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LESSON 1: INTRODUCTION TO MEDIA AND INFORMATION LITERACY

● Gestures – a movement of part of the body, especially a hand or the head, to express an idea or
meaning.
● Channel – direct toward a particular end or object.
● Cuneiform – was one of the earliest systems of writing, invented by the Sumerians in ancient
Mesopotamia. It is distinguished by its wedge-shaped marks on clay tablets, made by mean of a blunt
reed for a stylus
● Acta Diurna – Latin word which means Daily Acts sometimes translated as Daily Public Records during
the Roman Empire.

What is Communication?
Communication is the act or process of using words, sounds and signs, or behaviors to express or
exchange information or to express your ideas, thoughts, feelings, etc., to someone else. It is also the
exchange of information and the expression of feeling that can result in understanding.
What are the two basic types of Communication?
1.Verbal Communication – Communication process through verbally, vocally or through written words
which express or convey message.
2. Non-Verbal Communication – Any communication without word of mouth, spoken words,
conversation and written languages

Information – Processed data and/or knowledge derived from study, experience, instruction, signals, or
symbols. (What)
Media – channels or ways we use to transmit or communicate messages, communication tools. (How)
Technology – Application of scientific knowledge to the practical aims of human life or to change and
manipulate the human environment. (What can we use)

Since we are now having the significance of the two concepts, let us now proceed to what Media and
Information Literacy is all about. In relation to this, here are some of the terms that are connected to MIL.
Literacy – The ability to identify, understand, interpret, create, communicate, and compute using printed
and written materials associated with carrying contexts.
But, according to UNESCO, Literacy involves a continuum of learning in enabling individuals to
achievetheir goals, to develop their knowledge and potential, and to participate fully in their community
and wide society (UNESCO 2004; 2017). For us to be considered literate, we don’t just stick with the
basic read and write, but we engage with actions that may help improve our self and society as well.

MEDIA AND INFORMATION LITERACY


Media and Information will enable us to access, understand, and create communications in a variety of
contexts in the form of accessing, understanding, and creating media and Information.
Accessing Media and Information- to use, navigate, manage, store and retrieve content in print,
radio and online.
Understanding Media and Information- viewers ability to read, deconstruct and evaluate media
contexts and motivations. A critique view on quality of material being broadcast and shared.
Producing Media and Information- viewers or netizens ability to produce, distribute and publish
ideas and information via mainstream media or social media. Being able to use social media responsibly
and to contribute using electronic media.
● MEDIA LITERACY (CRITICAL THINKING)
- The ability to read, analyze, evaluate and produce communication in a variety of media forms.
MEDIA = Text, Television, Visual Arts, Video, Audio
● INFORMATION LITERACY
- The ability to recognize when information is needed and to locate, evaluate, effectively use and
communicate information in its various formats.
Identify -> Find -> Evaluate > Apply -> Acknowledge
● TECHNOLOGY LITERACY
- The ability to use digital technology, communication tools or networks to locate, evaluate, use, and
create information.

MEDIA LITERACY is a 21st century approach to education and set of skills that develops critical
thinking and active participation to access, evaluate and create media. Media literacy can help children,
youth, and adult:
• Understand how media messages create meaning
• Recognize bias and, spin, misinformation and lies
• Evaluate media messages based on our own experiences, beliefs and values
• Create and distribute our own media messages
INFORMATION LITERACY emphasizes the importance of access to information evaluation and use
of such information. The student uses the habit of mind in:
• recognize problems
• formulate hypotheses
• develop complex understanding
• Apply understanding to new problems
TECHNOLOGY LITERACY refers to the ability of using ICT to access, manage, integrate, evaluate,
and create effectively throughout the communications lifecycle. Technology Literacy can also be
categorized as Computer Literacy, Digital Literacy, Internet Literacy, Library Literacy, and News Literacy.
Examples are as follows:
• Using your phone to check emails.
• Using an online search engine to find the answer to a question.
• Using online search to complete research project
• Creating an online profile on a social media platform
• Recognizing the power of AI tools.

