Media and Information Literacy (MIL) - First Quarter, 2023-2024 - PDF
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Cagayan National High School - Senior High
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This document provides an overview of media and information literacy, covering various types of media (print, broadcast) and fundamental communication models. It also discusses the evolution of media and different models, including the Shannon-Weaver and Lasswell models, emphasizing the role of communication in different ages and contexts.
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MEDIA AND INFORMATION LITERACY FIRST QUARTER, S.Y. 2023-2024 MEDIA AND INFORMATION LITERACY-signifies the essential competencies and skills that allow citizens to engage with media and other information providers effectively and develop life-long learning skills...
MEDIA AND INFORMATION LITERACY FIRST QUARTER, S.Y. 2023-2024 MEDIA AND INFORMATION LITERACY-signifies the essential competencies and skills that allow citizens to engage with media and other information providers effectively and develop life-long learning skills to socialize and become active citizens MEDIA LITERACY- ability to bring critical thinking skills when viewing all forms of media. It is important because biases are present in all forms of media, it is essential for an informed society to recognize these and, in turn, make informed opinions. A media literate individual is someone who can access, assess, and understand the appropriateness of the media type. INFORMATION LITERACY- is the ability to access, assess, evaluate, analyze and create information. An information literate individual can search, retrieve and evaluate information for their academic work. TECHNOLOGY LITERACY- The ability of an individual, working independently and with others, to responsibly, appropriately and effectively use technology tools to access, evaluate, create and communicate information. A technology literate individual is someone who can confidently utilize technology and can easily understand its features. FAKE NEWS- refers to false information and news online. Misinformation- unintentionally distributing false information Disinformation- knowingly developing and disseminating incorrect information intended to deceive. Malinformation- information that is based in reality but disseminated with the intent to inflict harm. COMMUNICATION -a process by which information is exchanged from sender to receiver through common system of symbols, signs or behavior resulting in interpretations of meaning on both ends. 1. Shannon-Weaver Model (1949)- Linear model and often called “mother of all communication models,” it depicts communication as a one way communication process. This model highlights the concept of noise which can interfere with the message. 2. Lasswell’s Model – Linear and simple, it focuses on “who says what, in which channel, to whom, and with what effect?” It highlights the impact of communication on the audience. 3. Berlo’s SMCR Model- Expanded Linear Model: An extension of the Shannon-Weaver model emphasizing the roles SMCR. Emphasizes the importance of encoding and decoding messages accurately. This model does not explicitly include feedback. 4. Osgood and Schramm Model- Interactive model, it depicts communication as a circular, two-way process where both parties can be sender and receiver simultaneously. This model emphasizes feedback, making it more interactive and dynamic. EVOLUTION OF MEDIA A. Prehistoric Age- People developed paper from plants and forged equipment through stone, copper and iron. B. Industrial Age-People developed machine tools and manufacturing various products including books through the printing press. C. Electronic Age-the invention of the transistor ushered in the electronic age. In this age, long distance communication became more efficient. D. Information Age-the internet paved the way for faster communication and the creation of the social network. TYPES OF MEDIA 1. PRINT MEDIA this type of media paper and ink is reproduced in a printing process that is traditionally mechanical such as books, newspapers, magazines, journals, newsletters, and brochures. Text Media a type of print media which is a simple and flexible format for conveying ideas, whether handwritten or printed. Not all text media are print media. Typography is the art and technique of arranging the visual component of the written word. It features textual designs with optical illusions that improve readability and help convey meaning. Visual Media a type of print media that refers to pictures, photos, images, and graphics used to channel communication using the sense of sight. Graphic design is the process of visual communication that organizes and presents information developed through a creative process for a particular purpose. EXAMPLES OF VISUAL MEDIA A. Informational Graphics (Infographic) – is a visual representation of information to understand the high-volume and complex data easily, e.g., graphs, charts. B. Cartoons – a sketch or drawing intended as satire, caricature, or humor, e.g., comic strip, editorial cartoons in newspapers and magazines. C. Photography –is an image created by light captured on a light-sensitive surface, which is usually photographic film. 2. BROADCAST MEDIA a type of media that reaches target audiences using airwaves as the transmission medium. This type has a deep impact on the minds and emotions of the audience. Examples of broadcast media are radio and television. A. Audio Media a type of broadcast media that uses audio or voice recording as a medium in the delivery of information. These are devices that appeal to the auditory sense. B. Multimedia a type of broadcast media 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 stored, communicated, and handled digitally. 