COR 016 (M1-13)

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96 Terms

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New Political Media

- are forms of communication that facilitate the production, dissemination, and exchange of political content on platforms and within networks that accommodate interaction and collaboration.

- they have radically altered the ways in which government institutions operate and political leaders communicate.

- they have transformed the political media system and redefined the role of journalists.

- they have redefined the way elections are contested, and how citizens engage in politics.

- rely on their legacy counterparts to gain legitimacy and popularize their content.

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Legacy Media

have incorporated new media into their reporting strategies. They rely on new media sources to meet the ever-increasing demand for content.

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Symbiotic

the relationship between legacy media and new media is ___.

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Post-truth Media

- was prominent during the 2016 presidential election.

- media accounts of the election were infused with misinformation, baseless rumors, and outright lies.

- false stories and unverified factoids emanated from fabricated news sites as well as the social media accounts of the candidates and their surrogates.

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Fake news

- initially, the term "___ ___" referred to news parodies and satire, such as The Daily Show, The Colbert Report, and Weekend Update on Saturday Night Live.

- play to people's preexisting beliefs about political leaders, parties, organizations, and the mainstream news media.

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2016

during the ___ campaign, the concept of fake news was attached to fictitious stories made to appear as if they were real news articles.

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Literacy

the ability to identify, understand, interpret, create, communicate and compute, using printed and written materials associated with varying contexts.

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Media

- the physical objects used to communicate with, or the mass communication through physical objects such as radio, television, computers, film, etc.

- it also refers to any physical object used to communicate messages.

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Media Literacy

the ability to access, analyze, evaluate, and create media in a variety of forms.

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Information

a broad term that covers processed data, knowledge derived from study, experience, instruction, signals or symbols.

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Information Literacy

the ability to recognize when information is needed, and to locate, evaluate, and effectively communicate information in its various formats.

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Technology Literacy

the ability of an individual to appropriately, and effectively use technological tools (access, manage, integrate, evaluate, create and communicate information).

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Media and Information Literacy

enables people to interpret and make informed judgments as users of information and media, as well as to become skillful creators and producers of information and media messages in their own right.

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Characteristics of a Media and Information Literate Individual

1. Improved quality of life

2. Greater political participation

3. Better economic opportunities

4. Improved learning environment

5. More cohesive social units

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Improved Quality of Life

- can evaluate information

- more business/job opportunities

- enhanced communication skills

- easier life

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Greater Political Participation

- politically engaged

- politically active

- politically smart

- responsible citizen

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Better Economic Opportunities

- economically aware

- greater chance of employment

- knowledgeable in advertisement

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Improved Learning Environment

- easy way of learning

- technologically smart

- increased educational interest

- fun learning

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More Cohesive Social Units

- socially active

- socially aware

- be able to identify different groups of people in a society

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The Evolution of Traditional to New Media

1. Prehistoric Age

2. Industrial Age

3. Electronic Age

4. New Age (Digital)

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Prehistoric Age

- also known as pre-industrial age.

- people discovered fire, developed paper from plants and forged equipment, weapons, and tools with stone, bronze, copper, and iron.

- traditional paper and writing materials and cave writings

- Acta Diurna in Rome (130 BC), Cave Paintings (35, 000 BC), Papyrus in Egypt (2, 500 BC)

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Industrial Age

- people used the power of steam, developed machine tools, established iron production, and manufacturing of various products.

- Telegraph, Telephone, Printing press

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Electronic Age

- the invention of transistor ushered.

- people harnessed the power of transistor radio, electronic circuits, and early computers.

- in this age, long distance communication became possible.

- Transistor Radio, Television, Mainframe Computers

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New Age (Digital)

- people advanced the use of microelectronics in the invention of personal computers, mobile devices and wearable technology.

- the Internet paved the way for faster communication and the creation of the social network.

- moreover, voice, image, sound and data are digitalized.

