MIL Reviewer 2nd Quarter PDF
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Mandaue City Comprehensive National High School
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This document is a reviewer for media and information literacy, covering various topics such as media and information sources, and intellectual property. It includes explanations of genres, codes, and conventions, providing a solid foundation in the subject.
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LESSON 5: Media and Information Sources Sources of Information 1.Indigenous Knowledge 2.Library 3.Internet 4.Mass Media Indigenous knowledge (IK) - is the local knowledge -knowledge that is unique to a given culture or society. -IK contrasts with the international knowledge system generated by -un...
LESSON 5: Media and Information Sources Sources of Information 1.Indigenous Knowledge 2.Library 3.Internet 4.Mass Media Indigenous knowledge (IK) - is the local knowledge -knowledge that is unique to a given culture or society. -IK contrasts with the international knowledge system generated by -universities, research institutions and private firms. (Warren 1991) owned, controlled and managed by indigenous peoples in order for them to develop and produce culturally appropriate information in the languages understood by the community by utilizing indigenous materials and resources, reflecting community needs and interests, visions and aspirations, and independent from vested interest groups. (Indigenous Media, Freedom of Expression and Right to Information: A S E A N S c e n a r i o, 2014) LIBRARY Classifications of LIBRARY Academic Public School Special These libraries may be either digital or physical in form. EVALUATION OF INFORMATION SOURCES Reliability of information Accuracy of information Value of information Authority of the source Timeliness LESSON 6:. Media and Information Languages,Genre, Codes and Conventions GENRE comes from the French word meaning 'type' or 'class‘ can be recognized by its common set of distinguishing features (codes and conventions) CODES are systems of signs, which create meaning Media codes include the use of camera, acting, setting, editing, lighting, sound, special effects, typography, colour, visual composition, text and graphics. CONVENTIONS are the generally accepted ways of doing something story principles, form and structure, generic structures, character and story arcs, cause and effect, point of view, the structuring of time, elements of page layout TYPES OF CODES TECHNICAL CODES ways in which equipment is used to tell the story (camera techniques, framing, depth of fields, lighting and exposure, etc.) SYMBOLIC CODES show what is beneath the surface of what we see (objects, setting, body language, clothing, color, etc. ) WRITTEN CODES use of language style and textual layout (headlines,captions, speech bubbles, language style, etc. ) LESSON 7:LEGAL, ETHICAL, AND SOCIETAL ISSUES IN MEDIA AND INFORMATION INTELLECTUAL PROPERTY FAIR USE AND CREATIVE COMMONS INTELLECTUAL PROPERTY (IP) refers to creations of the mind, such as inventions; literary and artistic works;designs; and symbols, names and images us TYPES OF INTELLECTUAL PROPERTY COPYRIGHT legal term used to describe the rights that creators have over their literary and artistic works books, music, paintings, sculpture and films, to computer programs, databases, advertisements, maps and technical drawings REPUBLIC ACT 8293 INTELLECTUAL PROPERTY CODE OF THE PHILIPPINES LITERARY WORKS Validity period: During the lifetime of the author plus 50 years after death ART Validity period: 25 years from the date of creation PHOTOGRAPHIC WORK Validity period: 50 years from publication AUDIO-VISUAL WORK Validity period: 50 years from publication SOUND RECORDING Validity period: 50 years from year recording took place BROADCAST RECORDING Validity period: 20 years from date of broadcast TRADEMARK Validity period: Valid for 10 years and may be renewed for a periods of 10 years INVENTION PATENT Validity period: Valid for 20 years from filing date application PATENT an exclusive right granted for an invention provides the patent owner with the right to decide how - or whether - the invention can be used by others TRADEMARKS sign capable of distinguishing the goods or services of one enterprise from those of other enterprises. INDUSTRIAL DESIGN constitutes the ornamental or aesthetic aspect of an article may consist of three-dimensional features,such as the shape or surface of an article, or of two-dimensional features, such as patterns, lines or color GEOGRAPHICAL INDICATIONS AND APPELLATIONS OF ORIGIN signs used on goods that have a specific geographical origin and possess qualities, a reputation or characteristics that are essentially attributable to that place of origin most commonly includes the name of the place of origin of the goods. FAIR USE Fair use means you can use copyrighted material without a license only for certain purposes. These include: Commentary Criticism Reporting Research Teaching Guidelines for Fair Use 1. A majority of the content you create must be your own. 2. Give credit to the copyright holder. 