3. NEW MEDIA- content organized and distributed in digital platforms. ex. Social Networks like Facebook, Tweeter and Instagram. MEDIA CONVERGENCE refers to the merging of different equipment and tools for producing and distributing news through digitization and computer networking. It allows media texts to be produced and distributed on multiple media devices. The influence of media on the values and norms of people. Norms are standards of behavior that are expected in a society based on their customary laws or conduct. These norms entail conformist behavior following social standards like respect for elders, obtaining education, getting married, and gender roles. The set of norms begins at home and continues to develop as we expand ourselves to the social world. With the use of social media, people are no longer limited to his/her social group and become more readily connected to global society with diverse values and norms. MEDIA AND INFORMATION SOURCES 1. INDIGENOUS KNOWLEDGE is the distinctive knowledge kept to a specific group of people. Local knowledge, folk knowledge, people’s knowledge, traditional wisdom, or traditional science are other terms used for it (Senanayak, 2006). According to Brouwers (1993), indigenous knowledge is “generated through a systematic process of observing local conditions, experimenting with solutions, and readapting previously identified solutions to modified environmental, socio-economic and technological situations.” Dewalt (1994) identified certain features of indigenous knowledge that are highly relevant in conservation and sustainable growth: A. Locally appropriate. Indigenous knowledge signifies a way of life that has advanced with the local conditions. B. Restraint in resource exploitation. Production is for survival needs only; only those necessary for immediate survival are taken from the environment. C. Diversified production systems. There is no abuse of resources; various strategies are utilized to avoid risks. D. Respect for nature. A ‘conservation ethic’ often exists. Here, the land is treated as sacred. E. Human dependence on nature for survival. All species are interrelated; hence, one affects the other. F. Flexibility. Indigenous knowledge means adapting to new circumstances and being open to outside knowledge. G. Social responsibility. There are strong family and community ties, and with them, feelings of obligation and responsibility to preserve the land for future generations. 2. LIBRARY As defined in Cambridge Dictionary, A library is “a building, room, or organization that has a collection, especially of books, music, and information that can be accessed by computer for people to read, use, or borrow.” Libraries are classified as academic, public, school, and special. a. Academic libraries serve colleges and universities. b. Public libraries serve cities and towns of all types. c. School libraries serve students from Kindergarten to Grade 12. d. Special libraries are located in specific environments (e.g., hospitals, corporations, museums, military, private business). 3. INTERNET As defined in the Oxford Dictionary, the Internet is “a global computer network providing a variety of information and communication facilities, consisting of interconnected networks using standardized communication protocols.” Essays, UK (2018) describes the internet as a “network of networks” consisting of millions of smaller domestic, academic, business, and government networks. Other Classifications of Information Sources A. Primary sources refer to “original materials.” These are materials from a certain period of time that have not been filtered, modified through analysis, interpretation, or evaluation. Also, primary sources are the bases of other researches. The examples of primary sources include artifacts, diary, patent, audio/video recording, e-mails, interviews, journal articles, letters, minutes of meetings, conferences and symposia, newspaper articles, original documents (e.g., birth certificate, marriage certificate), photographs, records of organizations, research survey results, speeches, works of art, literature, architecture, and music, and websites. B. Secondary sources written after an original product, they usually aim to give reflection or analysis. In short, they are analyses, interpretations, and evaluations of primary sources. Secondary sources are not proof, but rather explanation on and discussion of evidence. Secondary sources may be classified as index type, survey type, and reference type. C. Tertiary sources involve information that collects and organizes primary and secondary sources. Tertiary sources include bibliographies of bibliographies, directories and yearbooks, guides to literature, and lists of research in progress. MEDIA AND INFORMATION LANGUAGES Media codes and conventions are the very foundations of all the existing media. Media codes commonly have an established meaning, denotation or connotation, to the target audience. Meanwhile, conventions refer to the possible methods in which codes are organized in a product. TYPES OF MEDIA CODES A. SYMBOLIC CODES are audience-based. The meaning of the product is not based on the product itself but on the interpretation of the audience. The symbolic codes in media include: 1. Setting refers to the time and place of the narrative or a specific scene. 2. Mise en scene is a French term that means “everything within the frame”. It describes all the features (set design, costume, props, staging) within a frame of media products. 3. Acting refers to the portrayal of the actors in creating media products. 