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MEDIA AND INFORMATION LITERACY Module
MEDIA AND INFORMATION LITERACY Module
INFORMATION LITERACY
INTRODUCTION TO MEDIA AND INFORMATION
LITERACY
Content Standards: The learner demonstrates an understanding of media and information sources, and
values them as part of communication tools.
Performance Standards: The learners shall be able to create a log of their use and interaction with
media and information providers to aid in their understanding of media and information literacy.
Learning Competencies:
• Describes how much media & info affect communication. MIL11/12IMIL-IIIa-1
• Identifies the similarities and differences of media literacy, information literacy, and technology
literacy. MIL11/12IMIL-IIIa-2
• Editorializes the value of being literate in media & information. MIL11/12IMIL-IIIa-3
• Shares to the class media habits, lifestyles and preferences. MIL11/12IMIL-IIIa-4
Why MIL?
“There has always been the need for young people to be trained early in being more aware in how
media works, how to handle and control the different forms of media, and how to actively express
oneself using the skills learned from a media and information literacy class.” (Liquigan, 2016)
MOTIVATION
Without consulting other sources of information, ask yourself what the following
words mean to you:
Communication
Media
Information
Technology
Literacy
COMMUNICATION
the act or process of using words, sounds, signs, or behaviors to express or exchange information or
to express your ideas, thoughts, feelings, etc., to someone else
ETYMOLOGY OF COMMUNICATION
Communication is from the Latin term “communicare”, which means “to share” or “to divide
out.”
It may also be thought to originate from the Latin word “communis”, which roughly means
“working together.”
MODES OF COMMUNICATION
a. Verbal- Vocal and Written
b. Nonverbal- Kinesics, Haptics, Proxemics, Olfactory, Gustatory, Chronemics, Paralinguistic,
Appearance
COMMUNICATION MODELS
1. TRANSMISSION MODELS
Schramm’s Model
Berlo’s Model
PICTURE ANALYSIS
(Show these photos to students and let them interpret it)
MEDIA AND INFORMATION
DEFINITIONS OF MEDIA
Source Definition
Oxford Learner’s the main ways that large numbers of people receive
Dictionaries information and entertainment, that is television, radio, newspapers
and the Internet
Category Examples
Modality Text, audio, video, graphics, information
CATEGORIES OF MEDIA
MOTIVATION
(Let the students analyze the picture and ask what was the reason these pictures became viral)
LITERACY: The ability to identify, understand, interpret, create, communicate and compute, using
printed and written materials associated with varying contexts. Literacy involves a continuum of
learning, wherein individuals are able to achieve their goals, develop their knowledge and potential,
and participate fully in their community and wider society.
• MEDIA: The physical objects used to communicate with, or the mass communication through physical
objects such as radio, television, computers, film, etc. It also refers to any physical object used to
communicate messages.
• MEDIA LITERACY: The ability to access, analyze, evaluate, and create media in a variety of forms. It
aims to empower citizens by providing them with the competencies (knowledge and skills) necessary
to engage with traditional media and new technologies.
• INFORMATION: A broad term that covers processed data, knowledge derived from study, experience,
instruction, signals or symbols.
• INFORMATION LITERACY: The ability to recognize when information is needed, and to locate,
evaluate, and effectively communicate information in its various formats.
• TECHNOLOGY LITERACY: The ability of an individual, either working independently or with
others, to responsibly, appropriately, and effectively use technological tools. Using these tools an
individual can access, manage, integrate, evaluate, create and communicate information.
• MEDIA AND INFORMATION LITERACY: The essential skills and competencies that allow
individuals to engage with media and other information providers effectively, as well as develop
critical thinking and life-long learning skills to socialize and become active citizens
SIX KEY CONCEPTS IN MEDIA ANALYSIS
1. All media messages are “constructed.”
2. Each medium has different characteristics, strengths, and a unique “language” of construction.
5. People use their individual skills, beliefs and experiences to construct their own meanings from media
messages.
6. Media and media messages can influence beliefs, attitudes, values, behaviors, and the democratic
process.
TECHNIQUES
• What techniques are used?
• Why were those techniques used?
• How do they communicate the message?
INTERPRETATIONS
• How might different people understand this message differently?
• What is my interpretation of this and what do I learn about myself from my reaction or
interpretation?
MEDIA DESENSITIZATION
AUTOMATICITY OR AUTOMATIC RESPONSE is a “state where our minds operate without any
conscious effort from us.’
NORMALIZATION is when the mass media continually reinforce certain behavioral patterns of
exposure until they become automatic habits.
Content Standards: The learners demonstrate an understanding of the historical background of media
and information; basic theories of media and information systems; and concepts of ownership, control,
and regulation of media.
Performance Standards: The learners shall be able to examine technology and identify media through
the different ages.
Learning Competencies:
• Identify traditional media and new media, and their relationships. MIL11/12EMIL-IIIb-5
• Editorialize the roles and functions of media in democratic society. MIL11/12EMIL-IIIb-6
HOT MEDIA refer to forms requiring little involvement from the audience.
(example: radio, film)
COOL MEDIA are those with high level user interactivity, where the experience is more dynamic
and the audience is more involved.
(example: TV, Newspaper, Internet)
Examples:
• Cave paintings (35,000 BC) • Dibao in China (2nd Century)
• Clay tablets in Mesopotamia (2400 BC) • Codex in the Mayan region (5th Century)
• Papyrus in Egypt (2500 BC) • Printing press using wood blocks (220 AD)
• Acta Diurna in Rome (130 BC)
Examples:
• Printing press for mass production (19th • Commercial motion pictures (1913)
century) • Motion picture with sound (1926)
• Newspaper- The London Gazette (1640) • Telegraph
• Typewriter (1800)Telephone (1876) • Punch cards
• Motion picture photography/projection (1890)
Examples:
• Web browsers: Mosaic (1993), Internet Explorer (1995)
• Blogs: Blogspot (1999), LiveJournal (1999), Wordpress (2003)
• Social networks: Friendster (2002), Multiply (2003), Facebook (2004)
• Microblogs: Twitter (2006), Tumblr (2007)
• Video: YouTube (2005) • Augmented Reality / Virtual Reality
• Video chat: Skype (2003), Google Hangouts (2013)
• Search Engines: Google (1996), Yahoo (1995)
• Portable computers- laptops (1980), netbooks (2008), tablets (1993)
• Smart phones
• Wearable technology
• Cloud and Big Data
1. Authoritarian
It is the oldest theory of the press and has, historically, been the most commonly seen as
monarchies, dictatorship and theocracies have been the chief rulers of societies.
