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Republic of the Philippines

Surigao del Sur State University


Rosario, Tandag City, Surigao del Sur 8300
Telefax No. 086-214-4221
www.sdssu.edu.ph

MODULE ONE
Writing a Thesis

A Course Pack in IT1


Living in the IT Era

JOSEPHINE L. BULILAN, MIT


ASSISTANT PROFESSOR 1

August 2020
Weeks 2-4

I. Course Overview
This course pack is specifically produced for the course IT 1 (Living in the IT Era)
intended for the students of SDSSU Main campus enrolled in the Bachelor of Science
in Computer Science (BSCS) program. This is the first module for the prelim period.
Information and Communication Technology by Innovative Training Works, is a
specialized module designed to provide students with the foundation of knowledge
and skills needed to succeed in environments that require the use of computer and
internet. It covers topic for building essential 21st century skills in working,
collaborating, and creating contents online.

II. General Instruction


This module will aid in teaching competencies that are essential in the
information Age, such as the state of ICT technologies; online safety, security, ethics,
and etiquette; productivity tools with advanced application techniques; imaging
and designing for online environment; multimedia tools; and powerful tool to create
a social change, which are aligned to the standard set by Commission on Higher
Education for Bachelor Science in Computer Science. (CHED MEMORANDOM
ORDER (CMO) NO. 53; Series of 2006, ARTICLE IV “COMPETENCY STANDARDS”).

This module consists of:

IT 1 – Living in the IT Era Page 2


• Intended Learning outcomes – a list of milestones to be achieved in every
lesson. This is an effective way to make sure that the path to learning has
been achieved;
• Pre-Test/Post-Test – a set of questions administered prior to and after every
lesson to determine the baseline knowledge and the effectiveness of the
lesson in increasing the students’ knowledge of content;
• Lesson Motivation - stimulates the student’s interest about the topic. It may
involve asking thought-provoking questions, answering surveys or activity
through scenarios, or skill-based approach;
• Lesson Discussion – topics are presented according to the objectives to be
attained in every lesson;
• Skill Exploration – culminating activities for the lesson to enhance the creativity
and critical thinking skills of the students. This allows them to explore various
solutions to real-life situations;
• Key Terms – key words learned with definitions. This section helps the students
to remember the terms that are newly introduced, uncommon, or specialized
in the lesson; and
• Lesson Summary – a gist of the topics given in each lesson. At a glance, the
students will be able to recall the main points covered in the lesson.

III. Academic Integrity

Academic honesty is required of all students. Plagiarism--to take and pass off as
one’s own work, the work or ideas of another--is a form of academic dishonesty.
Penalties may be assigned for any form of academic dishonesty” (See Student
Handbook/College Manual). Sanctions for breaches in academic integrity may
include receiving a grade of an “Failed” on a test or assignment. In addition, the
Director of Student Affairs may impose further administrative sanctions.

IV. Introduction

This is divided into three (3) lessons: the first and second lessons allow the
students to discover the world of ICT in general and also helps them improve their
skills in various applications. Real-life applications are integrated throughout the text
IT 1 – Living in the IT Era Page 3
in the exercises. The third lesson allows the students to develop, promote, and
publish a campaign for social change using various free tools and services.

Course Intended Learning Outcome

After the lesson, students are expected to:

Improve their knowledge on how ICT affects their everyday lives and the state
of our nation;
Understand the features of Web 1.0, 2.0, 3.0
Learn the different trends in ICT and use them to their advantage

Pre – Class Requirements & Rules:

Facebook group will serve as our online classroom. If you are enrolled in IT1 –
Living in the IT Era, please visit this FB page and join. Once joined, please
observe online etiquettes on your posts and comments.
https://www.facebook.com/messages/t/3332591550155296/ (2FM-B)
https://www.facebook.com/messages/t/3275010335948473/ (2HM-C)
https://www.facebook.com/messages/t/3262522243827448/ (2FM-C)
https://www.facebook.com/messages/t/3418771331477758/ (1CS-E)
https://www.facebook.com/messages/t/3444928778860692/ (1CS-B)
Sharing of Facebook live to public is prohibited
This module requires that you go online once a week for weekly discussion and
deliverables.

IT 1 – Living in the IT Era Page 4


PRELIM COVERAGE

I. Course Overview - Page 2


II. General Instruction
III. Academic Integrity
IV. Introduction - Page 2-3
 Course Intended Learning Outcomes
 Pre-class Requirements and Rules

Overview - Page 6-8


 Information and Communication on
Technology
 Rules of Netiquette

Activity 1 - Page 9
Activity 2 - Page 12
Activity 3 - Page 19

IT 1 – Living in the IT Era Page 5


What is Information and Communication Technology?