3. Don't make money off of the copyrighted work. CREATIVE COMMONS an American non-profit organization devoted to expanding the range of creative works available for others to build upon legally and to share. The organization has released several copyright-licenses known as Creative Commons licenses free of charge to the public. Attribution: You must credit the creator. Non-Commercial: You can't make a profit. No Derivative Works: You can't change the content. Share Alike: You can change the content, but you have to let other people use your new work with the same license as the original. Traditional Copyright Work cannot be used, adapted, copied, or published without the creator's permission What does it apply to? -All original work Is protected under copyright when its created Creative Commons Work may be used without permission, but only under certain circumstances. What does it apply to? -Only work that creators have chosen to designate as Creative Commons Public Domain Work can be used, adapted, copied, and published, completely without restrictions, na permission needed What does it apply to? Work published prior 1922, work by long-dead creators, and work that creators have placed in the Public Domain. ETHICAL USE Copyright - a legal device that gives the creator of a literary, artistic, musical, or other creative work the sole right to publish and sell that work. -Copyright owners have the right to control the reproduction of their work, including the right to receive payment for that reproduction. Plagiarism - an act or instance of using or closely imitating the language and thoughts of another author without authorization; the representation of that author's work as one's own, as by not crediting the original author. Cyber Bullying - bullying that takes place online, or using electronic technology such as cell phones,computers, and tablets over communication tools including social media Sites, text messages, chat, and websites. Examples of cyber bullying: text messages -or emails composed to insult or demean; rumors or false statements spread by email or posted on social networking sites; and humiliating photos, videos, websites, or fake profiles deliberately shared across social media. Computer addiction - the excessive use of computers to the extent that it interferes with daily life. This excessive use may for example interfere with work or sleep, result in problems with social interaction, or affect mood, relationships, and thought processes LESSON 8: Opportunities, Challenges, and Power of Media and Information Economic Educational Social Political Economic -Rating -Revenues Educational -Multiple sources/references -Reliability of sources -Attitude -Technology requirements Social -Connectivity -Privacy -Security Cybercrime - the use of a computer as an instrument to further illegal ends - criminal activity or a crime that involves the Internet, a computer system, or computer technology LESSON 9: Current and Future Trends in Media and Information ←blended→ face to face classroom aids flipped hybrid fully online (distanced) no technology (delivery) all technology Ubiquitous Learning - learning at any time, at any place The main characteristics of ubiquitous learning are: (Chen et al., 2002; Curtis et al., 2002)’ Permanency: Learning materials are always available unless purposely deleted. Accessibility: Access from everywhere as personally required Immediacy: Wherever a student is, he/she can immediately access learning materials. Interactivity: Online collaboration with teachers and/or peers (chat/blogs/forums) Situated instructional Activities: Learning in context (on-site). Adaptability: Getting the right information at the right place for the right student. M (massive) - There may be 100,000+ students in MOOC O (open) - Anyone, anywhere can register for their courses O (online) - Coursework is delivered entirely over the internet C (course) - MOOCs are very similar to most online courses Prototype - the original model of something from which later forms are developed - an original model on which something is patterned Paper Prototype The Design Thinking Process - Empathize - Define - Ideate - Prototype - Create LESSON 11 : PEOPLE MEDIA PEOPLE MEDIA - refers to persons that are involved in the use, analysis, evaluation and production of media and information (Source: MIL Curriculum Guide by DepEd) - People in Media, People as Media People as Media - People who are well-oriented to media sources and messages and able to provide information as accurate and reliable as possible. - media users - well-oriented to media sources and messages - intermediaries, provide information to lower- end media users People in Media - Media practitioners - provide information coming from their expert knowledge or first- hand experience of events. - media practitioners - experts - provide information to media users Lower - end Media Users - people with limited access to media and information PEOPLE AS MEDIA 1. Opinion Leaders - highly exposed to and actively using media - source of viable interpretation of messages for lower- end media users - opinions are accepted by a group Media → Opinion Leaders → The Masses (Step 1) (Step 2) 2. Citizen Journalism - People without professional journalism training can use the tools of modern technology and internet to create, augment or fact-check media on their own or in collaboration with others. 3. Social Journalism - Journalists are using social media to make their content available to more people. 4. Crowdsourcing - the practice of obtaining needed services, ideas, or content by soliciting contributions from a large group of people and especially from the online community Examples : Tripadvisor, Waze, Wikipedia PEOPLE IN MEDIA TYPES OF JOURNALIST BY MEDIUM Print Journalists Photojournalists Broadcast Journalists Multimedia Journalist SUMMARY: People in Media media practitioners experts provide information to media users People as Media media users well-oriented to media sources and messages intermediaries, provide information to lower- end media users Lower - end Media Users people with limited access to media and information