- Portable Laptop, Wearable Technologies, Smart Phones

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Types of Media

1. Print Media

2. Broadcast Media

3. Internet Media

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Print Media

- this type of news media used to be the only way of delivering information to the public. The general public receives the data and pictures or graphics in printed form, also known as hard copy.

- for the generations of the 80s and 90s, this was the only media of entertainment.

- is a typed media used in mass communication in the form of printed publications.

- is a traditional mass media published on paper.

- its traditional form involves ink and paper.

- its major types are books, magazines, newspapers, newsletter, posters, brochures, and press releases.

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Broadcast Media

- it is the most expedient means to transmit information immediately to the widest possible audience (before the immergence of internet).

- involves electrically and simultaneously sending information containing signals, print messages, audio, or video.

- its major types are television, radio, and film.

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Broadcast

The term ___ refers to the airborne transmission of electromagnetic audio signals (radio) or audio-visual signals (television) that are readily accessible to a wide population via standard receivers.

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Central high-powered broadcast tower

in a broadcast system, the ___ transmits a high-frequency electromagnetic wave to numerous receivers. The high-frequency wave sent by the tower is modulated with a signal containing visual or audio iinformation.

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Internet Media

- it refers to audio & visual content transmitted online.

- internet to get the news a lot more often than the traditional news sources

- websites provide information in the form of video, text, and audio.

- we can even choose the way we want to receive the news.

- comprise such services as email, social media sites, social networks, websites, online forums and podcasts.

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Convergence

- is the coming together of two different entities.

- it is the integration of two or more different technologies in a single device or system.

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Media Convergence

- means the interconnection of communication technologies, computer networks, media content and information.

- it is constituted of 3Cs, i.e. Computing, Communication and Content and is a result of digital media content and the inception of the internet.

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Examples of Media Convergence

1. Smartphones (converging camera, music, the

internet, books, and all other media together)

2. Online Radio (converging radio with the Internet)

3. E-books (converging paperbacks with the digital

technology)

4. News Websites and Apps

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Advantages of Media Convergence

1. The instant availability of news and moment-based content.

2. The content producers can specifically target the best audience or group they are aiming towards publishing customized content.

3. Audience has also become the creator themselves.

4. It has broadened the limitations of traditional media by blending it with new media

5. The cost of digital marketing has also become economical thus making this process beneficial and affordable.

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Disadvantages of Media Convergence

1. Difficulty in assessing consumer responses and reactions.

2. More competition for consumer's time and attention.

3. Audiences often feel overwhelmed with massive amounts of information overload.

4. The older generation and the disabled sections of the community find it hard to learn the digital skills to use different types of media.

5. Highly relied on technology and the internet.

6. Prone to cyber-attacks and malfunctioning.

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Indigenous Media

may be defined as forms of media expression conceptualized, produced, and circulated by Indigenous peoples around the globe as vehicles for communication.

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Forms of Indigenous Media

1. Folk or Traditional Media

2. Gatherings and Social Organizations

3. Direct Observation

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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.

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Types of Library

1. Academic Library

2. Public Library

3. School Library

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Internet

a global computer network providing a variety of information and communication facilities, consisting of interconnected networks using standardized communication protocols.

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Things to Consider in Evaluating Information

1. Reliability

2. Accuracy

3. Value

4. Authority

5. Timeliness

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Codes

- systems of signs which create meaning to communicate ideas and impressions for an audience, producers, and other stakeholders.

- technical, written and symbolic tools used to construct or suggest meaning in media forms and products.

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Technical Codes

these include techniques and methods like camera angle, shot type, and lighting.

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Camera Techniques

in films, this pertains on the way the camera is moved, which makes a big contribution to the story.

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Framing

is the presentation of visual elements in an image, especially the placement of the subject in relation to other objects.

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Depth of Field

the distance between the nearest and farthest objects in a scene that appear acceptably sharp in an image.