LESSON 2: EVOLUTION OF MEDIA


● PRE-INDUSTRIAL AGE (BEFORE 1700’S)
People discovered fire, developed paper from plants, and forged weapons and tools with stone, bronze
copper, and Iron.
● Cave Paintings are also known as “Parietal Art”. They are painted drawings. They are painted
drawings on cave walls or ceilings, mainly of prehistoric origin, dated to some 40000 years ago in
Eurasia.

Here in the Philippines, we have sightings of Cave paintings discovered at Angono, Rizal. Discovered in
1965, the Angono Petroglyphs are believed to be the oldest known artworks in the Philippines. Dating to
the third millennium B.C., they are a collection of 127 figural carvings engraved on the wall of a shallow
cave of volcanic tuff. In 1973, they were declared a National Cultural Treasure, and in 1985 were listed on
the World Inventory of Rock Art.
● Clay Tablets were used as a writing medium, especially for writing in cuneiform, throughout the
Bronze Age and well into the Iron Age.
● Papyrus in Egypt- Papyrus is a material like thick paper that was used in Ancient Times as
writing surface. It was made from the pith of the papyrus plant, Cyperus Papyrus, a wetland
sedge.
● Woodblock Printing is a technique for printing text, images or patterns used widely throughout
East Asia and originating in China in antiquity as a method of printing on textiles and later paper.
● Mayan Codices (singular codex) are folding books written by pre-Columbian Maya Civilization
in Maya hieroglyphic script on Mesoamerican Bark Cloth.
● The Chinese “Dibao” is the earliest and oldest newspaper in the world. And it is also called
“Bamboo Inscriptions”.
● Acta Diurna they were carved on stone or metal and presented in message boards in public
places like the forum of Rome. They were also called simply “Acta”.

● INDUSTRIAL AGE (1700’S-1930’S)


People used the power of steam, developed machine tools, established iron production and
manufacturing of various products (including books through printing press).
● Motion Picture Photography
Cinematography- the art and technology of motion-picture photography. It involves such
techniques as the general composition of a scene and the integration of any special effects.
● The London Gazette
The Official journals of record of the British Government, and the most important among such
official journals in the United Kingdom.
● The Printing Press was invented in the Holy Roman Empire by the German Johannes
Gutenberg around 1440, based on existing screw presses. Gutenberg a goldsmith by
profession, developed a printing system, by adapting existing technologies to printing purposes,
as well as making inventions of his own.
Johannes Gutenberg, in full Johann Gensfleisch zur Laden zum Gutenberg, (born 14th century,
Mainz [Germany]—died probably February 3, 1468, Mainz), German craftsman and inventor who
originated a method of printing from movable type.
● Telephone - a Telecommunications device that permits two or more users to conduct a
conversation when they are too far apart to be heard directly.
● The Electrical Telegraph, or more commonly just telegraph, superseded optical semaphore
telegraph systems, thus becoming the first form of electrical Telecommunications. Examples are
the Morse, Morse Code used by military men during this era to transfer data and communicate to
different territories as well as Punch cards where codes are punched into sheets of paper.

● ELECTRONIC AGE (1930’s -1980’s)


The invention of transistor ushered in the electronic age. People harnessed the power of transistors that
led to the Transistor Radio, Electronic Circuits and Early computers. In this Age, Long distance
communication became more efficient. Evolution of Mainframe
computers like IBM 704 and use of OHP, LCD Projectors
● Transistor Radio- A transistor radio is a small portable radio receiver that uses transistor-based
circuitry.
● Television (1941) Television is a Telecommunication medium used for transmitting moving
images in monochrome, or in color.
● EDSAC AND UNIVAC 1949/1951
● EDSAC (Electronic Delay Storage Automatic Calculator) An Early British computer inspired
by John Von Neumann’s Seminal first draft of a report on the EDVAC.
UNIVAC I (Universal Automatic Computer I) First Commercial Computer produced in the
United Staes. It was designed principally by J. Presper Eckert and John Mauchly, the inventors of
the ENIAC.
● HP 9100A (1968) Hewlett-Packard 9100A is an early computer or programmable calculator. First
appearing in 1968 and it was called a Desktop Calculator.

