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Media and Information Literacy

1st Achievement Test Reviewers

DAY 1

Understanding Media and Information Literacy

Learning Objectives:
• Identify media, information and technology literacy.
• Recognize the similarities and differences of media, information, and technology literacy.
• Identify the characteristics and describe the responsible uses of media and information.

Concept Notes:

Media refers to the combination of physical objects used to communicate or mass communication through
physical objects such as radio, television, computers, or film, etc.

Media Literacy is the ability to access, analyze, evaluate, and create media.

Media literate youth and adults are better able to understand the complex messages we receive from
television, radio, Internet, newspapers, magazines, books, billboards, video games, music, and all other
forms of media.

Information literacy is a set of abilities requiring individuals to “recognize when information is needed and
have the ability to locate, evaluate, and use effectively the needed information.”

Technology literacy is the ability of an individual, working independently and with others, to responsibly,
appropriately and effectively use technology tools to access, manage, integrate, evaluate, create and
communicate information.

FORMS OF MEDIA

Print Media- is used to describe the traditional or "old-fashioned" including newspapers, magazines, books,
and comics or graphic novels.

Television (TV)- a telecommunication medium used for transmitting moving images in monochrome
(black-
and-white), or in color, and in two or three dimensions and sound.

Movie (films)- are the oldest form of motion picture technology capable of capturing lifelike video-style
images.

Radio- is widely used mass communication medium and has a great potentiality in the dissemination of
information as radio signals cover almost entire population.

Internet- comprises such services as email, social media sites, websites, and Internet-based radio and
television.
Ethical behavior tends to be good for business and involves demonstrating respect for key moral principles
that include honesty, fairness, equality, dignity, diversity, and individual rights.

Unethical behavior is an action that falls outside of what is considered morally right or proper for a person,
a profession, or an industry.

DAY 2

Recognizing the Evolution of Traditional to New Media

Learning Objectives:
• Explain a brief history of the media
• Describe how new technologies have led to the convergence of traditional and new media
• Describe the difference between traditional and new media and how the latter has enhanced
participatory democracy

Concept Notes:

History is the study of the past using written records. Anything prior to the first written accounts of history
is prehistoric, including earlier technologies.

Prehistoric technology- is a technology that predates recorded history.

Industrial Age- is a period of history that encompasses the changes in economic and social organization
that began around 1760 in Great Britain and later in other countries, characterized chiefly by the
replacement of hand tools with power-driven machines such as the power loom and the steam engine, and
by the concentration of industry in large establishments.

Electronic Age- began when electronic equipment, including computers came into use.

Information Age - (also known as the Computer Age, Digital Age, or New Media Age) is a period in
human history characterized by the shift from traditional industry that the Industrial Revolution brought
through industrialization, to an economy based on information computerization.

DAY 3

Familiarizing Information Literacy

Learning Objectives:
• Identify and discuss what information literacy is and its importance.
• Identify ethical uses of information

Concept Notes:

Information literacy also is increasingly important in the contemporary environment of rapid technological
change and proliferating information resources. Because of the escalating complexity of this environment,
individuals are faced with diverse, abundant information choices--in their academic studies, in the
workplace, and in their personal lives. Information is available through libraries, community resources,
special interest organizations, media, and the Internet--and increasingly, information comes to individuals
in unfiltered formats, raising questions about its authenticity, validity, and reliability. In addition,
information is available through multiple media, including graphical, aural, and textual, and these pose new
challenges for individuals in evaluating and understanding it.

Information literacy is a set of abilities requiring individuals to “recognize when information is needed and
have the ability to locate, evaluate, and use effectively the needed information.”

DAY 4

Identifying Types of Media

Learning Objectives:
• Identify the different types of media
• Determine how a particular individual or society is portrayed in public using different type of media
• Identify the importance of media convergence

Concept Notes:

Types of Media

• Print (books, newsletter)


• Broadcast (radio)
• New Media (Internet)

Print Media is a form of advertising that uses physically printed media, such as magazines and newspapers,
to reach consumers, business customers and prospects.

