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A set of 50 vocabulary flashcards covering key concepts from lecture modules on online platforms, the history of ICT, traditional and new media, and online netiquette.
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Online Platform
A base of technologies designed to run within an online environment and provide interactive online services.
SlideShare
A platform that provides users with tools to create visually compelling presentations and allows easy content sharing through email, social bookmarking, and embedding on blogs.
Social Media
A platform created and designed for public use where interaction can be made between machines and users to share data or information.
Social Networking
The most popular and casual use of social media.
Forum
A social media type featuring interaction between users with the same hobby.
Microblogging
A social media type involving a small amount of words posted online to share thoughts or opinions.
Bookmarking
A personalized identifier used to identify a specified network site.
Video Site
A platform that allows users to view or use video material based on preferences.
Search Engine
A platform tool that helps users perform tasks based on what has been researched.
Social Connections
Social media platforms used to keep in touch with family and friends, stay updated, and build connections (such as Facebook, Twitter, and Google+).
Multimedia Sharing
Platforms used to view photographs and watch or stream online videos (such as YouTube, Flickr, Netflix, Pinterest, and Instagram).
Professional Purpose Platforms
Platforms designed for professional usage and assistance in finding occupations, such as LinkedIn and Classroom 2.0.
Educational Purpose Platforms
Platforms designed for interaction between students and teachers and collaboration on school-related tasks, such as Canvas, School Blogs, and Math Forum.
Academic Purpose Platforms
Platforms that provide a workspace for research and academic work, such as Academia.edu and ResearchGate.
Pre-Mechanical Period
The ICT historical period when humans communicated using words and pictograms carved in rocks.
Sumerian Pictogram
Carvings dating back to 3100 BCE, described as the earliest form of communication among humans.
Papyrus
An early writing material invented from the papyrus plant.
Libraries
Historical storage places considered to be the first data centers in history.
Abacus
A device from China, described as the most popular device created in the pre-mechanical period and the first device to process information.
Mechanical Period
The ICT period from 1450 to 1840 dominated by machines driven by mechanical means such as steam and gears for numerical calculations.
Electromechanical Period
The ICT period marked by increased use of electricity for information handling, long-distance telegraph transmission, and vacuum tubes.
Telegraph
A device used during the electromechanical period to transmit information over long distances.
Vacuum Tubes
Devices used during the electromechanical period that allowed humans to begin controlling electricity.
Electronic Period
The ICT period from the 1940s to the present, highlighted by solid-state electronic devices, GUIs, and the World Wide Web.
Graphical User Interface (GUI)
A visual computer interface that evolved from basic textual interfaces during the Electronic Period.
Print Media
Traditional media referring to newspapers, magazines, posters, banners, and other printed materials.
Newspaper
A type of print media used to disseminate reliable news to a large number of people.
Newsletter
A type of print media that provides information to small communities or groups.
Magazine
A type of print media containing articles about entertainment, celebrities, food, fashion, and other topics.
Billboards
Print media made with graphics and text, usually used for advertisements.
Books
Printed materials of different genres that allow writers to share knowledge.
Traditional to New Media Transition
The shift of traditional media into digital forms, such as hardbound books moving to e-books/Kindles and newspapers moving to digital screens.
Television
A broadcast medium that uses graphics, sound, music, color, and motion.
Radio
A major medium for spreading news and information to a mass audience.
Google Play Music
A music subscription service available on Android and iOS.
YouTube Music
A music service that allows background listening.
Spotify
A music platform that allows users to stream individual tracks and entire albums.
Ethics
Moral principles involving knowing what is right and wrong and understanding the difference between good and bad.
Etiquette
Proper, polite, and orderly behavior in a social setting.
Netiquette
A term derived from Network and Étiquette, referring to rules for acceptable, tolerable, and proper online behavior.
Netiquette Rule 1
Do Not Use the Internet to Harm Others, emphasizing that the Internet should be a safe place where people can share data without being abused.
Netiquette Rule 2
Respect Someone's Privacy, avoiding interference with other people's business as privacy is protected by laws.
Netiquette Rule 3
Do Not Steal Online, advocating for paraphrasing and copyright compliance while avoiding unofficial software installations and illegal content access.
Netiquette Rule 4
Be Aware of Fake News, which involves checking whether a source is credible and avoiding spreading questionable information.
Netiquette Rule 5
Observe Political Correctness, being sensitive when communicating online and avoiding unethical acts like racism, sexism, and homophobia.
Netiquette Rule 6
Use a Proper Avatar and Name, using an appropriate profile picture and accurate name to prevent confusion and avoid stalking, fake accounts, catfishing, and phishing.
Netiquette Rule 7
Think Before You Click, considering your choice of words when posting online or sending private messages before taking action.
Paper
An invention during the pre-mechanical period that revolutionized information storage.
World Wide Web
The global system created as connectivity methods allowed stored and processed information from computers to be shared during the Electronic Period.
Catfishing
An unethical online practice involving misleading identities that Netiquette Rule 6 aims to prevent by encouraging the use of proper avatars and accurate names.