● NEW DIGITAL AGE/ INFORMATION AGE (1900’s – 2000’s)


New media are digital media that perform certain functions: they break down the old gatekeeper rules and
allow us to communicate to each other in our own new ways. The term ‘new media’ is used to describe all
media that:
1. involve two-way communication,
2. allow consumers to become producers, and
3. involve the digitization of communication

LESSON 3: TYPES OF MEDIA


● Newspapers – printed and distributed on a daily or weekly basis. They include news related to sports,
politics, technology, science, local news, national news, international news, birth notices, as well as
entertainment news related to fashion, celebrities, and movies. Today’s parents grew up with this type of
printed media.
● Magazines – printed on a weekly, monthly, quarterly, or annual basis. It contains information about
finance, food, lifestyle, fashion, sports, etc.
● Books – focused on a particular topic or subject, giving the reader a chance to spread their knowledge
about their favorite topic.
● Banners – used to advertise a company’s services and products, hung on easily-noticed sights to
attract people’s attention.
● Billboards – huge advertisements created with the help of computers. Their goal is to attract people
passing by.
● Brochures – a type of booklet that includes everything about one company – its products, services,
terms, and conditions, contact details, address, etc. They are either distributed with the newspapers, or
hand over to people.
● Flyers – used mostly by small companies due to the low cost of advertising. They contain the basic
information about a company, their name, logo, service or product, and contact information, and they are
distributed in public areas.

The main goal of media is often considered to be the dissemination of information, ideas, and content
to a wide audience. The goals of media can vary depending on the type of media, its purpose, and the
context in which it is used.
THREE MAIN CATEGORIES OF MEDIA:
1. PRINT MEDIA
This includes newspapers, magazines, brochures, and any other forms of media that are physically
printed on paper. It's one of the oldest forms of media distribution. People used to rely on print media to
learn everything, from recipes and entertainment news to important information about the country or the
world. It was the only entertainment medium during the 80s and 90s generations. Print Media includes:
a. Newspapers. These are daily, weekly, or monthly publications containing news articles, feature
stories, editorials, advertisements, and other content. Examples include "Philippine Daily Inquirer",
"Manila Bulletin" and "The Philippine Star.”
b. Magazines. Magazines cover a wide range of topics, including lifestyle, fashion, health, technology,
and more. They often include articles, photographs, and advertisements. Examples include "Time,"
"National Geographic," and "Vogue."
c. Brochures and Flyers. These are printed materials used for advertising, informational purposes,
or promotion of events, products, or services. They are often distributed in public places or mailed to
specific target audiences.
2. BROADCASTING MEDIA
This includes television and radio. Broadcast media transmit information, news, entertainment, and
advertisements to a wide audience through airwaves or cable/satellite signals.
a. Television – a broadcast medium that delivers audiovisual content to a wide audience. Before,
there were only a few channels sharing various types of content, whereas now we have hundreds of TV
channels to choose from. Each channel delivers a different type of content, so you have a separate
channel for news, drama, movies, sports, animation, nature, travel, politics, cartoon, and religion. It’s the
number one broadcasting medium due to its reach to the audience.
b. Radio – a broadcast medium that uses radio frequency waves to transmit audio content to a wide
audience. It is a form of communication and entertainment that delivers sound, music, news, talk shows,
interviews, and various other programs through radio receivers. Due to its high reach to the audience,
radio is widely used for advertising products and services.
c. Movies – film, motion picture, screenplay, moving picture, or movie have world-wide reachability.
It’s the best type of mass media to promote cultures and spread social awareness. Movies have always
played a huge part in the entertainment world.
3. NEW MEDIA/DIGITAL MEDIA
New media refers to forms of media that have emerged because of advancements in technology and
the digital age. These forms of media are characterized by their use of digital platforms, interactivity, and
the ability to easily create, share, and access content. New media has transformed the way information is
disseminated, consumed, and interacted with. Some examples of new media include:
a. Social Networks or Websites – including Facebook, Instagram, Twitter, YouTube, Tumblr,
LinkedIn, Snapchat, Quora, Reddit, Pinterest, etc. They are user-friendly and widely used by people
around the world. Although we can find any news here, they may be misleading because of the lack of
regulations on the content shared.
b. Online forums- an online place where we can comment, message, or discuss a particular topic.
Forums allow us to share knowledge with other people with the same interest. That’s why it’s regarded as
the best platform to seek support and assistance.
c. Podcast – Podcasts are digital audio programs available for streaming or download. They cover a
wide range of topics and allow users to listen to content on-demand, often while multitasking. It’s a
platform that allows anyone to share their knowledge and communicate with the world.

