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MIL 3rd Reviewer
MIL 3rd Reviewer
● 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 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.
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”.
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.
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.
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
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.
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).
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
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.