Download as pdf or txt
Download as pdf or txt
You are on page 1of 5

MEDIA AND INFORMATION LITERACY

3RD Periodical Examination – Reviewer


made by: jc cutie
LITERACY

• The ability to identify, understand, interpret, • Example of Media:


create, communicate, and compute, using 1. Television
printed and written materials associated with 2. Radio
varying contexts. 3. Computers
• Literacy involves a continuum of learning, 4. Newspaper
wherein individuals can achieve their goals, 5. Smartphones
develop their knowledge and potential, and 6. Internet
participate fully in their community and wider 7. Online video channels
society. 8. Sort of social media

COMMUNICATION Media as a source of information

• a process by which information is exchanged • If the use of the media provides knowledge and
between individuals through a common system information about something.
of symbols, signs, or behavior. • Example: newspaper, books

Examples of communication Media as a medium of information

• Conversation - Person-to-person interaction uses • If media is used as a channel to convey


one’s voice as a tool to deliver the message. information.
• Public Speaking - One-to-many interactions use • Example: telephone, two-way radio
one’s voice as the tool to deliver the message to
MEDIA LITERACY
a large number of people, at any given time.
• Documents/Letters/Mails - Written messages in • The ability to access, analyze, evaluate, and
whatever form, usually on paper and print. create media in a variety of forms.
• Visual Art - Messages rendered in the form of • It aims to empower citizens by providing them
paintings, drawings, photography, videos, with the competencies (knowledge and skills)
images, and the like, convey specific emotion, necessary to engage with traditional media and
idea, or thought. new technologies.
• Physical Medium - Physical things such as
tarpaulin billboards, posters, in-package INFORMATION
information contained in product packaging, and • A broad term that covers processed data,
the like. knowledge derived from study, experience,
• Digital/Interactive - Digital and electronic means instruction, signals, or symbols.
to convey messages such as websites or
computer applications, primarily by the use of INFORMATION LITERACY
the internet. • The ability to recognize when information is
MEDIA needed, and to locate, evaluate, and effectively
communicate information in its various formats.
• These are physical objects used to communicate • It is a set of individual competencies needed to
messages. identify, evaluate and use information in the
most ethical, efficient, and effective way across
all domains, occupations, and professions.
LESSON 2: THE EVOLUTION OF TRADITIONAL MEDIA TO 1. Computing Devices
NEW MEDIA 2. Social Media
3. Cloud Computing
PRE-HISTORIC AGE (Before the 1700s)
4. Wearable Devices
• People discovered fire, developed paper from
TRADITIONAL MEDIA VS NEW MEDIA
plants, and cast instrumentality or weapons
through stone, bronze, copper, and iron. Traditional Media New Media
• Media form during the pre-historic age • Media • Media experience is
1. Cave painting (3500 BC) experience is more interactive.
2. Clay tablet in Mesopotamia (2400 BC) limited. • Audiences are more
3. Papyrus in Egypt (2500 BC) • One- involved and can send
4. Acta Diurna in Rome (130 BC) directional feedback
5. Dibao in China (2nd Century) • Sense simultaneously.
receptors used • Integrates all the
INDUSTRIAL AGE (1700-1930) are very aspects of traditional
specific. media.
• People used the power of steam, developed
machine tools, established iron production and
manufacturing of various products. LESSON 3: TYPES OF MEDIA
• Media form during the industrial age MEDIA
1. A printing press for mass production
(19th century) • Media is the term we use to refer to different
2. Newspapers – The London Gazette types of media that provide us with important
(1640) information and knowledge.
3. Typewriter (1800)
PRINT MEDIA
4. Telephone (876)
5. Motion picture photography (1890) • Oldest type of media
• Media consisting of paper and ink, reproduced
ELECTRONIC AGE (1930-1980)
in a printing process that is traditionally
• The invention of the transistor ushered in the mechanical.
electronic age. People harnessed the power of • Print Media includes:
transistors that led to the transistor radio, 1. Newspapers – printed and distributed
electronic circuits, and early computers. In this on a daily or weekly basis.
age, long-distance communication became more 2. Magazines – printed on a weekly,
efficient. monthly, quarterly, or annual basis
• Media form during the electronic age 3. Books – focused on a particular topic or
1. Transistor Radio subject, giving the reader a chance to
2. Television (1941) spread the knowledge about their
3. Large electronic computers favorite topic.
4. Mainframe computers 4. Banners – used to advertise a
5. Over Head Projector (OHP) company’s services and products, hung
on easily-noticed sights to attract
INFORMATION AGE (1980-PRESENT)
people’s attention.
• The Internet paved the way for faster 5. Billboards – huge advertisements
communication and the creation of created with the help of computers.
social networks. People advanced the 6. Brochures – a type of booklet that
use of microelectronics with the includes everything about one company
invention of personal computers, mobile 7. Flyers – used mostly by small companies
devices, and wearable technology. due to the low cost of advertising.
• Media form during the information age
BROADCAST MEDIA MEDIA EFFECTS