Freedom of information is unheard of, where the press and all information contained in it are
strictly controlled by the government.
2. Soviet Media
First implemented boldly by the now defunct Soviet Union. It oversees the press and punish
offenders.
Media serves as a tool for the government’s propaganda.
3. Libertarian
It focuses on the ability of an individual to think freely, process information, and apply reason to
understand the truth.
This theory believes that the press and government should be separate institution that belongs to
the people and serves their best interest.
Principles:
1. People want the truth and will use the truth as a guide for thinking and decision making.
2. The only way to achieve this is for ideas to be freely and openly discussed.
3. People have varying opinions of which they must be allowed to develop on their own.
4. The most rational ideas will then e accepted.
4. Social Responsibility
The majority of all media outlets in libertarian society are owned by private individuals though
either a large group of investors or an individual, family and exist primarily to make money for
those individuals.
Media can still be controlled by corporate interest.
INFORMATION LITERACY
Content Standards: The learners demonstrate an understanding of why there is a need for information,
and identify how to locate, access, assess, organize and communicate that information.
Performance Standards: The learners shall be able to create a log containing the stages/elements of
information literacy.
Learning Competencies:
• Define information needs; can locate, access, assess, organize, and communicate information.
MIL11/12IL-IIIc-8
• Demonstrate ethical use of information. MIL11/12IL-IIIc-9
INFORMATION LITERACY
The ability to recognize when information is needed, and to locate, evaluate, and effectively communicate
information in its various formats.
A. Information Needs
INFORMATION TYPOLOGY
1. FACTUAL VS ANALYTICAL
Factual - Based on evidences and findings provided by reliable sources (books,
encyclopedia.).
Analytical - interpretation of facts by an individual, usually an expert on the subject(feature
articles, commentaries, or reviews).
2. SUBJECTIVE VS OBJECTIVE
Subjective - The information is about the discussion and elaboration of a thesis statement
which still anchored on facts.
Objective - Information is unbiased and does not lead you to judge the information in a
certain way.
3. CURRENT VS HISTORICAL
Current - refers on how up-to-date or how recent the information is.
Historical - old and the publication date of the source material is the usual basis for currency.
4. SCHOLARLY VS POPULAR
Scholarly - A product of an author’s expertise and study on the subject matter.
Popular - Appeals to general interest and is usually found in general circulation
materials(magazine, coffee table books, online features)
6. STABLE VS UNSTABLE
Stable vs. Unstable – Stable sources is identified using the following questions
1. Has it been around for a long time?
2. Is it routinely uploaded?
3. Are print versions of an online document available?
4. Is the site assessed with a reputable institution?
TYPES OF MEDIA
Content Standards: The learners demonstrate an understanding of how representations are constructed
in diverse media types and how they converged.
Performance Standards: The learners shall provide an outline of media convergence in different areas
by identifying the different platforms and the convergence therein.
Learning Competencies:
• Classify contents of different media types. MIL11/12TYM-IIId-10
• Define media convergence through current examples. MIL11/12TYM-IIId-11
• Discuss to class on how a particular individual is portrayed in public using different type of media.
MIL11/12TYM-IIId-12
1. Books
Books are the very first form of mass media in human history. Books contain records of past
experiences and human knowledge that are passed on to later generation. The book is the oldest and
most respected medium without which civilization as we know it could not have developed. For
hundreds of years books in their traditional form have been the most important means by which we
preserve our culture, transmit to the next generation and communicate important new ideas to
millions of readers.
2. Newspaper
Newspapers enjoyed the position of the most preferred medium to reach a wider audience until
electronic communication emerged on the media scene. In the early days, newspapers were the only
medium that masses at large depended on, for daily news. A newspaper carries all kinds of
communication related to a variety of topics like politics, current affairs, entertainment, finance,
stocks, etc. Apart from this, it also includes topics which are in lighter vein like cartoons, crosswords,
Sudoku, movie reviews, book reviews, puzzles, crosswords, etc. This captivates the imagination and
interests of readers from all age groups. Newspapers are an important platform of mass
communication as they reach every nook and corner of the world where electronic media fails to
reach. It plays a pivotal role in providing authentic firsthand information, building opinions, updating
the knowledge of the reader, and serves as a good platform for advertisers to promote their products.
3. Magazines
Magazines are another type of popular culture print media. They usually cater to a specific type of
audience who are looking for information based on a particular subject. Magazines cover a plethora
of topics like current affairs, business, finance, consumers, gadgets, self-help, luxury, lifestyle,
beauty, fashion, entertainment, travel, etc. Magazines like TIME and Reader's Digest include
information which is all-pervasive. The frequency of magazines can be weekly, fortnightly, bi-
monthly, quarterly, half-yearly, or yearly. These magazines are the best forum for advertisers as they
have a niche readership. The readers look for a specific type of information; say for example, a
camera ad in a Gadget magazine will definitely have a direct brand impact on the reader who wants to
buy a camera. Also, the shelf life and brand recall of magazines is far better than newspapers which
have a short life span.
4. Tabloids
The popular daily papers are also called tabloids. A tabloid is both a paper size and a term for the
style of the newspapers that tend to use that format. Tabloid is the smaller of the two standard
newspaper sizes; the larger newspapers are called broadsheets. The name seems to derive from a
pharmaceutical trademark meaning compressed tablet, and has been applied to other small things.
There are two distinct uses of the term today. The more recent usage, actually deriving from the
original usage, is to refer to weekly or semi-weekly alternative papers in tabloid format. Many of
these are essentially straightforward newspapers, publishing in tabloid format.
5. Newsletters
A newsletter is a regularly distributed publication that is generally about one main topic of interest to
its subscribers. For example, newsletters are distributed at schools to inform parents about things that
happen in that school.