Information and Communication Technology (ICT) deals with the use of


different communication technologies such as mobile phones, telephone, Internet,
etc. to locate, save, send, and edit information. (Empowerment Technologies 2016,
First Edition)

Video Call Software for Windows PC ...


blogs.systweak.com

Webopedia Definition webopedia.com

“HAVING A UNIFIED WAY TO COMMUNICATE IS ONE OF THE GOALS OF ICT”

When we make a video call, we use the Internet. When we send a text or
make a call, we use cellular networks. When we run out of load or battery, we use
payphones which use a telephone network. Having a unified way to communicate
is one of the goals of ICT. In terms of economics, ICT has save companies a lot of
resources (time and money) with the kind of communication technology they use,
nowadays. In a similar way, we spend less because of ICT. As it normally costs us a
peso to send a text message or SMS, with the Internet, we can send multiple
messages and only be charged by a fraction.

In terms of economics, ICT has saved companies a lot of resources (time and
money) with the kind of communication technology they use, nowadays.

IT 1 – Living in the IT Era Page 6


In a similar way, we spend less because of ICT. As it normally costs us a peso to send
a text message or SMS, with the internet, we can send multiple messages and only
be charge by a fraction.

ICT in Agriculture / e-Agriculture

The role of ICTs for agriculture in


global development. Information
and commun ication technologies
(ICTs) can facilitate access to
timely and accurate information
for an
improved agricultural production.
... ICTs, especially mobile
applications, are playing
key role in facilitating access to
these resources by the poor.

IT 1 – Living in the IT Era Page 7


ICT in the Philippines
Several international companies dub the Philippines as the “ICT Hub of Asia.”
It is no secret that there is a huge growth of ICT-related jobs around the country, one
of which is the call center or BPO (Business Process Outsourcing) centers.

According to the 2013 edition of Measuring the Information Society by the


International Telecommunication Union, there are 106.8 cellphones per 100 Filipinos
in the year 2012. That would mean that for every 100 Filipinos you meet, there is a
high chance that they have a cellphone and approximately for the seven of them,
they have two.

In a data gathered by the Annual Survey of Philippines Business and Industries,


NSO, in 2010, the ICT industry shares 19.3% of the total employment population here
in the Philippines.

To add to these statistics, Time Magazine’s “The Selfiest Cities around the
World” of 2013 place two cities from the Philippines in the top 1 and top 10 spots.
The study was conducted using Instagram, a popular photo sharing application.

With these numbers, there is no doubt that the Philippines is on of the countries
that benefits most out of ICT

IT 1 – Living in the IT Era Page 8


IT 1 – Living in the IT Era Page 9
Web 2.0: Dynamic Web Pages

The Internet has been a vital tool to our modern lives that is why it is also
important to make the best of the Internet.

When the World Wide Web was invented, most web pages were static. Static
(also known as flat page or stationary page) in the sense that the page is “as is” and
cannot be manipulated by the user. The content is also the same for all users. This is
referred to as Web 1.0.

However, the World Wide Web is more than just static pages. Pretty soon, Web
2.0 came to the picture.

Web 2.0 is a term coined by Darcy DiNucci on January 1999. In her article
titled, “Fragmented Future,” she wrote:

“The web we know now, which loads into a browser window in essentially
static screenfuls, is only an embryo of the Web to come. The first glimmerings
of Web 2.0 are beginning to appear, and we are just starting to see how that
embryo might develop.”

IT 1 – Living in the IT Era Page 10


Web 2.0 is the evolution of Web 1.0 by adding dynamic web pages – the user
is able to see a website differently than others. Examples of Web 2.0 include social
networking sites, blogs, wikis, video sharing sites, hosted services, and web
applications. Web 2.0 allows users to interact with the page: instead of just reading
a page, the user may be able to comment or create a user account. Web 2.0 also
allows users to use web browsers instead of just using their operating system.
Browsers can now be used for their user interface, application software (or web
applications), and even for file storage. Most websites that we visit today are Web
2.0.

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Exploration 1.1 Static vs. Dynamic

Look for ten websites and classify them as static or dynamic. What makes
each website static or dynamic?

IT 1 – Living in the IT Era Page 12


Feature of Web 2.0

The key features of Web 2.0 include:

1. Folksonomy – allows users to categorize and classify/arrange information using


freely chosen keywords (e.g., tagging). Popular social networking sites such as
Twitter, Instagram, Facebook, etc. use tags that start with the pound sign (#).
This is also referred to as hashtag.

