with virtual objects and elements in intuitive and natural ways. c\. Collaboration - 3D environments facilitate remote collaboration, enabling teams to work together in shared virtual spaces. The most common examples of this are computer animations in video games and TV shows. Films have also been among the most common media modalities that employ 3D. 3D films make objects in their material appear solid to the audience through the illusion of perception (Gonzales, 2016). If you have been to one of these 3D films, you are made to wear special 3D glasses, which directs each of your eyes to see a slightly different picture. According to American Paper Optics, a manufacturer of 3D eyewear, "this is done in the real world by your eyes being spaced apart, so each eye has its own slightly different view. The brain then puts the two pictures together to form one 3D image that has depth to it. Another 3D technology, which has existed for actually quite a while now, is 3D printing. This innovation brings digital data and design to the physical world -- literally. Simply put, it brings your design to life! According to The University of Tennessee Knoxville, 3D printing "creates objects by bonding the print material one layer at a time. They work by making use of 3D design files, such as those created in AutoCAD, Google SketchUp, or similar applications. These files are processed by specialized software that slices the data into cross-sections. The printer uses this data to build the desired object from the bottom up one layer at a time." Unlike laser printers that utilize inks, 3D printers "prints" in layers of material like plastic, metal, and concrete. **4. Ubiquitous Learning** Ubiquitous learning or "**u-learning**" is a kind of e-learning experience that "implies a vision of learning which is connected across all the stages on which we play out our lives. Learning occurs not just in classrooms, but in the home, the workplace, the playground, the library, museum, and nature center, and in our daily interactions with others (Bruce, 2009)." Compared to mobile learning and e learning, it is a more context-based approach and more adaptive to the needs and pacing of the learner. U-learning is a kind of wireless modality where learning takes place at any time, anywhere, and with anyone. a\. Anytime, Anywhere - Ubiquitous learning enables individuals to access educational resources and engage in learning activities at any time and from any location. b\. Connected Ecosystem - Seamless integration of devices, platforms, and content allows for a continuous and personalized learning experience. c\. Adaptive experiences - Ubiquitous learning leverages data and AI to provide tailored content and recommendations based on individual needs and preferences. It benefits from the use of technologies to implement learning activities and achieve learning objectives. These technologies incorporate learning materials such as videos, audios, PowerPoint presentations, or notes with embedded source data in them (Liquigan, 2016). It is a very personalized and dynamic mechanism that uses devices integrated into the students' environment. Furthermore, u-learning maximizes the use of any form of media like mobile phones and computers for efficient use. However, in the Philippine setting, especially in the public education system, most u- learning tools fail to endure because of the lack of resources and, thus, not effectively sustaining the actual needs of the students. It is, nevertheless, still a promising endeavor that both private and public education institutions hope to embark on. **5. Paperless Society** A call for faster transactions and greener mechanisms brought paperless transactions as a viable and useful practice in society. A **paperless society** is a society where communication and transactions are done electronically or digitally, 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 (Gonzales, 2016). Paperless transactions also include cashless dealing, which is often done through credit or debit cards or through virtual wallets like PayMaya and GCash. Environmental Benefits - Reduced paper consumption and waste, contributing to a more sustainable future. Efficiency and Accessibility - Digital documents and files are easily searchable, shareable, and accessible from anywhere. Cost Savings - Eliminating the need for physical printing, storage, and document management reduces operational costs. Going paperless offers several benefits, like acquiring savings on costs on materials, printing, labor, and storage. In addition, paperless transactions minimize the risk of losing or misplacing a digital document and allow employees to access and edit a digital document, whether remotely or in the office, then electronically manage or send it. These documents can also be accessed simultaneously, eliminating the need for multiple copies and thus saving time and adding to work efficiency. However, for a country like the Philippines where many places are still without electricity, even more so Internet, going entirely paperless, is still a far-fetched aim.Bureaucracy in several companies and organizations, both public and private, also hamper the actual realization of a paperless society. Despite such, societies are positively gearing towards going paperless as places, and people who are capable of carrying it out have already adapted such procedures. MOOCs, Wearables, 3D, U-Learning -- these are only a few of the many technological advances that we can only expect to shape our daily life now and in the future -- the way we communicate, conduct business and even have fun. From virtual worlds, wireless devices, artificial intelligence, holographic images and videos, and so much more. All these trends will continue to advance, empower, and transform every aspect of our lives. WHAT I KNOW 1\. Another term for MOOC.\ **a. Distance Learning**\ b. E-school\ c. Online Information Hub\ d. Internet School 2\. It refers to the model delivering content online to any person who wants to take a course, with no limit to attendance.\ a. Education Model\ b. Model of Online Learning\ **c. Massive Open Online Course\ **d. Electronic Learning Model 3\. The letter M in MOOC stands for?\ a. Media\ **b. Massive**\ c. Market\ d. None of the Above 4\. Which of the following is not a material suitable for 3D printing?\ a. Concrete\ b. Plastic\ **c. Glass**\ d. Human tissue 5\. Which of the following is not a type of wearable technology with health applications?\ a. Pedometer\ b. Heart-rate monitor\ c. Calorie Tracker\ **d. None of the Above** 6\. A technology that helps instructors evaluate their students' learning.\ a. Analytics\ b. Learning trackers\ c. Online exams\ d. All of the above 7\. This refers to a society's characterized by the shift from letters to e-mails, newspapers to news web pages, books to e-books, and so on.\ a. Electronic Society\ b. Internet Society\ **c. Paperless Society**\ d. Digital Society 8\. Which of the following is not an element of the 3D environment?\ a. Height\ b. Width\ **c. Length**\ d. Depth 9\. Which of the following is not an example of modern wearable technology?\ a. Smart Watches\ b. Fitness Trackers\ **c. Smartphones**\ d. Headsets 10\. Refers to a type of learning that happens anytime, anywhere, and with anyone.\ **a. Ubiquitous Learning**\ b. Global Learning\ c. Wide Learning\ d. None of the Above 1\. The unabbreviated term for a model delivering learning content to any online person who wants to take a course, with no limit on attendance. **Massive open online courses** 2\. Refers to the eyewear used to watch 3D films. **3d glasses** 3\. A transaction that is done electronically or digitally without the use of physical documents. **Paperless** 4\. A kind of technology that brings digital data and design to the physical world. **3d printing** 5\. Refers to the obsoleteness of printed communications in society. **Paperless society** 6\. Refers to the material used in 3D printing aside from plastic and metal. **concrete** 7\. Broadly defined as any gadget that is worn instead of being carried. **wearable** 8\. An example of a wearable technology that tracks your wellness and physical activity. **Fitness tracker** 9\. The sense tricked in 3D films. **sight** 10\. Refers to the device that shows you a computer-generated virtual reality. **VR headset/VR goggles**