6. Journals
A daily record of events or business; a private journal is usually referred to as a diary. A newspaper or
other periodical, in the literal sense of one published each day. Many publications issued at stated
intervals, such as academic journals (including scientific journals), or the record of the transactions of
a society, are often called journals. In academic use, a journal refers to a serious, scholarly publication
that is peer-reviewed. A non-scholarly magazine written for an educated audience about an industry
or an area of professional activity is usually called a trade magazine.
7. Comic Books
A comic book or comicbook, also called comic magazine or simply comic, is a publication that
consists of comic art in the form of sequential juxtaposed panels that represent individual scenes.
Panels are often accompanied by brief descriptive prose and written narrative, usually dialog
contained in word balloons emblematic of the comics art form.
8. Manga
Manga is a Japanese word referring both to comics and cartooning. The medium includes works in a
broad range of genres: action-adventure, business/commerce, comedy, detective, historical drama,
horror, mystery, romance, science fiction and fantasy, sexuality, sports and games, and suspense,
among others. Although this form of entertainment originated in Japan, many manga are translated
into other languages, mainly English.
9. Posters
A poster is any piece of printed paper designed to be attached to a wall or vertical surface. Typically,
posters include both textual and graphic elements, although a poster may be either wholly graphical
or wholly text. Posters are designed to be both eye-catching and informative. Posters may be used for
many purposes. They are a frequent tool of advertisers (particularly of events, musicians and
films), propagandists, protestors and other groups trying to communicate a message. Posters are also
used for reproductions of artwork, particularly famous works, and are generally low-cost compared to
original artwork.
• Pre-buying promotion: Usually in malls and stores, promotional literature is distributed free to all
(with discount offers, or other schemes which seem profitable). For example, a free booklet about
cosmetics will include information about the products, latest trends, contents, the benefits of using
them, the available range, or colors, discount coupons, etc. This, will most likely, have a positive
impact on your decision-making.
• Post-buying promotion: These booklets and brochures are usually given with a product for better
customer experience and easy usage post purchasing. You must have observed when you buy any
new item that it is usually accompanied with a small booklet giving details about the benefits of using
the product, usage directions, cleaning and storage instructions. The guidelines are usually followed
by a series of 'how to' images which facilitate easy information about the product. These booklets
may also include ‘Other offerings’ section. Organizations also have their own profiles in the form of
brochures which they give to their stakeholders to create a favorable image. It highlights the
information about the company, its capacity and capability, services and solutions offered milestone
achievements, sustainability, innovation, awards, etc. In this case people "do judge the book by its
cover", and hence, these booklets and brochures are designed in an attractive format using colors and
photos
11. Pamphlets
A pamphlet is an unbound booklet (that is, without a hard cover or binding). It may consist of a single
sheet of paper that is printed on both sides and folded in half, in thirds, or in fourths, called a leaflet,
or it may consist of a few pages that are folded in half and saddle stapled at the crease to make a
simple book.
12. Flyers
A flyer is a form of paper advertisement intended for wide distribution and typically posted or
distributed in a public place, handed out to individuals or sent through the mail. In the 2010s, flyers
range from inexpensively photocopied leaflets to expensive, glossy, full-color circulars.
15. Billboards
Billboards are huge advertisements that are put up at a height in strategic locations to draw more
attention. They usually attract the target audience by their bold colors, attention-grabbing headlines,
creativity, designs, special effects, etc. Initially, billboards started by hand painting huge boards, and
eventually graduated to putting up printed sheets. Then the trend of incorporating neon signs, videos,
and cut-outs which extend out from the boards, 3D rubber, or plastic balloon objects, etc., came. Such
billboards are called bulletins. They command the best customer exposure. Communication in these
types of billboards should be in minimum words. The images should speak louder than the words.
They are a successful medium of communication as they are good at captivating and retaining
customer’s attention
16. Clothing
Just like bumper stickers, clothing especially shirts commercial, religious, secular, humorous, or in
support of a sports team or other organization. They may also promote or oppose a particular
philosophical or political position.
B. FILM / CINEMA
The film as a media is one that is considered impressionable and has a cathartic effect to its audience.
With moving / motion pictures, the film is able to enhance the media experience of its consumer
because of the audio – video component which heightens both the sense of hearing and sense of sight.
Films are very important cultural artifacts because, like books, they reflect the desires, ideologies and
sensibilities of the culture to which they originate from.
1. Motion Pictures
Recorded on celluloid film and are projected on a screen in cinema theatres.
2. Motion Videos
Include videos watched on television, on laptops or computers, or mobile phones.
3. Animation
Represents sequences of images that are drawn by artists using animation software or the more
traditional pen-and –paper technique.
C. BROADCAST MEDIA
Broadcast Media is the kind of media which requires the user to utilize an electric connection to
access it. It is also known as ' Electronic media'. One of the distinctive characteristics of Broadcast
Media is its ubiquity. They are considered household media because they can found practically in
every corner of a home.
1. Radio
The radio was the first electronic mass medium and the precursor of the television. Radio has a
significant reach. A considerable number of people tune into radio every week while on their way to
work. Advertising on the radio with catchy jingles and phrases is a tried and tested means of
communication. Radio lost its popularity with the boom of television. But still today, radio remains
one of the favorite means of electronic communication. Moreover, it is an interactive means of
communication with all the dial-in programs which give the listeners an opportunity to feature on
radio.
2. Television
Television appeals to both the auditory and visual senses, and hence is an important communication
device as it beholds the attention of the audience. For many people, it is impossible to imagine a life
without their television sets, be it the daily news, or even the soap operas. Television has become an
advertising hub where advertisers are ready to spend huge amounts of money for an ad of a few
seconds, especially for programmers with high viewership. It offers various programs to appeal to the
masses of different age groups. It is a popular means of communication which provides both
information and entertainment.
D. NEW MEDIA
With the advent of the Internet, people are now enjoying the benefits of high technology mass media,
which is not only faster than the old school mass media, but also has a widespread range. Mobile
phones, computers, and the Internet are often referred to as the new-age media. The Internet has
opened up several new opportunities for mass communication which include email, websites,
podcasts, e-forums, e-books, blogging, Internet TV and many others, which are booming today. The
Internet has also started social networking sites which have redefined mass communication all
together. Sites like Facebook, Twitter, and YouTube have made communication to the masses all the
more entertaining, interesting, and easier.
a. Video Games
A video game is a computer-controlled game in which a video display, such as
a monitor or television, is the primary feedback device. The term "computer game" also includes
games which display only text (and which can, therefore, theoretically be played on a teletypewriter)
or which use other methods, such as sound or vibration, as their primary feedback device, but there
are very few new games in these categories.