LESSON 4: MEDIA AND INFORMATION SOURCES


● Medium – The singular form of media; the term usually describes individual forms such as radio,
television, film, etc.
● Media – The plural form of medium; the term has come to mean all the industrial forms of mass
communication combined.
● Indigenous Knowledge – It refers to understandings, skills, and philosophies developed by local
communities with long histories and experiences of interaction with their natural surroundings
according to the UNESCO’s program on Local and Indigenous Knowledge Systems (LINKS) (Hiwasaki et
al., 2014a).
● Indigenous Media – It is defined as forms of media expression conceptualized, produced, and
circulated by indigenous peoples around the globe as vehicles for communication.
● Library – A place in which literary, musical, artistic, or reference materials (such as books, manuscripts,
recordings, or films) are kept for use but not for sale. (Merriam Webster’s 11th Collegiate Dictionary)
● Internet – A global computer network providing a variety of information and communication facilities,
consisting of interconnected networks using standardized communication protocols.

SOURCES OF INFORMATION
1. INDIGENOUS KNOWLEDGE (IK)
● INDIGENOUS KNOWLEDGE (IK) - It refers to understandings, skills, and philosophies developed by
local communities with long histories and experiences of interaction with their natural surroundings
according to the UNESCO’s programme on Local and Indigenous Knowledge Systems (LINKS) (Hiwasaki
et al., 2014a).
● INDIGENOUS MEDIA - It is defined as forms of media expression conceptualized, produced, and
circulated by indigenous peoples around the globe as vehicles for communication.
2. LIBRARY
● LIBRARY - A place in which literary, musical, artistic, or reference materials (such as books,
manuscripts, recording, or films) are kept for use but not for sale. (Merriam Webster’s 11th Collegiate
Dictionary)
Four (4) Major Types of Libraries
1. Academic Library
● Serves colleges and universities.
● A library that is attached to a higher education institution which serves two complementary purposes to
support the school’s curriculum, and to support the research of the university faculty and students.
2. Public Library
● Serves cities and towns of all types.
● A library that is accessible by the public and is usually funded form public sources, such as taxes.
3. School Library
● Serves students from kindergarten to Grade 12
● A library within a school where students, staff, and often, parents of a public or private school have
access to a variety of resources.
4. Special Library
● Are in specialized environments, such as hospitals, corporations, museums, the military, private
business, and the government.
● A library that provides specialized information resources on a particular subject, serves a specialized
and limited clientele, and delivers specialized services to that clientele.
3. INTERNET
● INTERNET – A global computer network providing a variety of information and communication facilities,
consisting of interconnected networks using standardized communication protocols.

EVALUATING INFORMATION SOURCES


By Eastern Kentucky University Libraries based on the work of Paul and Elder
ACCURACY
Content is grammatically correct, verifiable and cited when necessary
● Is the content grammatically correct?
● Is the info accurate and verifiable?
● Are sources and references cited?
● Does the tone and style imply accuracy?
AUTHOR
Defines who created the content, the individual or group’s credential/expertise and provides
contact information
● Do you know who published the source?
● Is the author's name easily visible?
● what are the author's credential and are they appropriate for the information provided?
● Can you find contact information
● is the source produced by a reputable organization?
CURRENCY
Information is current and updated frequently
● Do you know when the information was originally published and is the date acceptable?
● Are web links current and reliable?
● Do charts and graphs have dates?
FAIRNESS
Content is balanced, presenting all sides of an issue and multiple point of view
● Are various point-of-view presented?
● Is the source free of bias towards one point-of-view?
● Is the objectivity of the source consistent with its purpose?
● Is the source free of advertising?
RELEVANCE
Content is relevance to your topic or research
● Does the purpose of the source (e.g. research, statistical, organizational) meet your needs?
● who is the intended audience? will information directed to this audience meet your needs?
● is the information relevant to your research topic?