2. Rich User Experience – content is dynamic and is responsive to user’s input. An


example would be a website that shows local content. In the case of social
networking sites, when logged on, your account is used to modify what you
see in their website.

3. User Participation – the owner of the website is not the only one who is able to
put content. Others are able to place a content of their own by means of
comments, reviews, and evaluation. Some websites allow readers to
comment on an article, participate in a poll, or review a specific product
(e.g., Amazon.com, online stores).
4. Long Tail – services that are offered on demand rather than on a one-time
purchase. In certain cases, time –based pricing is better than file size-based
pricing or vice versa. This is synonymous to subscribing to a data plan that
charges you for the amount of time you spent in the Internet, or a data plan
that charges you for the amount of bandwidth you used.

5. Software as a Service – users will subscribe to a software only when needed


rather than purchasing them. This is a cheaper option if you do not always
need to use a software. For instance, Google Docs is a free web-based
application that allows the user to create and edit word processing and
spreadsheet documents online. When you need a software, like a Word
Processor, you can purchase it for a one-time huge amount and install it in
your computer and it is yours, forever. Software as a service allows you to
“rent” a software for a minimal fee.

6. Mass Participation – diverse information sharing through universal web access.


Since most users can use the Internet, Web 2.0’s content is based on people
from various cultures.

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Web 3.0 and the Semantic Web

The Semantic Web is a movement led by World Wide Web Consortium (W3C). the
W3C standard encourages web developers to include semantic content in their
pages. The term was coined by the inventor of the World Wide Web, TimbernersLee.
Lee also noted that the Semantic Web is a component for Web 3.0.

According to the W3C, “The Semantic Web provides a common framework that
allows data to be shared and reused across application, enterprise and community
boundaries.” The aim of Web 3.0 is to have a machines (or servers) understand the
user’s preferences to be able to deliver web content specifically targeting the user.
For example, when doing a web search in Web 2.0, the topmost result is based on
the preference of several users who already searched for the item. Though there are
instances wherein several preferences are considered like geographic location,
Web 3.0 aims to do better. This is through studying personal preferences of an
individual user and showing results based on those preferences. The Internet is able
to predict the best possible answers to your question by “learning” from your
previous choices.

For example, if you search the Internet for “Where is the best place to go
shopping?” Web 3.0 will aim to give you results depending on how you have made
choices in the past. If you have purchased several shoes online, the Internet will give
you results on the best place with the highest rated shoes around your vicinity.

Another example is when you search for the best restaurant to visit in a
specific area. First, it may look for your previous visits from other restaurants and if
you have rated them whether good or bad. In return, Web 3.0 will search for
restaurants that have a similar menu, good rating, and budget that fit your
preference in the past.

Web 3.0 is yet to be fully realized because of several problems.

1. Compatibility – HTML files and current web browsers could not support
Web 3.0
2. Security – the user’s security is also in question since the machine is saving
his or her preferences.
3. Vastness - the World Wide Web already contains billions of web pages.
4. Vagueness - certain words are imprecise. The words “old” and “small”
would depend on the user.
5. Logic – since machines use logic, there are certain limitations for a
computer to be able to predict what the user is referring to at a given
time.
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Trends in ICT

As the world of ICT continues to grow, the industry has focused on several
innovations. These innovations cater to the needs of the people that benefit most
out of ICT. Whether it is for business or personal use, these trends are the current front
runners in the innovation of ICT.

1. Convergence

Technological convergence is the synergy


of technological advancements to work on a
similar goal or task. For example, besides
using your personal computer to create word
documents, you can now use your
smartphone. It can also use cloud
technologies to sync files from one device to
another while also using LTE technology
which means you can access your files
anytime, anywhere. Convergence is using
several technologies to accomplish a task
conveniently.

IT 1 – Living in the IT Era Page 15


2. Social Media

Social media is a website, application, or


online channel that enables web users to
create, co -create, discuss, modify, and
exchange user-generated content.
According to Nielsen, a global information
and measurement company, Internet users
spend more time in social media sites than
in any other type of site. With this, more and
more advertisers use social media to
promote their product.