Video Games relay different messages. Although the ultimate goal of a video game is for
entertainment, recent developments in the video game industry is the prevalence of themes that are
observable in society and culture such as freedom, support of a person, history, etc.
b. Computer
With the invention of computers, the impossible has become possible. We virtually get information
about everything from pin to piano with the help of computers. It has added speed and multimedia to
the information which was earlier available only in the print format. Also, anyone can voice their
opinions through computers. Computers have added a new breakthrough in the mass media by
combining human intelligence with the cutting-edge technology.
c. Mobile Phones
Mobile phones have become a boon to mankind. It has made communication possible at any time,
and from anywhere. Nowadays, a smart device like a mobile phone is not only used for interaction,
but also for other technical utilities like operating pumps from remote locations, etc. One can also get
alerts of your monetary transactions on a mobile phone. About a decade ago, who would have thought
of having the Internet on mobiles? Today, we can stay in touch with the whole world via the Internet
on our mobile phones.
d. Internet
This is the most important device of the new age media. The discovery of the Internet can be called
the biggest invention in mass media. In earlier days, news used to reach people only with the morning
newspaper. But today, live updates reach us simultaneously as the events unfold. The Internet has
inspired interaction and connectivity through its social networking medium. It has become one of the
cores means of mass communication. People cannot think of leading our lives without it.
SYNERGY
The interaction of two or more agents or forces so that their combined effect is greater than the sum
of their individual effects.
CONVERGENCE
The combination of various elements to form a new whole.
MULTIMEDIA
“Multiple media,” is the way of perceiving information by combining modalities such as text, visual
(images, graphics, video, and animation) audio or sound, and other forms
MEDIA AND INFORMATION SOURCES
Content Standards: The learners demonstrate an understanding of the values and differences of the
sources of media and information.
Performance Standards: The learners shall be able to examine the reliability, accuracy, value, authority,
and timeliness of the different sources of media and information.
Learning Competencies :
The learners compare potential sources of media and information. MIL11/12MIM-IIIe-13
INDIGENOUS KNOWLEDGE
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)
INDIGENOUS MEDIA
• INDIGENOUS - native; local; originating or produced naturally in a particular region.
• INDIGENOUS KNOWLEDGE - knowledge that is unique to a specific culture or society; most often
it is not written down.
• INDIGENOUS COMMUNICATION - transmission of information through local channels or forms.
It is a means by which culture is preserved, handed down, and adapted.
• INDIGENOUS MEDIA AND INFORMATION - original information created by a local group of
people. This also refers to content about indigenous peoples that may be distributed through dominant
forms of media or through forms of communication unique to their people group.
CHARACTERISTICS:
•oral tradition of communication
•store information in memories
•information exchange is face-to-face
•information is contained within the border of the community
THE LIBRARY
TYPES OF LIBRARIES
Libraries are often classified in 4 groups, namely: academic, public, school and special. These libraries
may be either digital or physical in form.
Libraries of published books are often considered highly reliable, accurate, and valuable. Books and
documents from dominant sources are often peer reviewed. ISSN or ISBN registration ensures that
standards were followed in producing these materials.
THE INTERNET
Information found on the Internet may be quite varied in form and content. Thus, it is more difficult
to determine its reliability and accuracy.
Assessing information on the Internet is easy, but it requires more discipline to check and validate.
Factual or fiction data are emerged together. Sources will always have to be validated.
EVALUATING INFORMATION
MEDIA AND INFORMATION LANGUAGES
Content Standards: The learners understand media and information codes, conventions, and
messages in relation to consumers, producers, and other stakeholders.
Performance Standards: The learners shall be able to examine and identify pertinent media and
information codes, conventions and messages given a visual resource.
Learning Competencies:
• Evaluates everyday media and information presentations regarding codes, convention, and message;
and how they affect the audience, producers, and other stake holders. MIL11/12MILA-IIIf-15
• Produces and assesses the codes, conventions, and messages of a group presentation.
MIL11/12MILA-IIIf-16
LANGUAGE - pertains to the technical and symbolic ingredients or codes and conventions that media
and information professionals may select and use in an effort to communicate ideas, information and
knowledge.
MEDIA LANGUAGES - codes, conventions, formats, symbols and narrative structures that indicate the
meaning of media messages to an audience.
GENRE is a French word for “type” or “kind”. It has been a major component in understanding literature
theatre, film, television and other art and media form. It was also described as:
1. Recognizable communicative event
2. Characterize by a set of communicative purpose
3. Identified and mutually understood by the members of the professional or academic community in
which it regularly occurs.
CODES consist of signs that have meanings and the meanings are dictated by agreed rules of
interpretation.
CONVENTIONS refer to the generally accepted way of doing things that has form into a habit because
of repeated exposure and experience of these messages.
TYPES OF CODES
TECHNICAL CODES- when equipment is used to tell the story in a media text with consequently
affects how you can interpret the meaning of the text. These are signs that are produce when camera
techniques, framing depth of filled lighting and exposure and juxtaposition are utilized.
VISUAL/SYMBOLIC CODES- are codes that are embedded in the technical codes such as objects,
settings, body languages, clothing and color.
WRITTEN CODES- the use of language style and textual layouts also express meaning.
CODES SUBCODES
2. REPRESENTATIONAL CODES
CODES SUBCODES
SCIENTIFIC CODES
AESTHETIC CODES WITHIN Poetry
THE VARIOUS EXPRESSIVE Drama
ARTS Painting
Sculpture
Music
Artistics expressions including classicism,
romanticism, realism
GENRE, RHETORICAL, AND Narrative (Plot, Character, Action, Dialogue,
STYLISTIC CODES Setting, etc.)
Exposition
Argument
MASS MEDIA CODES Photographic, televisual, filmic, radio,
newspaper, and magazine codes
Both technical and conventional codes
3. INTERPRETATIVE CODES
CODES SUBCODES
Content Standards: The learners demonstrate an understanding of the legal, ethical, and societal issues
in the use of media and information.
Performance Standards: The learners shall be able to evaluate a case study or presentation on an
offense, investigation, and decision on any of the issues in media and information within their
community.