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Lighting

the amount of light and the direction of the light source can give meaning to the viewer of the film.

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Exposure

- refers to the amount of light being captured by the camera.

- it is directly connected to the brightness and darkness of the image.

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Juxtaposition

the contiguous positioning of either two characters, objects, or scenes in sequence, to compare and contrast them.

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Written Codes

- use of language style and textual layout (headlines, captions, speech bubbles, writing style, etc.)

- the way titles or headlines are presented.

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Audio Codes

- these include codes related to sound.

- eg. Dialogue (Speech/Word, Accent, Tone), Music (Pace/Tone, Instruments, Lyrics), Sound Effects.

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Symbolic Codes

indicators that require inferences among the audience, delving into the symbolic meaning rather than the literal meaning.

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Convention

- refers to a standard or norm that acts as a rule governing behavior.

- are the generally accepted ways of doing something.

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Producers

people engaged in the process of creating and putting together media content to make a finished media product.

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Media Producers' job in fields

- Broadcasting

- Film

- Television

- Commercials

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Messages

the information sent from a source to a receiver.

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Audience

the group of consumers for whom a media message was constructed as well as anyone else who is exposed to the message.

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Stakeholders

libraries, archives, museums, internet and other relevant information providers.

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Examples of Media stakeholders

- Government

- Employees

- Customers

- Suppliers

- Creditors

- Community

- Owner (s)

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Plagiarism

- the act of taking another person's ideas, writings, inventions, and similar intellectual products as one's own without the knowledge, consent and/accreditation of the original owner.

- it means using someone else's words or ideas without properly crediting the original author.

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Common Examples of Plagiarism

- Paraphrasing a source too closely

- Including a direct quote without quotation marks

- Copying elements of different sources and pasting

them into a new document

- Leaving out an in-text citation

- Submitting a full text that is not your own

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Copyright

a set of rights granted to the author or creator of a work, to restrict others 'ability to copy, redistribute, and reshape the content.

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Intellectual Property

refers to creations of the mind, such as inventions; literary and artistic works; designs; and symbols, names and images used in commerce.

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Fair Use

- is the right to use a copyrighted work under certain conditions without permission of the copyright owner.

- is a defense against a claim of copyright infringement.

- is any copying of copyrighted material done for a limited and "transformative" purpose, such as to comment upon, criticize, or parody a copyrighted work. Such uses can be done without permission from the copyright owner.

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Federal Court

Unfortunately, the only way to get a definitive answer on whether a particular use is a fair use is to have it resolved in ___.

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Digital Divide

- 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.

- it is the unequal access to digital technology.

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Economic Divide

is the idea that some people can afford to have a computer and Internet access while others cannot.

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Usability Divide

is the idea that some people still couldn't use technology (e.g. computer) even if they can get one for free.

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Empowerment Divide

is concerned with how we use technology to empower ourselves.

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Computer Addiction

- the excessive use of computers to the extent that it interferes with daily life.

- can result from people using computer repeatedly as their main stress reliever instead of having a variety of ways to cope with negative events and feelings.

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Common Signs of Computer Addiction

1. Mixed feelings of well-being and guilt while at the computer.

2. Unsuccessful efforts to quit or limit computer use.

3. Losing track of time while on the computer.

4. Neglecting friends, family and/or responsibilities in order to be online.

5. Lying about time spent on the computer/activities while online.

6. Feeling anxious, depressed or irritable when computer time is shortened or interrupted.

7. Using the computer repeatedly as an outlet when sad, upset or for sexual gratification.

8. Problems in school/work as a result of time spent and the type of activities accessed on the computer.

9. When not on the computer, frequent thoughts and anticipation of using it again.

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Physical Discomfort Caused by Computer Addiction

1. Carpal Tunnel Syndrome (pain, numbness and burning in the hands that can radiate up the wrists, elbows and shoulders).