4. Color considerations are highly connotative when it comes to interpretations. It is also usually associated with cultural aspects. B. TECHNICAL CODES refer to codes specific to a media form alone. The knowledge and connotations of different camera angles and shots make sense when looking at films and photographs but mean nothing outside those forms. The technical codes include camerawork (camera operation, positioning, and movement for desired specific effects), editing (the process of selecting, operating, and ordering images and sound), audio (expression and utilization of sounds), and lighting (the manipulation of light based on the target mood). CAMERA ANGLES AND SHOTS 1. Extreme Long Shot is called extreme wide shots such as a large crowd scene or a view of scenery as far as the horizon 2. Long Shot a view of a situation or setting from a distance 3. Medium Long Shot shows a group of people in interaction with each other, example: fight scene with part of their surroundings in the picture 4. Full Shot a view of a figure’s entire body in order to show action and/or a constellation group of characters 5. Medium Close Shot shows a subject down to his/her chest/waist 6. Close Up Shot a full-screen shot of a subject’s face showing the finest nuances of expression. It is used to evoke a character’s emotional state of mind. 7. Extreme Close Up Shot a shot of a hand, eye, mouth, or any object in detail. 8. Over the shoulder shot- To show how the character view the situation 9. Low Angle is when the camera is looking down at the subject. This angle is commonly used to make the subject seem small and weak. 10. High Angle shot is used to represent a character as having power. It also used to cover the highlight of the event in the mass formation. 11. Point of View Shot (POV) Shot intended to mimic what a particular character in a scene is seeing. This puts the audience directly into the head of the character, letting them experience their emotional state. Common examples are of a character waking up, drifting into unconsciousness, or looking through a scope or binoculars. 12. Two Shot - A shot in which two subjects appear in the frame. C. WRITTEN CODES are the formal written language used in creating a media product. It includes the printed language (the text visible with the media frame which is the text you can see within the frame) and the spoken language which includes the dialogues and even the lyrics of the song. TYPES OF CONVENTIONS CONVENTIONS refer to the recognized ways of using media codes. The types of conventions include form conventions, story conventions, and genre conventions. FORM CONVENTIONS are ways in which the types of media codes are expected to be arranged. For instance, the title and main casts are expected to appear at the beginning of a movie while the credits are expected to appear at the end. A number of television series usually begin with a short recap of the previous episode and end. STORY CONVENTIONS refer to the basic structures of narratives. Examples of story conventions involve narrative structures, character constructions, and point of view. GENRE CONVENTIONS refer to the common use of the elements of narratives such as the characters, settings, or themes in a certain type of media. Genre conventions can be formal or thematic and are usually linked to the expectations of the audience. LEGAL, ETHICAL AND SOCIETAL ISSUES IN MEDIA AND INFORMATION In the Philippines, IP is protected under two laws – the Intellectual Property Code (RA 8293) and the Cybercrime Prevention Act (RA 10175). Both laws protect intellectual property rights, allowing the rightful creators or owners of patents, trademarks, or copyrighted works to benefit from their own work or creation – may it be of moral or material interests INTELLECTUAL PROPERTY (IP) as referring to the “creations of the mind, such as inventions; literary and artistic works; designs; and symbols, names, and images used in commerce” (World Intellectual Property Organization, 2016). Types of Intellectual Property 1. Copyright. It is a legal term used to describe the rights that creators have over their literary and artistic works. This covers works ranging from books, music, paintings, sculpture and films, to computer programs, databases, advertisements, maps and technical drawings (WIPO, 2016). 2. Patent. It is an exclusive right granted for an invention. 3. Trademark. It is a distinguished sign of goods or services of one enterprise from those of other enterprises. 4. Industrial Design. WIPO (2016) defines Industrial design as an ornamental or aesthetic aspect of an item. Fair use is a legal principle stating that one can use a copyrighted work without a license for the following purposes: commentary, criticism, reporting, research, and teaching. Furthermore, the copyrighted material must observe conditions such as (1) amount and substantiality of the portion taken; (2) purpose and character of one’s use; (3) nature of the copyrighted work; and (4) potential market effect (Stim, 2016). In general, one must own the majority of the new content, give full credit to the original source, and use the content for non-profit purposes to consider it fair use. Creative Commons -CC licenses are copyright licenses providing a simple and standardized way to give the public permission to share and use the creative work. Netiquette means the use of good manners in online communication such as e-mail, forums, blogs, and social networking sites to name a few. Cyberbullying- bullying that takes place using electronic technology. Electronic technology includes devices and equipment such as cell phones, computers, and tablets as well as communication tools including social media sites, text messages, chat, and websites DATA PRIVACY or the fundamental right of an individual to protect private