Online Platforms, ICT Evolution, Media, and Netiquette

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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.

Last updated 1:13 PM on 9/1/26
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50 Terms

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Online Platform

A base of technologies designed to run within an online environment and provide interactive online services.

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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.

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Social Media

A platform created and designed for public use where interaction can be made between machines and users to share data or information.

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Social Networking

The most popular and casual use of social media.

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Forum

A social media type featuring interaction between users with the same hobby.

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Microblogging

A social media type involving a small amount of words posted online to share thoughts or opinions.

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Bookmarking

A personalized identifier used to identify a specified network site.

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Video Site

A platform that allows users to view or use video material based on preferences.

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Search Engine

A platform tool that helps users perform tasks based on what has been researched.

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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+).

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Multimedia Sharing

Platforms used to view photographs and watch or stream online videos (such as YouTube, Flickr, Netflix, Pinterest, and Instagram).

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Professional Purpose Platforms

Platforms designed for professional usage and assistance in finding occupations, such as LinkedIn and Classroom 2.0.

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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.

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Academic Purpose Platforms

Platforms that provide a workspace for research and academic work, such as Academia.edu and ResearchGate.

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Pre-Mechanical Period

The ICT historical period when humans communicated using words and pictograms carved in rocks.

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Sumerian Pictogram

Carvings dating back to 3100 BCE, described as the earliest form of communication among humans.

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Papyrus

An early writing material invented from the papyrus plant.

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Libraries

Historical storage places considered to be the first data centers in history.

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Abacus

A device from China, described as the most popular device created in the pre-mechanical period and the first device to process information.

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Mechanical Period

The ICT period from 1450 to 1840 dominated by machines driven by mechanical means such as steam and gears for numerical calculations.

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Electromechanical Period

The ICT period marked by increased use of electricity for information handling, long-distance telegraph transmission, and vacuum tubes.

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Telegraph

A device used during the electromechanical period to transmit information over long distances.

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Vacuum Tubes

Devices used during the electromechanical period that allowed humans to begin controlling electricity.

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Electronic Period

The ICT period from the 1940s to the present, highlighted by solid-state electronic devices, GUIs, and the World Wide Web.

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Graphical User Interface (GUI)

A visual computer interface that evolved from basic textual interfaces during the Electronic Period.

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Print Media

Traditional media referring to newspapers, magazines, posters, banners, and other printed materials.

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Newspaper

A type of print media used to disseminate reliable news to a large number of people.

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Newsletter

A type of print media that provides information to small communities or groups.

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Magazine

A type of print media containing articles about entertainment, celebrities, food, fashion, and other topics.

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Billboards

Print media made with graphics and text, usually used for advertisements.

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Books

Printed materials of different genres that allow writers to share knowledge.

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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.

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Television

A broadcast medium that uses graphics, sound, music, color, and motion.

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Radio

A major medium for spreading news and information to a mass audience.

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Google Play Music

A music subscription service available on Android and iOS.

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YouTube Music

A music service that allows background listening.

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Spotify

A music platform that allows users to stream individual tracks and entire albums.

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Ethics

Moral principles involving knowing what is right and wrong and understanding the difference between good and bad.

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Etiquette

Proper, polite, and orderly behavior in a social setting.

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Netiquette

A term derived from Network and Étiquette, referring to rules for acceptable, tolerable, and proper online behavior.

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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.

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Netiquette Rule 2

Respect Someone's Privacy, avoiding interference with other people's business as privacy is protected by laws.

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Netiquette Rule 3

Do Not Steal Online, advocating for paraphrasing and copyright compliance while avoiding unofficial software installations and illegal content access.

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Netiquette Rule 4

Be Aware of Fake News, which involves checking whether a source is credible and avoiding spreading questionable information.

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Netiquette Rule 5

Observe Political Correctness, being sensitive when communicating online and avoiding unethical acts like racism, sexism, and homophobia.

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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.

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Netiquette Rule 7

Think Before You Click, considering your choice of words when posting online or sending private messages before taking action.

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Paper

An invention during the pre-mechanical period that revolutionized information storage.

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World Wide Web

The global system created as connectivity methods allowed stored and processed information from computers to be shared during the Electronic Period.

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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.