Media And Information Literacy Summary Quarter 1 PDF
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This document provides a summary for a media and information literacy course. It covers key concepts like communication models (Shannon-Weaver, Berlo), types of literacy (information, media, digital), and media types (traditional, new, broadcast). It also includes ethics, netiquette, and internet usage topics.
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MEDIA AND INFORMATION LITERACY SUMMARY QUARTER 1 Key Elements of Communication Process 4. Decoder (or Decoding) 1. Sender (or Communicator) - The process of interpreting or - The person or entity that initiates translating the enco...
MEDIA AND INFORMATION LITERACY SUMMARY QUARTER 1 Key Elements of Communication Process 4. Decoder (or Decoding) 1. Sender (or Communicator) - The process of interpreting or - The person or entity that initiates translating the encoded message the communication by creating and into a form that makes sense to the sending the message. receiver. -Example: A teacher explaining a - Example: Reading an email, lesson, or a person writing a text listening to a conversation, or message. watching a video. -Function: The sender has an idea - Function: The receiver decodes or information they want to share the message to understand what with the receiver. the sender is trying to communicate. 2. Encoder (or Encoding) - The process of turning thoughts 5. Receiver or ideas into a message that can - The person or entity to whom the be understood. This involves message is directed. The receiver choosing words, symbols, or is responsible for interpreting the gestures to represent the message. information. - Example: A student listening to a - Example: Writing a message in an lecture or a friend receiving a text email, speaking words, or drawing message. a diagram. - Function: The receiver gets the - Function: The sender encodes message and attempts to their idea in a way that the receiver understand the sender’s meaning. can interpret. 6. Feedback 3. Message - The receiver’s response to the - Definition: The information, message, which is sent back to the thought, or idea that is being sender. This ensures that the communicated. It can be in verbal, message was understood correctly written, or non-verbal forms. or allows for clarification. - Example: A speech, text - Example: Nodding in agreement, message, letter, or image. asking a question, or replying to an - Function: The message is what is email. being transmitted from sender to - Function: Feedback completes receiver. the communication loop, helping the sender know if the message was received as intended. MEDIA AND INFORMATION LITERACY SUMMARY QUARTER 1 7. Noise - Any interference that distorts or 2. Media Literacy disrupts the message as it travels - The ability to access, analyze, from sender to receiver. It can be evaluate, and create media in physical (e.g., loud sounds) or various forms. psychological (e.g., misunderstanding). 3. Digital Literacy - Example: Static on a phone call, - Using technology to find, background noise during a evaluate, create, and communicate conversation, or unclear wording. information. - Function: Noise can cause the message to be misunderstood or III. Media Types missed entirely. 1. Traditional Media I. Communication Models - Includes print media 1. Shannon-Weaver’s Model of (newspapers, magazines) and Communication broadcast media (radio, television). - Explains that noise or feedback may affect the message as it 2. New Media passes through a channel. - Digital platforms like the internet, - Example: A radio broadcast social media, and mobile interrupted by static. applications. 2. Berlo’s SMCR Model - 3. Broadcast Media Sender, Message, Channel, - Airs audio and video materials for Receiver model public consumption (e.g., radio, emphasizes the roles of sender television). and receiver in communication. - Remember that different models IV. Ethics and Plagiarism explain communication in various ways. 1. Plagiarism - Using someone else's words or II. Types of Literacy ideas without proper acknowledgment. 1. Information Literacy - The ability to recognize when 2. Piracy information is needed, effectively - Unauthorized use or reproduction evaluate, and use it in its various of someone else's work. formats. MEDIA AND INFORMATION LITERACY SUMMARY QUARTER 1 3. Fair Use VII. Netiquette (Internet Etiquette) - Allows limited use of copyrighted material without needing 1. Make Yourself Look Good Online permission for specific purposes - Always use correct grammar and (e.g., education, criticism). spelling. V. Codes and Conventions in 2. Respect Other People's Time Media and Bandwidth - Be mindful of others’ time when 1. Codes communicating or sharing online. - Technical (e.g., camera angles, lighting) and symbolic tools (e.g., 3. Remember the Human color, costume) used by media - Treat others online as you would professionals to convey messages. in person. 2. Conventions VIII. Digital and Online Behavior - Agreed-upon norms or techniques used in media 1. Cybercrime production (e.g., the "news report" - Criminal activities carried out structure). using the internet (e.g., hacking, fraud). VI. Intellectual Property 2. Digital Divide 1. Copyright - The gap between individuals who - Protects literary and artistic have access to modern technology works. and those who do not. 2. Trademark 3. Computer/Internet Addiction - - Protects brand names and logos. Over - reliance on the internet for leisure 3. Patent or escape, leading to neglect of - Protects inventions. other responsibilities. 4. Intellectual Property IX. Sources of Information - Creations of the mind, like inventions and artworks, that are 1. Primary Source legally protected. - Original materials from a specific time period or event (e.g., newspaper articles, speeches). MEDIA AND INFORMATION LITERACY SUMMARY QUARTER 1 2. Secondary Source 2. Trademark Infringement - Documents that discuss, analyze, Definition: - happens when a or interpret primary sources (e.g., company uses a mark that is book chapters on economic confusingly similar to a registered theories). trademark without permission, potentially causing confusion X. Legal Frameworks in Media among consumers. - Example: If Hershey’s creates a 1. RA 8293 - Intellectual Property product that looks too similar to Code of the Philippines, which Mars Company's Maltesers, it governs copyright, trademarks, and could be considered trademark patents. infringement, because customers might mistake one for the other. 2. RA 10175 - The Cybercrime - Why It’s Important: Businesses Prevention Act, which addresses need to protect their brands, and illegal activities done via the trademarks help ensure that their internet. products remain unique and recognizable. XI. Media and Information Terms for Commercial use 3. Design Infringement - occurs when a company copies or imitates 1. Trademark - is a symbol, word, the design of a product that is or logo used to identify and legally protected without distinguish the products or services permission. of one business from another. - Example: In the case of Crocs vs. -Example: In the case of D’zert, Skechers, Crocs claimed that they created a logo to represent Skechers copied the design of their their cakes and pastries business. shoes. This is an example of This logo is their trademark. design infringement because -Why It’s Important: A trademark Crocs’ shoe design was protected, protects the identity of a business and Skechers allegedly created a and prevents others from using a similar product. similar mark that could confuse - Why It’s Important: Protecting customers. product designs ensures that companies can innovate without fear that their unique ideas will be copied by competitors. MEDIA AND INFORMATION LITERACY SUMMARY QUARTER 1 4. Spolarium is the famous work of art of Juan Luna in 1884. Do you think that he still owns the masterpiece? Why? - No, because the art’s copyright validity period is 25 years from the date of creation 5. Active audience refers to a group of people who engage with media content actively, processing and interpreting it based on their personal perspectives. When the family is watching a movie together, they are actively engaging with the content by discussing, reacting, or interpreting the events and messages of the film.