LESSON 5: MEDIA AND INFORMATION LANGUAGES


● Language – means the technical and symbolic ingredients or codes and conventions that media and
information professionals may select and use to communicate ideas, information and knowledge.
● Codes – are systems of signs, which create meaning.
● Conventions – are accepted ways of using media codes.
● Camera Shots – is a continuous view filmed by one camera without interruption.
● Camera Angles – marks the specific location at which the movie camera or video camera is placed to
take a shot.
● Genre – a French word that means type or class and can be recognized by its common set of
distinguishing features which is codes and conventions.
● Producers – refer to the providers of media content.

MEDIA LANGUAGES
- are codes, conventions, formats, symbols and narrative structures that indicate the meaning of media
messages to an audience.

CODES
- are systems of signs that when put together create meaning.
TYPES OF CODES
1. TECHNICAL CODE
- are ways in which equipment is used to tell the story.
- in media this includes Camerawork, Editing, Audio and Lighting.
CAMERAWORK
- refers to how the camera is operated, positioned and moved for specific effects.
- this include but are not limited to: Basic Camera Shots, Advance Camera Shots, and Camera Angles
BASIC CAMERA SHOTS
● Extreme Wide Shots (EWS) – also known as extreme long shot. This act to establish the area.
● Wide Shots (WS) – also known as long shot. This shows the entire person or area. They’re great for
establishing the scene and allow for good action of the characters.
● Medium Shots (MS) – frame the subject from the waist up. This is the most common shot and allows
for hand gestures and motion.
● Medium Close Ups (MCU) – shots show the subject in more detail and are often framed from just
below the shoulders to the top of the head.
● Close Ups (CU) – show particular part of your subject. For people this usually means the shot
frames just the head.
● Extreme Close Ups (ECU) – are much tighter close-up shots in which you get detail greater than the
human eye might be able to normally perceive.
ADVANCED CAMERA SHOTS
● Two Shot – this is a shot of two people (or other individuals) together.
● Cut Away (CA) – are used in the editing process to fill in footage which is different from the main
action.
● Over the Shoulder Shots (OSS) – are shot from behind the person towards their subject.
● Point of View (POV) – it is taken from near the eye-level of the actor and shows what he might see.
● Selective Focus – this effectively leaves one part of the frame in focus while blurring others, such as
the foreground or background.
● Rack Focus - shot from the foreground to the background.
CAMERA ANGLES
● Bird’s Eye View – an overhead shot is from way up high, looking down on your subject and a good
amount of the scenery surrounding him or her.
● High Angle – camera looks down – subject appears small; usually creates a feeling of inferiority, or
“looking down” on your subject.
● Eye Level – a straight-on angle, this views a subject from the level of a person’s eye. When your
subject is at eye-level they’re in a neutral perspective (not superior or inferior).
● Low Angle – camera looks up – subject looks large; creates an impression of power.
● Worm’s Eye View – as if you were a worm looking up at the world around you. This makes all
subjects look very large, even if they are very small in reality.
● Canted/Slanted – also known as dutch angle, the camera is slanted to one side. With the horizon
lines tilted in this way, you can create a sense of disorientation.
CAMERA MOVEMENTS
● Pan Shot - the camera pans (moves horizontally) from left to right or vice versa across the picture.
● Tilt Shot - the camera tilts up (moves upwards) or tilts down (moves downwards) around a vertical
line.
● Tracking Shot - the camera follows along next to or behind a moving object or person.
● Zoom - the stationary camera approaches a subject by “zooming in” or moves farther away by
“zooming out”.
● Pedestal- moving the camera up and down without tilting or panning it
● Dolly- Moving the camera forward or backward
● Handheld- sinusundan yung actor
EDITING
- is the process of choosing, manipulating and arranging images and sound. It is generally done for four
different reasons:
● Graphic edits (independent of space and time)- manipulating visual elements such as text, graphics,
or visual effects within the film.
● Rhythmic edits (film pace)- synchronization of edits with a particular rhythm, beat, or tempo.
● Spacial edits (film space)- manipulating space within the frame or between different shots.
● Temporal edits (film time)- manipulating the timeline of the narrative, playing with the chronological
order of events.
AUDIO
- is the expressive or naturalistic use of sound. Audio can be diegetic (heard by the characters) or
non-diegetic (not heard by the characters). The three aspects
of audio are:
● Dialogue
● Sound effects
● Music
LIGHTING
- is the manipulation of natural or artificial light to selectively highlight specific elements of the scene.
Elements of lighting include:
● Quality
● Direction
● Source
● Color