Learning Competencies:
• Define and explain copyright and other related issues. MIL11/12LESI-IIIg-20
• Discuss current issues related to copyright in relation to actions of government and private sectors,
including but not limited to Cybercrime Law RA10175. MIL11/12LESI-IIIg-21
• Explain actions to promote ethical use of media and information. MIL11/12LESI-IIIg-22
• Enumerate opportunities and challenges in media and information. MIL12LESI-IIIg-23
In contemporary times, the creation of the human mind is given so much value to the extent that
mechanisms to protect these creations are put in place. One such mechanism is legal and ethical in nature.
We know of it today as the intellectual property right.
The creation of the mind such as inventions, literary and artistic works, designs and symbols,
names and images used in commerce
Since the products of human intellect have a direct influence on human civilization and on the
development of societies, there should be safeguards on intellectual property.
If their intellectual property right is protected, people will be motivated to contribute more by
continuously inventing and creating things for the pubic good in the spirit of fair play.
FAIR USE
Limits the rights of holders who are entitled to reproduce works for a limited period of time
Guarantees a breathing space for new expression within the confines of Copyright Law
WORKS COVERED BY FAIR USE
1. Criticism or commentary
2. Parody
3. News report
4. Scholarly and research works
5. Materials based on factual and historical event
6. Using a material solely for the purpose of scholarly analysis
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
It is 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.
S h a r e A l i k e : Y o u c
PLAGIARISM
The act of using another person's words or ideas without giving credit to that person.
The practice of taking someone else's work or ideas and passing them off as one's own.
•Copying media (especially images) from other websites to paste them into your own papers or
websites.
•Making a video using footage from others’ videos or using copyrighted music as part of the
soundtrack.
•Performing another person’s copyrighted music (i.e., playing a cover).
FLAME WARS
Known among netizens is the term flamer defined as someone who knowingly attacks other
netizens, or expresses in aggressive manner his opinion on controversial issues.
RESPONSIBLE NETIZEN
Becoming a flame warrior can be an indication of one’s failure to be a responsible netizen
NETIQUETTE
refers to observing proper etiquette as you engage in activities over the internet.
RULES OF NETIQUETTE
CORE ROLES OF NETIQUETTE (SHEA)
1. The virtual world does not dismiss the fact that you are talking to another human being who is
entitled to his or her feelings.
2. Behavior does not necessarily have to change when you are online.
3. Online users are using the same space and are also utilizing bandwidth.
4. In the online world, impression is everything since people can take any identity.
5. Share only knowledge that matters.
6. Do not provoke or attack others.
7. Privacy is a natural human right.
8. Great power comes with great responsibility.
9. Nobody is perfect.
CYBERBULLYING
It is 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 site; humiliating photos, videos, website, or
fake profiles deliberately shared across social media.
INTERNET ADDICTION
This is 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.
1. CYBERSEX ADDICTION - compulsive use of internet pornography, adult chat rooms, or adult
fantasy role-play sites impacting negatively on real life intimate relationships
Content Standards: The learners demonstrate an ability to concretely identify the opportunities and
challenges in media and information.
Performance Standards: The learners shall be able to construct a mind map on the opportunities and
threats of media and information.
Learning Competencies:
• The learners understand opportunities and challenges in media and information. MIL11/12OCP-IIIh-24
New media is interactive and has linked every user to each other through vast networks of platforms such
as email, internet search, and messaging applications. More opportunities for interconnectedness are
continuously being developed, e.g the cloud computing technology (or the technology that involves
delivering hosted services over the internet). Information dissemination and wider social relationships are
due to online social networking dramatically changing the landscape of generation, access, distribution,
and presentation of content.
Almost anyone has limitless power over these activities related to media and information.
According to Cheng and Shen (2010), the process of information search that utilizes online portal is
classified into:
Media document retrieval, or the functionality, i.e, search engines that enable users “to submit one
or more queries in the form of an example rich media object or key word terms”
Media content mining, or the techniques employed to extract “implicit knowledge, data
relationships, or other regular patterns, ”e.g Boolean logic.
As quoted:
Because of the web, we haveseen amazing examples of “nobodies” becoming “somebodies” overnight,
of whiplash-fast events arising in previously obscure corners of the world. We witness instances of
super-empowered citizen, viral phenomena, and the seemingly instant coordination of protest and
celebrations alike. Memes and hashtags zip and proliferate.
Wihbey (2014) classified netizens’ engagement patterns with information as the following:
1. Media (broadcast) activation- known as the sharing of content among media users through the
different media forms such as television, radio, print media, and other traditional media.
2. Viral (peer-peer)- known as sharing of content through online or new media.
3. Hybrid- a combination of media activation and peer-peer.
IN TERMS OF CHALLENGES/OPPORTUNITIES
COLLABO Projects enable the joint and The joint effort of many actors leads to
RATIVE simultaneous creation of content by a better outcome than any actor could
PROJECTS many end users. achieve individually.
Wikis- websites allow users to add, From a corporate perspective, firms
remove, and change text –based content must be aware that collaborative
e.g online encyclopedia, Wikipedia project are trending toward becoming
currently available in more 230 the main source of information for
different languages many consumer. (e.g although not
Social bookmarking applications- everything written on Wikipedia may
enable the group based collection and actually be true, it is believed to be true
rating of internet links or media content by more and more internet users)
e.g delicious, which allows the storage
and sharing of web bookmarks.
BLOGS Special types of website that usually Many companies are already using
display date-stamped entries in blogs to update employees,
reverse chronological order customers, and shareholders on
The social media equivalent of developments they consider to be
personal web pages and can come in important
a multitude of different variations, {Risky because customers who
from personal diaries describing the turn out to be dissatisfied with or
authors life to summaries of all disappointed by the companies
relevant information in one specific offerings may decide to engage in
content area virtual complaints in the form of
Usually managed by one person protest websites or blogs which
only, but provide the possibility of results in the availability of
interaction with others through the potentially damaging information
addition of comments in online space
CONTENT Main objectives of content From a corporate viewpoint,
COMMUNI communities is the sharing of media content communities carry the risk
TIES content between users of being used as platforms for the
Exist for a wide range of different sharing of copyright protected
media types, including text, photos, materials.
videos, and powerpoint presentstion. While major content communities
have roles in place to ban and
remove such illegal contents, it is
difficult to avoid popular videos
being uploaded only hours after
they have been aired on television
On the positive side, the high
popularity of content communities
makes them a very attractive
contact channels for many firms
Other firms rely on content
communities to share recruiting
videos, as well as keynote
speeches and press announcement,
their employees and investors.