• Media such as radio and television that reach • Third-party Theory - People think they are more
target audiences using airwaves as the immune to media influence than others.
transmission medium. Behavioral hypothesis predicts that third-person
• Technically, the term ‘broadcast media’ can perception (i.e., seeing others as more
include the internet as well and even such influenced) will lead to support for restrictions
things as Bluetooth marketing and other forms on media messages.
of location-based transmissions. • Reciprocal Effect - When a person or event gets
media attention, it influences the way the
FILM/CINEMA
person acts or the way the event functions.
• The Term ‘Film’ is commonly applied to movies • Boomerang Effect - Refers to media-induced
of an artistic or educational nature and is not change that is counter to the desired change.
expected to have broad, commercial appeal. • Cultivation Theory (George Gerbner) - It state
• It is a series of images, which when displayed on media exposure, specifically to television,
screen, create an illusion of moving images by shapes our social reality by giving us a distorted
the phi phenomenon. view on the amount of violence and risk in the
world.
VIDEO GAMES / DIGITAL GAMES • Agenda-setting Theory (Lippman/McCombs and
• Any of various interactive games played using a Shaw - Process whereby the mass media
specialized electronic gaming device or a determine what we think and worry about.
computer or mobile device and a television or • Propaganda - Ideas or statements that are often
other display screen, along with a means to false or exaggerated and that are spread in
control graphic images. order to help a cause, a political leader, a
government, etc.
NEW MEDIA
LESSON 4: MEDIA & INFORMATION SOURCES
• Defines “new media” as “forms of
communicating in the digital world, which LIBRARY
includes publishing most significantly, over the
• A place in which literary, musical, artistic, or
Internet.
reference materials (such as books,
• Content organized and distributed on digital manuscripts, recordings, or films) are kept for
platforms. use but not for sale.
MEDIA CONVERGENCE • The library may be either digital or physical in
form.
• The merging of previously distinct media • Types of a library:
technologies and media forms due to 1. Academic library
digitization and computer networking. 2. Public library
• An economic strategy in which the media 3. School library
properties owned by communications 4. Special library
companies employ digitization and computer
networking to work together. Types of Sources
• The co-existence of traditional and new media. 1. Books
MASS MEDIA • In-depth, detailed coverage of a topic
and background information
• Refers to the various ways, especially television, • Can take years to publish, so may not
radio, newspapers, and magazines, by which always include the most current
information and news are given to large information
numbers of people.
2. Reference Books Forms of Indigenous Media

• Include facts, figures, addresses, statistics, • Folk or traditional media


definitions, dates, etc. • Gatherings and social organizations
• Useful for finding factual or statistical • Direct observation
information or for a brief overview of a • Records – may be written, carved, or oral
particular topic. • Oral instruction
• Example: dictionaries, encyclopedias, directories
Indigenous Knowledge
3. Newspapers
• The knowledge that is unique to a given culture
• Up-to-date, national and regional information or society.
for a general audience. • Most often it is not written down
• Provides very current information about events, • Local knowledge
people, or places at the time they are published.
• Example: The New York Times, Manila Bulletin, Characteristics of Indigenous Knowledge
Philippine Star, Daily Inquirer. • the oral tradition of communication
4. Magazine • store information in memories
• information exchange is face to face
• Broad summaries of an issue for a general • information is contained within the border of
audience. the community
• Include articles on diverse topics of popular
interest and current events. Indigenous Communication
• Examples: Times, Newsweek, National • Transmission of information through local
Geographic channels or forms.
5. Academic Journal • It is a means by which culture is preserved,
handed down, and adapted.
• Include articles written by and for
specialists/experts in a particular field. Indigenous
• Articles must go through a peer-review process • native; local; originating or produced naturally
before they are accepted for publication. in a particular region.
• Examples: Journal of Communication, The
Historian, Journal of the American Medical EVALUATING INFORMATION
Association 1. Accuracy - Content is grammatically correct,
INTERNET verifiable, and cited when necessary.

• Wide variety of information. 2. Relevance - Content is relevant to your topic or


• An electronic communications network that research
connects computer networks and organizational 3. Author - Defines who created the content, the
computer facilities around the world. individual or group’s credentials/ expertise, and
• Example: Google.com, Facebook.com provides contact information.
INDIGENOUS MEDIA & INFORMATION 4. Currency - Information is current and updated
frequently.
• Original information created by a local group of
people. 5. Fairness - Content is balanced, presenting all sides of
• This also refers to content about indigenous an issue and multiple points-of-view
peoples that may be distributed through
dominant forms of media or forms of
communication unique to their people group.
LESSON 5: MEDIA CODES, CONVENTIONS, & MESSAGES Types of Conventions

LANGUAGE 1. Form Conventions

• It pertains to the technical and symbolic • These are the specific ways we expect types of
ingredients or codes and conventions that media codes to be arranged.
media and information professionals may select • Newspapers will have the headline of the most
and use to communicate ideas, information and important news on the front page and sports
knowledge. news on the back page.
• Video games usually start with a tutorial to
MEDIA LANGUAGES
explain how the game works.
• Codes, conventions, formats, symbols, and
2. Story Conventions
narrative structures that indicate the meaning
of media messages to an audience. • These are common narrative structures and
understandings common in storytelling media
CODES
products.
• Systems of signs which, when put together, • Examples: narrative structures, cause and effect,
create meaning. character construction, point of view

Types of Media Codes 3. Genre Conventions

1. Symbolic codes • Point to the common use of images, characters,


settings, or themes in a particular type of
• systems of signs which, when put together,
medium.
create meaning
• Genre conventions are closely linked with
• Symbolic codes in media include setting, mise
audience expectations.
en scene, acting, and color.
• Genre conventions are closely linked with
2. Technical codes audience expectations.

• They may include, for example, ominous music


to communicate danger in a feature film or
high-angle camera shots to create a feeling of
power in a photograph.
• Technical codes in media may include
Camerawork, Editing, Audio, and Lighting.

3. Written codes

• These are the formal written language used in a


media product.
• Written codes include printed language, the text
you can see within the frame and how it is
presented, and spoken language, including
dialogue and song lyrics.

CONVENTIONS

• These accepted ways of using media codes.


• Conventions are closely connected to the
audience’s expectations of a media product.
• Different conventions include form conventions,
story conventions, and genre conventions.

You might also like