2. SYMBOLIC CODES
- show what is beneath the surface of what we see. This includes:
● Objects – convey meaning.
● Setting – shows time and place.
● Color – suggests a mood.
● Costume – clothing, hair, make up.
● Body Language – emotion and movement
3. WRITTEN CODES
- are the formal written language and textual layout (headlines, captions, speech bubbles, language
style, etc.) used in a media product.
- includes printed language which is text you can see within the frame and how it is presented, and also
spoken language, which includes dialogue and song lyrics.
CONVENTIONS
- refer to a standard or norm that acts as a rule governing behavior.
- are generally established and accepted ways of doing something.

TYPES OF CONVENTIONS
STORY CONVENTIONS GENRE CONVENTIONS FORM CONVENTIONS

are common narrative point to the common use of are the certain ways we expect
structures and understandings tropes, characters, settings or types of media’s codes to be
that are common in story telling themes in a particular type of arranged.
media products. medium. These are closely
linked with audience
expectations; and can be formal
or thematic.
● Cause and Effect ● Generic Structures ● Titles and Credits
● Point of View ● Character and Story Arcs Sequences
● The Structuring of Time ● Story Principles ● Form and Structure
● Elements of Page Layout
● Hyperlinking, Mounting,
Framing of Images

AUDIENCE
- the group of consumers for whom the media message was constructed as well as anyone else who is
exposed to the message.
- effects on the audience can be on: physiological, cognitive, belief, attitude, behavior.
DIFFERENT AUDIENCE

Target Audience Active Audience


- refers to the group of people to whom a media - refers to the theory that people receive and
text is specially addressed because of a set of interpret media messages in the light of their own
characteristics that they share, such as age, history, experience and perspective so that
gender, profession, class, etc. different groups of people may interpret the same
message in different ways.

PRODUCERS
- people engaged in the process of creating and putting together media content to make a finished media
product.
Examples:
● Online Opportunities - advertisers extend & promote products & services online.
● Commercial Opportunities – people tend to buy products shown on media.

LESSON 6: LEGAL, ETHICAL, AND SOCIETAL ISSUES IN MEDIA AND INFORMATION


● Intellectual Property – It refers to creations of the mind, such as inventions; literary and artistic works;
design; and symbols, names and images used in commerce.
● Copyright – A legal term used to describe the rights that creators have over their literary and artistic
works.
● Plagiarism – An act or instance of using or closely imitating the language and thoughts of another
author without authorization; the representation of that author’s work as one’s own, as by not crediting the
original author.
● Cyberbullying – Bullying that takes place online, or using electronic technology such as cellphones,
computers, and tablets over communication tools including social media sites, text messages, chat, and
websites.
● Computer Addiction – The excessive use of computers to the extent that it interferes with
daily life.
● Digital Divide – An economic inequality between groups in terms of access to, use of, or knowledge of
ICT.

Here are some key legal, ethical, and societal bases that govern media and information in the
Philippines:
Republic Act No. 10175 (Cybercrime Prevention Act of 2012)
This law addresses offenses related to computer systems, data, and online activities. It includes
provisions to protect against cybercrime, but it has also been a subject of controversy due to concerns
about potential limitations on online freedom of expression.

INTELLECTUAL PROPERTY
Refers to the creations of the mind, such as inventions, literary and artistic works, symbols, names,
images, designs, and trade secrets used in commerce. Intellectual property rights protect the intangible
creations and innovations of individuals, organizations, and businesses, giving them exclusive rights over
their intellectual endeavors.
Types of Intellectual Property
1. Copyright - protects original literary, artistic, and creative works, such as books, music, films,
paintings, and software. It gives creators the exclusive right to reproduce, distribute, perform, and
display their work. Copyright owners have the right to control the reproduction of their work,
including the right to receive payment for that reproduction. An author may grant or sell those rights
to others, including publishers or recording companies. Violation of a copyright is called
infringement.
2. Patent - protect new and useful inventions or processes, granting inventors exclusive rights to their
innovations for a limited period. This encourages inventors to disclose their inventions while preventing
others from using or selling them without permission. It provides the patent owner with the right to decide
how or whether the invention can be used by others.
3. Trademarks - Trademarks protect symbols, names, logos, and slogans used to identify goods and
services. They distinguish products or services of one business from those of others, helping consumers
recognize brands.
4. Industrial Design - Industrial designs protect the visual design or aesthetics of a product, including
its shape, pattern, and ornamentation. It may consist of three-dimensional features, such as the
shape or surface of an article, or two-dimensional features, such as patterns, lines or color. They
prevent unauthorized copying of the appearance of products.
5. Geographical Origin / Indications and Appellations of Origin - It is signs used on goods that
have specific geographical origin and purpose qualities, essentially attributable to that place of origin. It
most commonly includes the name of the place of origin of the goods.