WEARABLE TECHNOLOGY
Also known as wearable devices/ wearable are electronic technologies or computers that are incorporated
into items of clothing and accessories which can be comfortably worn on the body.
CHARACTERISTICS OF WEARABLES
Performing computer-related tasks such as: laptops and mobile phones
Provides sensory and scanning features (such as biofeedback and tracking of physiological
function) that are typically not seen in mobile and laptop devices.
Have some forms of communications capability and will allow the wearer access to information
in real time.
Data-input capabilities
3D ENVIRONMENT
Adds texture to media experience because of the images that are seen in the three-dimensional rendering
3D BASIC PHASES IN COMPUTER GRAPHICS CREATION:
1. 3D modeling- the process of forming a computer model of an object’s shape
2. Layout and animation- the motion and placement of objects within a scene.
3. 3D rendering- the computer calculations that generate the image based on light placement,
surface types and other qualities.
UBIQUITOUS LEARNING
Is a kind of e-learning that is more context-based and more adaptive to learners need and can be accessed
in various context and situations, most prominently through mobile learning.
THE MAIN CHARACTERISTICS OF UBIQUITOUS LEARNING ARE:
1. PERMANENCY: Learning materials are always available unless purposely deleted.
2. ACCESSIBILITY: Access from everywhere as personally required
3. IMMEDIACY: Wherever a student is, he/she can immediately access learning materials.
4. INTERACTIVITY: Online collaboration with teachers and/or peers (chat/blogs/forums)
Situated instructional
5. ACTIVITIES: Learning in context (on-site).
6. ADAPTABILITY: Getting the right information at the right place for the right student.
WIKI
- These are applications allowing several people to collaborate, modify, extend, or delete the
contents or structure of a particular page devoted to a topic or content.
MEDIA AND INFORMATION LITERATE
INDIVIDUAL
Content Standards: The learners demonstrate an understanding of the overall impact of media and
information on individual and society as a whole.
Performance Standards: The learners shall be able to conduct a debate about the present status of MIL
in the country and its value to nation building with a global perspective.
Learning Competencies:
• The learners synthesize the overall impact of media and information on an individual (personal,
professional, educational, and others) and on the society as a whole (economic, social, political,
educational, and others). MIL11/12MILI-IIIj- 29
Specific Learning Objectives:
At the end of the lesson, the learners are able to analyze the benefits and challenges of social networking
platforms to government advocacies and nongovernment organizations.
CONTENT
Mass Media is all around you. You cannot escape it, except if you go to the ends of the world
where there are no means of producing media technology. Media and information, as has been established
in the entire unit, are both present everywhere. They exert influence and implications to the way you view
the world. Your only one chance to take control of these influences and effects is if you become a media
and information literate individual. This entails recognizing, acknowledging, and managing your
exposure to media and information. Being able to do so will enable you to help yourself and others muster
the confidence to overpower potential effects and consequences. In the very first module of this unit, you
were able to identify and describe the characteristics of a media and information literate individual. Now,
let us see how that previous knowledge will make sense to you in this module.
1. TECHNIQUES OF SELF-DECEPTION
B. Rationalization – to make excuses that are not the real reasons something happened (I failed the
test because the teacher doesn’t like me.)
Example:
2. TECHNIQUES OF LANGUAGE
A. EMPHASIS - quoting what a speaker said but changing the intonation to change the meaning
(We should not speak ill of our friend’s vs We should not speak ill of our friends.)
Example:
B. ABSTRACT TERMS - using a term without concrete distinctions (e.g., the poor,
disadvantaged children, dysfunctional families)
3. TECHNIQUES OF IRRELEVANCE
4. TECHNIQUES OF EXPLOITATION
A. APPEAL TO PITY - using sympathy to secure action (Mrs. M, if you don’t give me an “A” my
father will beat me or I know I should have done my project but my father just died and I broke my
leg.) Charities often bid for sympathy, showing pictures of starving or crippled children. Animal
rights organizations show pictures of cute animals being clubbed to death for their fur. This
approach is quite successful with Americans and is sometimes used fraudulently.
B. BARGAIN APPEAL - an appeal to get the consumer to buy something to save money (Buy
one, get one free or Buy a whole case of canned peaches to save $.60) If the consumer buys the
"bargain," without making product or price comparison, the technique has worked.)
Example:
5. TECHNIQUES OF FORM
A. Selected instances or card stacking - supporting a position by carefully choosing examples that
back it and disregarding other examples. Advertisements for weight loss programs and acnes
medications use this technique.
Example:
B. Composition – faulty reasoning that has to do with how things are put together, transferring a
characteristic of the parts to the whole (The atoms in a piece of chalk are invisible. Therefore, the
piece of chalk is invisible or Lisa should go out with Herbie. He’s got good looks, nice clothes,
nice car. He’d be a great boyfriend. Or It has to be a terrific movie. It has all those great stars in
it.)
Example:
6. TRICKS OF ARGUMENT
A. Diversion or red herring - to avoid an unresolved issue by changing the subject (An argument
with a state senator about Arizona inadequately funding education can be sidetracked when the
senator agrees about how hot and uncomfortable classrooms are without air conditioning and starts
talking about his elementary school.) While you are still trying to decide whether to buy a new car,
the salesman might switch the conversation to what color you want.
Example:
B. Ad hominem - instead of attacking a proposition, the opponent attacks the person making the
argument (Don’t listen to him; he’s just stupid.)
MEDIA IN NATION BUILDING
The power of media to persuade is not entirely attached for economic or personalistic interests.
Media as a watchdog of the society has a role to play in nation building. In the 1987 Philippine
Constitution, there are provisions stating the importance of media and communication in the process of
strengthening the nation. Such provisions are as follows:
Content Standards: The learners demonstrate an understanding of people media and gain the
comprehensive knowledge to effectively evaluate them.
Performance Standards: The learners shall understand the similarities and differences of people as a
medium of information.