2. Dry eyes or strained vision.

3. Back and neck aches

4. Severe headaches.

5. Sleep disturbances

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Ways to Help a Computer-Obsessed Friend

1. Be a good role model. Manage the computer use in your own life.

2. Introduce them to other people who handle their computer use sensibly.

3. Get them involved in non-computer related fun.

4. Talk to your friend about your concerns.

5. Support their desire for change if they think they have a problem.

6. Encourage them to seek professional counselling.

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Cyberbullying

- is bullying with the use of digital technologies.

- it can take place on social media, messaging platforms, gaming platforms, and mobile phones.

- it is repeated behavior, aimed at scaring, angering, or shaming those who are targeted.

- leaves a digital footprint.

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Examples of Cyberbullying

1. spreading lies about or posting embarrassing photos or videos of someone on social media

2. sending hurtful, abusive or threatening messages, images or videos via messaging platforms

3. impersonating someone and sending mean messages to others on their behalf or through fake accounts.

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Digital Footprint

a record that can prove useful and provide evidence to help stop the abuse.

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Avatar

an icon or figure representing a particular person in video games, Internet forum, etc.

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Virtual Self

human characteristics within an avatar.

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Netiquette

- is a portmanteau of net and etiquette, and refers to the socially acceptable rules of online conduct for respectful and appropriate communication on the internet.

- set of rules for behaving properly online.

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Netiquette

- the definition of ___ includes self-presentation standards, behavior norms, and accepted forms of expression.

- proper ___ helps you avoid offending friends, employers, and other people in your social network.

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Social Media

online messaging platforms and the rise of ___ have led to an implicit agreement on global communication standards.

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Digital Natives

those immersed in digital tech from birth.

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Online Tracking Technology

with ___, digital footprint can be traced just as easily.

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Netiquette

- helps you prevent identity theft and other types of cybercrime by safeguarding your personal information and protecting your communications.

- helps you book appointments more smoothly, develop relationships more effectively, and find information more quickly.

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10 Core Rules of Netiquette

1. Remember the human

2. Adhere to the same standards of behavior online that you follow in real life

3. Know where you are in cyberspace

4. Respect other people's time and bandwidth

5. Make yourself look good online

6. Share expert knowledge

7. Help keep flame wars under control

8. Respect other people's privacy

9. Don't abuse your power

10. Be forgiving of other people's mistakes

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Remember the Human

Think of the person behind the computer when you compose your messages. You are not communicating with a machine, but with real people.

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Adhere to the Same Standards of Behavior Online That You Follow in Real Life

When communicating online, remember the rules of etiquette that you follow in your everyday life. Refrain from insulting, provoking, or threatening others.

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Know Where You are in Cyberspace

Netiquette varies from website to website. What is acceptable in one environment is not acceptable in another.

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Respect Other People's Time and Bandwidth

When you post anything online, write an email or share a post it will take other people's time to read. It is important that your message is brief and direct.

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Make Yourself Look Good Online

One of the best things about the virtual world is the lack of judgment associated with your physical appearance, sound of your voice, or the clothes you wear. You will, however, be judged by the quality of your writing.

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Share Expert Knowledge

If you are knowledgeable in an area, then you have something to offer! Share what you know, and it will help other users.

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Help keep Flame Wars Under Control

Don't feed the flames; extinguish them by guiding the discussion back to a more productive direction.

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Respect Other People's Privacy

When you are networked to someone on a website, you may be given privileged access to information about him or her and what he or she shares. You need to ensure you do not breach anyone's wishes by sharing any of the content they have made available to you.

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Don't Abuse Your Power

If you are an administrator or facilitator for any online environment, make sure you do not abuse the privilege of access that your position may give you.

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Be Forgiving of Other People's Mistakes

People will make mistakes when they are new to online environments. Everyone has to start somewhere, so try and be forgiving of other's mistakes.

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Shea (2011)

"lurk before you leap"