information from disclosure to information and communication systems is under Republic Act No. 10173 or the Data Privacy Act of 2012. If precautionary measures are not observed in sharing personal information, your online security can be compromised Computer Addiction is the excessive use of computers to the extent that it interferes with daily life. Plagiarism- an act or instance of using a closely imitating language and thoughts of another author without authorization; the representation of the author’s work as one’s own, as by not crediting the original author. ✓ To give credit to whom is due ✓ To let others verify or backtrack the information or idea ✓ To give credit to the creator of the information or idea ✓ To protect yourself from a charge of plagiarism Digital Divide- an economic inequality between groups in terms of access to, use of or knowledge in ICT. Opportunities, Challenges, Threats and Risks in Media and Information OPPORTUNITIES CHALLENGES ✓ Online Shopping- -Age-inappropriate content ✓ Citizen Journalism -Illegal content ✓ Online Education -Privacy invasion and identity theft Threats and Risks of Media and Information Libel / Slander- publishing a false statement that is damaging to another person’s reputation, office, trade, business or means of livelihood. If hurtful statement is spoken, the statement is slander. Piracy- – unauthorized duplication of copyrighted content that is then sold at substantially lower prices in the black market. Cybercrime Law -Cybercrime Prevention Act of 2012 (Republic Act No. 10175) covers all other online anomalies such as identity theft, child pornography, data misuse, cybersquatting and other computer- related and internet facilitated practices. Education, Economic, Social and Political Aspects and Influences of Media and Information Literacy Media Innovation -It is the process of developing a new method or process or product that better serves existing uses or start to serve a previously unidentified need. Influence of Media on Education Various media can be used in the classrooms to hone critical thinking and problem-solving skills. For instance, a teacher can start and facilitate a discussion on an opinion article in a blog, asking students whether they agree on the position taken by the author and why / why not. Influence on Society The way we now deal with people with different personalities, opinions, and ideas, the way we access information about human life, relationships, education, careers, entertainment, and others, and the way we do business to promote products and services online are all conducted with modern media. Economic Influence Social media was once an expensive platform for businesses to advertise their products/services. But nowadays, any media-literate person and business entity can set up his / her/ its own brand to reach people and sell products and services easily. Political Influence Not all media effects are positive. One of the current issues about social media on political affairs is the spread of fake news, both locally and abroad. The difficulty of confirming whether social media news reports are true has led to the abuse of the medium by interest groups who share half-truths or outright lies, which has led Facebook and Twitter to remove fake accounts and purveyors of untruths. MASSIVE OPEN ONLINE COURSE (MOOC)MOOC is an acronym for Massive Open Online Course. The word “massive”means large number or amount, “open “means accessible to all, “online” means connected to or available through a system, and “course” means the act of moving in a path from point to point. MOOC is also described as a pattern for providing learning information or content online to any person who needs to take up a course with no limit on attendance. UBIQUITOUS LEARNING- defined as learning anytime and anywhere particularly using mobile technologies. Types of Massive Open Online Course (MOOC) 1. xMOOC stands for eXtended MOOC. xMOOCs are based on traditional university course structures and make use of established teaching approaches and materials. 2. cMOOC stands for Connectivist MOOC. cMOOCs are based on the connectivist learning model that favors collaboration among learners as a form of active learning. Advantages of Massive Open Online Course (MOOC) 1. Relax requirements – 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. Video format availability - Teaching in a modern video format 3. Accessibility- learning content from top universities like Harvard can be opened through online format. 4. Repetition- MOOC will often run two or three times a year, ensuring that students would not miss their chance. 5. 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. 6. Feasibility- MOOC usually requires 1-2 hours of study a week for about 5 weeks, making learning doable even for busy students. 7. Self-paced- MOOC enables students to work through the course materials and assessments at their own pace. 8. Online collaboration- learners across the globe work together on common goals without the need to meet each other in person. Examples of MOOC Platforms 1. Coursera has over 20 million learners/participants. Courses were created by the universities of Stanford, Princeton, Yale, London, Munich, Zurich, and many more. 2. EdX has around 10 million learners/participants. Courses were created from Harvard, MIT, Berkeley, and Oxford, among others. 3. Udacity is created as an MOOC platform at Stanford. Now mostly programming courses in cooperation with industry partners such as Google, Facebook, or Daimler. Course topics include artificial intelligence and self-driving cars. 4. FutureLearn is MOOC platform (UK-based) which includes various British and European universities. Courses offered are shorter in duration compared to others.