There are six types of social media

Social Networks – These are sites that allow you to connect with other people
with the same interests or background. Once a user creates his or her
account, he or she can set up a profile, add people, create groups, and
share content.
Examples: Facebook and Google+

Bookmarking Sites – These are sites that allow you to store and manage links to
various websites and resources. Most of these sites allow you to create a tag
that allows you and others to easily search or share them. Examples:
StumbleUpon and Pinterest

Social news – These are sites that allow users to post their own news items or
links to other news sources. The users can also comment on the post and
comments may also be ranked. They are also capable of voting on these
news articles of the website. Those who get the most amount of votes are
shown most prominently.
Examples: reddit and Digg

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Media Sharing – These are sites that allow you to upload and share media
content like images, music, and video. Most of these sites have additional
social features like liking, commenting, and having user profiles. Examples:
Flicker, YouTube, and Instagram

Microblogging – These are sites that focus on short updates from the user.
Those subscribed to the user will be able to receive these updates. Examples:
Twitter and Plurk

Blogs and Forums – These websites allow users to post their content. Other users
are able to comment on the said topic. There are several free blogging
platforms like Blogger, Word Press, and Tumbler. On the other hand, forums
are typically part of a certain website or web service.

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3. Mobile Technologies

The popularity of smartphones and tablets has taken a


major rise over the years. This is largely because of the
devices’ capability to do tasks that were originally found in
personal computers. Several of these devices are capable
of using high -speed Internet. Today, the latest mobile
devices use 4G Networking (LTE), which is currently the
fastest mobile network. Also, mobile devices use different
operating systems:

a. iOS – used in Apple devices s uch as the iPhone and


iPad
b. Android – an open source operating system
developed by Google. Being open source means
several mobile phone companies use this OS for free.
c. Blackberry OS – used in Blackberry devices
d. Windows Phone OS – a closed source and proprie tary
operating system developed by Microsoft
e. Symbian – the original smartphone OS; used by
Nokia devices
f. WebOS – originally used for smartphones; now used
for smart TVs
g. Windows Mobile – developed by Microsoft for
smartphones and pocket PCs

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4. Assistive Media

Assistive media is a non -profit service


designed to help people who have visual
and reading impairments. A database of
audio recordings is used to read to the user.
You may visit
http://www.assistivemedia.org/ for several of
their audio recordings.

IT 1 – Living in the IT Era Page 19


Exploration 1.2 Identifying the Correct Web Platform for Social Change

1. Identifying a problem in your community (e.g., littering, garbage disposal, blocked


drainages, etc.)
2. Imagine that you are going to create website to persuade both community leaders
and members to solve this problem.
3. Fill out the form below by writing on your activity note book. You may refer to the
sample provided after the form.

IT 1 – Living in the IT Era Page 20


Key Terms
Web 1.0 – static websites without interactivity
Web 2.0 – websites that contain dynamic content
Web 3.0 – a concept of the World Wide Web that is designed to cater to the
individual user
Static – refers to web pages that are the same regardless of the user
Dynamic – refers to web pages that are affected by user input or preference
Folksonomy – allows users to categorize and classify/arrange information
Hashtag – used to “categorize” posts in website
Convergence – the synergy of technological advancements to work on a
similar goal or task
Social media – websites, applications, or online channels that enable users to
create, co-create, discuss, modify, and exchange user-generated content

Lesson Summary
Information and Communication Technology or ICT plays an integral part in the
development of the Philippine economy. The Philippines is dubbed as the “ICT Hub
of Asia.” When Tim Berners-Lee created the Internet, most web pages were static,
which are now referred to as Web 1.0. A static web page is a page that has content
that the user cannot manipulate. On the other hand, a dynamic web page,
introduces in Web 2.0, is a page where its contents depend on the user or the
website visitor.

There are several key features of Web 2.0, namely folksonomy, rich user experience,
user participation, long tail services, software as a service, and mass participation.
Folksonomy deals with information tagging; rich user experience deals with how a
site uses information for a personalized content; user participation means that those
who view the website can also put their own information; long tail services offer
services on demand as opposed to a one-tie purchase; software as a service
contains how users would subscribe to a software as opposed to purchasing them;
ad mass participation deals with diverse information sharing through universal web
access. Web 3.0 aims to improve on Web 2.0 by adding user-specific content
IT 1 – Living in the IT Era Page 21
through user preferences. However, the realization of Web 3.0 is hampered by
several problems, namely, compatibility, security, vastness, vagueness, and logic.

The trends in ICT include convergence, social media, mobile technologies, and
assistive learning.

INSTRUCTOR INFORMATION

Name : Josephine L. Bulilan


E-mail Address : loraine_jelly@yahoo.com
Contact Number : 09481621794
Consultation Hours : Friday 8:00-5:00

Mode of Teaching/Learning Delivery : Modular


Tools/Platforms :

IT 1 – Living in the IT Era Page 22

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