Broadcast media is the most expedient means to transmit information immediately tothe widest possible
audience although the Internet currently challenges television as the primary source of news.

New Media (Internet) refers to content available on-demand through the Internet and is accessible on any
digital device. It usually contains interactive user feedback and creative participation.

DAY 5

Recognizing Media and Information Sources

Learning Objectives:
• Identify different media and information sources
• Recognize the uses of media and information sources and their advantages and disadvantages.

Concept Notes:

Indigenous is a media or information that is based on a particular society.

Indigenous knowledge comes from traditional practices that are passed on through generations. It is
important to note that this kind of knowledge is exclusive to one’s culture; however, it is still acknowledged
and supported because this kind of information is still considered void and valuable to many.
Library is a room that contains printed or digital media and information such as books, encyclopedia,
dictionary, newspapers, multimedia CDs and more.

Library is still relevant today despite the advent of the internet. Even if information is just a click away
nowadays, still the library can offer various kinds of information which are more thorough for learners.

Internet is a massive network of media and information that can be accessed through the World Wide Web.

Internet sources are everywhere especially since technology is used by a lot of people nowadays. There are
search engines that may help facilitate the searching experience of the user, making this practice easier
compared to how it was done years ago. It should be remembered though, this rich source of information
may also be tricky because of invalid information; hence, considerations must always be remembered while
information is acquired.

DAY 6

Identifying Media and Information Languages

Learning Objectives:
• Identify the different uses of codes and conventions and how it is used in media
• Identify the audience, producers, and other stakeholders in media
• Identify the roles, responsibilities, and impact of media and information languages to the audience,
producers, and other stakeholders

Concept Notes:

Codes are systems of signs, which create meaning.

Types of Codes

Technical Codes : Camera techniques, framing, depth of field, lighting, exposure and juxtaposition
Symbolic Codes: Objects, setting, body language, clothing and color
Written: Headlines, captions, speech bubbles, language style
Audio Codes :Dialogue(Speech/Word, Accent, Tone), Music(Pace/Tone, Instruments, Lyrics), Sound
Effects

Conventions:
- habits or long accepted ways of doing things through repeated experiences,
audiences become familiar with these
- are the generally accepted ways of doing something. There are general conventions in any medium,
such as the use of interviewee quotes in a print article, but conventions are also genre specific.

Media Audience an individual or collective group of people who read or consume any media text.
Examples: Radio listeners, Television viewers, Newspaper and magazine readers

Media Producers are integral components to managing operations within media projects.

Media Stakeholders are anybody who can affect or are affected by an organization , strategy or project .
They can be internal or external and they can be at senior or junior levels.
Camera techniques are one of the most fundamental parts of cinematic narratives. In films, the way the
camera is moved, makes a big contribution to the story. Filmmakers put considerable thought into how
camera movement contributes to the narrative. (Refer to Cameratechniques for samples)

Framing is the presentation of visual elements in an image, especially the placement of the subject in
relation to other objects. (Refer to Cameratechniques for samples)

Depth of field (DOF), also called focus range or effective focus range, is the distance between the nearest
and farthest objects in a scene that appear acceptably sharp in an image.(Refer to DOF for samples)

Lighting plays an important part in creating the atmosphere in a film. The amount of light and the direction
of the light source can give meaning to the viewer of the film. For example, lighting is used to indicate the
time of the day.

Exposure refers to the amount of light being captured by the camera. One of the most basic photographic
principles, exposure is directly connected to the brightness and darkness of the image.

Juxtaposition. In a film, the contiguous positioning of either two images, characters, objects, or two scenes
in sequence, in order to compare and contrast them, or establish a relationship between them; see also
sequence, symmetry, and composition.