FAIR USE
Legal doctrine that allows for the limited use of copyrighted material without obtaining permission from the
copyright owner or paying licensing fees. It is a principle of copyright law that aims to strike a balance
between protecting the rights of copyright holders and promoting freedom of e expression, education,
research, commentary, criticism, and other forms of creativity.
Republic Act No. 8293 or the Intellectual Property Code of the Philippines states that:
SECTION 185. Fair Use of Copyrighted Work.
185.1. The fair use of a copyrighted work for criticism, comment, news reporting, teaching including
limited number of copies for classroom use, scholarship, research, and similar purposes is not an
infringement of copyright. (Section 185.1, Intellectual Property Code).

Guidelines for Fair Use:


● Most of the content you create must be your own.
● Give credit to the copyright holder.
● Don’t make money from copyrighted work.
PLAGIARISM
An act of using someone else's words, ideas, images, or creations without proper attribution or
permission and presenting them as one's own. Plagiarism is considered unethical and dishonest in
academic, professional, and creative contexts..
TYPES OF PLAGIARISM
Sources not cited Sources cited

a. The Ghost Writer -The writer turns in another’s a. The Forgotten Footnote - The writer
work, word-for-word, as his or her own. mentions an author’s name for a source, but
neglects to include specific information on the
location of the material referenced.

b. The Photocopy- The writer copies significant b. Misinformer - The writer provides
portions of text straight from a single source, inaccurate information regarding the sources,
without alteration making it impossible to find them

c. The Potluck Paper- The writer copies from c. The Too-perfect Paraphrase - The writer
several different sources, tweaking the sentences to properly cites a source, but neglects to put in
make them fit together while retaining most of quotation marks on text that has been copied
the original phrasing word-for-word, or close to it.

d. The Poor Disguise- The writer has altered the d. The Resourceful Citer - The writer
paper’s appearance slightly by changing key properly cites all sources, paraphrasing and
words and phrases. using quotations appropriately. The catch?
The paper contains almost no original work.

e. The Labor of Laziness - The writer takes the time e. The Perfect Crime - the writer properly
to paraphrase most of the paper from other quotes and cites sources in some place, but
sources and make it all fit together goes on to paraphrase other arguments from
those sources without citation

f. The Self-stealer the writer “borrows” generously


from his or her previous work.

CYBERBULLYING
Bullying that takes place online, or using electronic technology such as cellphones, computers, and
tablets over communication tools including social media sites, text messages, chat, and websites.
How to respond to cyberbullying
● Don't reply to the bully. Bullies often want to get a reaction from their victims. If you ignore them, they
may lose interest.
● If possible, block messages from the bully. If bullying is happening in chat, email, or on a social
networking site, you can usually block all messages from the bully.
● Keep all emails and other messages that the bully sends. You may need to use these as evidence at
some point.
● Report the bullying to a parent or trusted adult. Tell a parent or trusted adult (such as a teacher) so they
can help you deal with the problem.

COMPUTER ADDICTION
The excessive use of computers to the extent that it interferes with daily life. This excessive use may for
example interfere with your work or sleep, result in problems with social interaction, or affect mood,
relationship and thought process.
DIGITAL DIVIDE
An economic inequality between groups in terms of access to, use of, or knowledge of ICT. The divide
within countries (such as the digital divide in the United States) can refer to inequalities between
individuals, households, businesses, and geographic areas at different socioeconomic (and other
demographic) levels. The Global digital device designates countries as the units of analysis and examines
the divide between developing and developed countries on an international scale.

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