Learning Competencies:
• Cite studies to support theories on the positive and negative effects of media and information on the
individual and society. MIL11/12PM-IVa-I
• Describe the different dimensions of people media. MIL11/12PM-IVa-I
• Categorize different examples of people and state reasons for such categorizations. MIL11/12PM-IVa-2
Specific Learning Objectives
At the end of the lesson, the learners must be able to:
• Explain from the studies how media affects the individual and the society.
• Identify and explain the different roles of people in media and information.
• Describe how people can be a medium of communication to other people.
• Write an article on how social media affects each learner’s own family, community, and self.
HOW DO YOU UNDERSTAND THE TERM “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)
Person engaged in the use, analysis, evaluation, and production of media and information.
PEOPLE AS MEDIA
• Any person who is exposed to media messages is also able to serve as a conduit of information
and an influencer of ideas.
• Well oriented media sources and messages and able to provide information as accurate and
reliable as possible
• Highly expected to be responsible disseminators of information
• Political communication
• Online virality
2. Opinion Leaders
Source of a viable interpretation of messages for lower end media users
Two-step flow communication theory
3. Citizen Journalism
Also known as “public,” “participatory,” “democratic,” “guerrilla,” or “street” journalism
Occurs when members of the public become active participants in the collection, reportage,
analysis, and dissemination of news and information to other citizens
4. Social Journalism
A model of information relay that combines professional journalism with those offered by
citizen journalists or even regular audiences who post feedback, comment, or who share
content (such as stories and events) on their online accounts
5. Crowdsourcing
This is when a group of people or a crowd is solicited for information by certain entities or
institutions
Also called collective mobilization
PEOPLE IN MEDIA
a. PRE-SPANISH ERA – knowledge was passed on through folk media and indigenous forms of media.
Careers: Town crier, messenger, community scribe.
b. SPANISH ERA – while education was limited to the elite, publication of books (i.e., Noli Me Tangere
and El Filibusterismo) and newspapers (La Solidaridad) advanced the Propaganda movement which led to
the people’s revolution against Spanish rule. Filipinos at that time did not have a common language. Only
the elite spoke and understood Spanish. Thus, communication was limited. Pen names were used to avoid
political oppression. Careers: book writers, newspaper writer, editor, publisher, copyreader, artist.
c. AMERICAN AND JAPANESE ERA - During this era, major newspaper (i.e. Manila Times and
Manila Bulletin), radio broadcasting and movies became available. Media was used for propaganda by
government and other groups. Careers: book writers, newspaper writer, editor, publisher, copyreader,
artist, cartoonist, reporter, producer, broadcaster.
d. POST-WAR ERA – the golden age of Philippine Journalism. Advertising, Communication Education,
and press freedom flourished in this era. Careers: book writers, newspaper writer, editor, publisher,
copyreader, artist, cartoonist, reporter, producer, media technicians, advertisers.
e. MARTIAL LAW ERA - Highlights of this era include the government takeover of media and the
press and the image engineering of the Marcoses in the name of nationalism.
f. POST-EDSA ERA - People Power brought greater freedom for Philippine media. During this era, the
new Constitution recognized the vital role of communication and information in nationbuilding. Press
freedom influenced the growth in media careers. g. Modern Era – Careers: web designer, online
instructors, digital producers, bloggers, animators, programmer, archivist, metadata analyst, data miner,
user experience designer, call center agents, virtual assistants.
Content Standards: The learners demonstrate an understanding of text media and information, and gain
comprehensive knowledge on how to effectively evaluate them.
Performance Standards: The learners shall be able to produce a text-based presentation anchored on
design principles and elements.
Learning Competencies:
• Describe the different dimensions of text information and media. MIL11/12TIM-IVb-3
• Comprehend how text information and media is/are formally and informally produced, organized, and
disseminated. MIL11/12TIM-IVb-4
• Evaluate the reliability and validity of text information and media and its/their sources using selection
criteria. MIL11/12TIM-IVb-5
Specific Learning Objectives:
At the end of the lesson, the learners must be able to:
• Identify the basic elements in creating a text-based presentation
• Evaluate the text-based presentation through the design principles and
elements.
TEXT
TEXT– a simple and flexible format of presenting information or conveying ideas whether hand-written,
printed or displayed on-screen.
a. Text is very powerful as well in disseminating information, providing direction and giving suggestions.
b. Text is available in different sources whether it is formal (news articles, published books, newspapers,
magazines, advertisements, research works, etc.) or informal (blogs,personal e-mails, SMS or text
messages, online messengers, social media platforms, etc).
• Formal text-based materials are created and distributed by established institutions (such as publishing
companies, news agencies, etc.) and go through a rigorous process of editing or evaluation and are usually
governed by censorship of the state.
• Informal text-based materials, on the other hand, come from personal opinions or views on different
issues, processes, etc.
c. Text can be as short such as a single sentence or phrase, or they can be as lengthy as news articles or
investigative reporting. No matter how brief or lengthy, however, a text is always carefully written with
the intent of sending a very specific message to the target audience.
d. In our exposure to text media and information, we can either be a consumer or a producer of content.
As a consumer, these are the questions that you need to ask with regards to the content of text media and
information:
Who or what institution is sending this message?
• What techniques are used to attract and hold attention?
• What is the language used by the writer?
• What views are represented? Are they balanced?
• How might the message be interpreted in different ways?
• What is omitted, slurred or added in the message?
e. As a producer of text media and information, we need to review the media and information design
framework: target audience, author or sender, key content, purpose, form/style and format.
TEXT AS VISUAL
a. Typeface (also called font, font type, or type) refers to the representation or style of a text in the digital
format.
b. A typeface is usually comprised of alphabets, numbers, punctuation marks, symbols and other special
characters. When fonts are installed in the computer, they usually come in file formats such as True Type
Font (.ttf), Open Type Font (.otf), etc.
c. In the absence of images or drawings, text is the easiest way of communicating to your audience. The
use of various font types can express different emotions or meaning.
Types of Typefaces:
SERIF
Serif - connotes formality and readability in large amount of texts. This font is usually used for the body
text of
books, newspapers, magazines and research publication. Also, serif fonts give a classic or elegant look
when
used for title or heading.