How codes and conventions apply in media studies


Codes and conventions are used together in any study of genre – it is not enough to discuss a technical code
used such as camera work, without saying how it is conventionally used in a genre.
For example, the technical code of lighting is used in some way in all film genres. It is a convention of the
horror genre that side and back lighting is used to create mystery and suspense – an integral part of any
horror movie.

Media producers job comes with a large amount of responsibility and in fields such as
Broadcasting
Film
Television
and even commercials.
You’ll be tasked with
finding funding for projects,
along with developing ideas,
writing, and
locating suitable people to fill the various roles.

Media Stakeholders
Examples of company stakeholders:
Government
Employees
Customers
Suppliers
Creditors
Community
Trade unions
Owner(s)
Investors
DAY 7

Identifying Media and Information Languages

Learning Objectives:
• Identify the legal, ethical and societal issues in Media and Information
• Understand the importance of intellectual property
• Recognize the significance of knowing Fair Use, Creative Commons and Plagiarism

Concept Notes:

Intellectual Property (IP) – refers to creations of the mind, such as inventions; literary and artistic works;
designs; and symbols, names and images used in commerce.

Types of Intellectual Property

Copyright
Patent
Trademarks
Industrial Design
Geographical Origin

Fair use- means you can use copyrighted material without license only for certain purposes. These include:
Commentary
Criticism
Reporting
Research
Teaching

Creative Commons is an American non-profit organization devoted to expanding the range of creative
works available for others to build upon legally and to share.

Plagiarism is using the ideas and writings of others and representing them as your own. Taking the work,
skills and ideas of another person and pretending they are your own is intellectual theft.

TYPES OF INTELLECTUAL PROPERTY


Copyright – a legal used to describe the rights that creators have over
their literary and artistic works such as:
• Books ● Computer programs
• Music ● Databases
• Paintings ● Advertisement
• Sculpture and films ● Maps and technical drawings

Copyright Infringement - is the use of works protected by copyright


law without permission
Patent- an exclusive right granted for an invention.

- Provides the patent owner with the right to decide how – or


whether- the patent can be used by others.

Trademarks- a sign capable of distinguishing the goods or services of


one enterprise from those other enterprises.

Industrial Design- constitutes the ornamental or aesthetic aspect of an


article.
- May consist of three-dimensional such as the shape or surface
of an article, or of two-dimensional features, such as patterns,
lines or color.

Indications and Appellations of Origin- signs used on goods that have


specific geographical origin and possess qualities, a reputation or
characteristics that are essentially attributable to that place of origin.

- Most commonly includes the name of the place of origin of the


goods.

Creative commons is composed of:


• Attribution – you must credit the creator
• Non-Commercial- you can’t make a profit
• No derivative Works -you can’t change content
• Share Alike- you can change the content, but let other people use your new work with the same
license.

Why do people plagiarize?


Not knowing any better Lack of consequences Laziness Lack of confidence
Pressure or competition Arrogance Work perceived as too hard
DAY 8

Understanding Legal, Ethical and Societal Issues in Media and Information


Learning Objectives:
• Identify and understand netiquette and virtual self
• Identify and understand the core rules of netiquette and creating avatars
• Identify Digital Divide, Digital Addiction and Cyberbullying
• Identify the effects the technology in Digital Divide, Digital Addiction, and Cyberbullying

Concept Notes:
Netiquette – set of rules for behaving properly online.
- Respecting other users’ views and displaying common courtesy when posting your views to
online discussion groups.
Virtual self- human characteristics within an avatar.
Avatar - an icon or figure representing a particular person in video games, Internet forum, etc.

Digital Divide- is a term that refers to the gap between demographics and regions that have access to
modern information and communications technology, and those that don't or have restricted access.

Digital Addiction- is used to refer to a person who compulsively uses digital technology, which would
manifest as another form of addiction if that technology was not as easily accessible to them.

Cyberbullying- is when a child, preteen or teen istormented, threatened, harassed, humiliated, embarrassed
or otherwise targeted by another child, preteen or teen using the Internet, interactive and digital
technologies or mobile phones.

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