Examples: Times New Roman, Garamond, Baskerville
SANS SERIF
Sans serif - brings a clean or minimalist look to the text. This font is used for clear and direct meaning of
text
such as road signage, building directory or nutrition facts in food packages. Also, sans serif fonts give a
modern look and is used primarily in webpage design.
Examples: Arial, Helvetica, Tahoma, Verdana, Calibri
SLAB SERIF
Slab serif- carries a solid or heavy look to text. This font can be used for large advertising sign on
billboards.
Examples: Rockwell, Playbill, Blackoak
Script
Script- draws much attention to itself because of its brush-like strokes. This must be used sparingly and
not to
be used in large body text. This font is usually used in wedding invitation cards or other formal events.
Examples: Edwardian, Vladimir, Kunstler
Decorative
Display or decorative- caters to a wide variety of emotions (such as celebration, fear, horror, etc.) or
themes
(such as cowboys, circus, holidays, summer, kiddie, etc.)
Content Standards: The learners demonstrate a familiarity with visual media and gains comprehensive
knowledge on how to effectively evaluate them.
Performance Standards: The learners shall produce a visual-based presentation anchored on design
principles and elements.
Learning Competencies:
• Describe the different dimensions of visual information and media MIL-11/12VIM-IVc-7
• Comprehend how visual information and media is/are formally and informally produced, organized and
disseminated. MIL11/12-VIM-IVc-8
• Evaluate the reliability and validity of visual information and media and its/their sources using selection
criteria. MIL11/12-VIM-IVc-9
• Produce and evaluates a creative visual-based presentation using design
Specific Learning Objectives:
At the end of the lesson, the learners must be able to:
• Identify the different types of visual content.
• Describe the purposes of visual media and information.
• Analyze the design principles and elements used in a given visual media.
• Critique the effectiveness of visual information.
•Create an electronic portfolio to be presented in the class such that the compilation is based on design
principles and elements of visual information and media discussed in the module.
1. Visual media and information– materials, programs, applications and the like that teachers and students
use to formulate new information to aid learning through the use, analysis, evaluation and production of
visual images.
2. Types of visual media– photography, video, screenshots, infographics, data visualization (charts and
graphs), comic strips/cartoons, memes, visual note-taking, etc (Give examples of each type and highlight
special characteristics of a given type and its application).
3. Formally and informally produced visual media– visual media produced by formal organizations such
as schools, government, and established media/publishing outfits are considered formally produced. Other
visual media are considered informally produced.
4. Purpose of visual information– the primary purpose of visual information is to gain attention, create
meaning, and facilitate retention. (Show at least one example for each purpose and ask learners their
reactions or responses to each one).
5. Visual design elements- the building blocks or basic units in the construction of a visual image. (Show
visual media and information that incorporates most of the design elements. Point out why these elements
are important). The Design Elements are:
a. Line – describes a shape or outline. It can create texture and can be thick or thin. Lines may be actual,
implied, vertical, horizontal, diagonal, or contour lines.
b. Shape – usually a geometric area that stands out from the space next to or around it, or because of
differences in value, color, or texture. Shape may also be organic.
c. Value – the degree of light and dark in a design. It is the contrast between black and white and all the
tones in between. Value can be used with color as well as black and white. Contrast is the extreme
changes between values.
d. Texture – the way a surface feels or is perceived to feel. Texture can be added to attract or repel interest
to a visual element. Visual texture is the illusion of the surfaces peaks and valleys, resulting in a feeling of
smoothness or roughness in objects.
e. Color – determined by its hue (name of color), intensity (purity of the hue), and value (lightness or
darkness of hue). Color and color combination can play a large role in the design. Color may be used for
emphasis, or may elicit emotions from viewers. Color maybe warm, cool, or neutral. It plays a major role
in our visual
perception, as it influences our reactions about the world around us. It is therefore important to create
color palettes that evoke the appropriate audience reactions. Color has three properties.
f. Form – a figure having volume and thickness. An illusion of a 3-dimensional object can be implied
with the use of light and shading. Form can be viewed from many angles.
7. Consistency of margins, typeface, typestyle, and colors is necessary, especially in slide presentations or
documents that are more than one page.
8. Center of interest – an area that first attracts attention in a composition. This area is more important
when compared to the other objects or elements in a composition. This can be by contrast of values, more
colors, and placement in the format.
9. Balance – a feeling of visual equality in shape, form, value, color, etc. Balance can be symmetrical and
evenly balanced, or asymmetrical and unevenly balanced. Objects, values, colors, textures, shapes, forms,
etc. can be used in creating balance in a composition.
10.Harmony – brings together a composition with similar units. If for example your composition was
using wavy lines and organic shapes, you would stay with those types of lines and not put in just one
geometric shape. (Notice how similar Harmony is to Unity - some sources list both terms).
11.Contrast – offers some change in value creating a visual discord in a composition. Contrast shows the
difference between shapes and can be used as a background to bring objects out and forward in a design.
It can also be used to create an area of emphasis.
12.Directional Movement – a visual flow through the composition. It can be the suggestion of motion in a
design as you move from object to object by way of placement and position. Directional movement can
be created with a value pattern. It is with the placement of dark and light areas that you can move your
attention through the format.
13.Rhythm – a movement in which some elements recur regularly. Like a dance, it will have a flow of
objects that will seem to be like the beat of music.
14.Perspective – created through the arrangement of objects in two dimensional space to look like they
appear in real life. Perspective is a learned meaning of the relationship between different objects seen in
space.
Content Standards:
The learners demonstrate an understanding of audio media and information, and gain comprehensive
knowledge on how to effectively evaluate them.
Performance Standards:
The learners shall be able to produce an audio-based presentation anchored on design principles and
elements.
Learning Competencies:
• Describe the different dimensions of audio information and media.
MIL-11/12AIM-IVd-11
• Discuss how audio information and media is/are formally and informally produced, organized, and
disseminated. MIL11/12-AIM-IVd-12
• Evaluate the reliability and validity of audio information and media and their sources using selection
criteria. MIL11/12-AIM-IVd-13
• Produce and evaluate a creative audio-based presentation using design principles and elements.
MIL11/12-AIM-IVd-14
A. Characteristics of Sound
B. Recording Formats
C. Types of Audio Media
TYPES DESCRIPTION
Radio o Transmission of audio signal through the air (broadcasting)