Legal, Ethical, and Societal Issues in Media and Information

0.0(0)
Studied by 0 people
call kaiCall Kai
Locked
learnLearn
examPractice Test
spaced repetitionSpaced Repetition
heart puzzleMatch
flashcardsFlashcards
GameKnowt Play
Card Sorting

1/36

flashcard set

Earn XP

Description and Tags

Vocabulary practice flashcards generated from lecture notes covering legal, ethical, and societal issues in media, intellectual property types, digital divide, netiquette, ubiquitous learning, and people media concepts.

Last updated 5:29 PM on 8/28/26
Name
Mastery
Learn
Test
Matching
Spaced
Call with Kai
Chat

No analytics yet

Send a link to your students to track their progress

37 Terms

1
New cards

Piracy

The unauthorized reproduction or use of a copyrighted book, recording, television program, patented invention, trademarked product, etc.

2
New cards

Intellectual Property

Creations of the mind, such as inventions, literary and artistic works, design and symbols, names and images used in a commerce, as defined by WIPO.

3
New cards

WIPO

World Intellectual Property Organization; the global forum for intellectual property services, policy, information, and cooperation.

4
New cards

Republic Act 8293

Also known as the Intellectual Property Code of the Philippines, an Act prescribing the Intellectual Property Code and establishing the Intellectual Property Office, which took effect on January 1, 1998.

5
New cards

Copyright

A legal term used to describe the rights that creators have over their literary and artistic works, valid for the lifetime of the author plus 50 years after death.

6
New cards

Patent

An exclusive right granted for an invention that provides the owner the right to decide how or whether it can be used by others, valid for 20 years from filing.

7
New cards

Trademark

A visible sign used to distinguish the goods or services of an individual or enterprises.

8
New cards

Industrial Design

The ornamental or aesthetic aspect of an article, consisting of three-dimensional features (shape or surface) or two-dimensional features (patterns, lines, or color).

9
New cards

Trade Secrets

Intellectual property rights on confidential information which may be sold or licensed, such as formulas, recipes, algorithms, and customer lists.

10
New cards

Plagiarism

Taking someone's words or ideas as if they were your own, or presenting copied work from someone else as your own work.

11
New cards

Digital Citizenship

The norms of appropriate, responsible technology use to help participants be safe, secure, smart, and effective in a digital world.

12
New cards

Digital Divide

The gap or inequality between demographics and regions regarding access to, knowledge of, and use of Information and Communication Technologies.

13
New cards

Digital Footprint

A trail of data created while using the Internet, including websites visited, emails sent, and information submitted online.

14
New cards

Netiquette

Network etiquette; a set of rules for behaving properly online.

15
New cards

Internet Addiction

A growing epidemic characterized by a compulsive desire to interact online through internet gaming, gambling, cyber activities, social networking, or compulsive web surfing.

16
New cards

Cyber Bullying

Posting, sending, or forwarding unkind, harmful, negative, or embarrassing images or texts on the internet, social networks, or cell phones.

17
New cards

Anti-Bullying Act of 2013 (RA 10627)

An act requiring all Elementary and Secondary Schools to adopt policies to prevent and address acts of bullying, including school-related and student-to-student bullying on social media.

18
New cards

Cybercrime Prevention Act of 2012 (RA 10175)

An Act defining cybercrime and providing for its prevention, investigation, suppression, and the imposition of penalties.

19
New cards

Social Presence

One of Kaplan and Haenlein's social media dimensions, defined as the type of sensorial interaction.

20
New cards

Media Richness

One of Kaplan and Haenlein's social media dimensions, defined as the amount of data transmitted in a time interval.

21
New cards

Self-presentation / Self-disclosure

One of Kaplan and Haenlein's social media dimensions, defined as the degree of freedom and control in creating one's personal cyber-identity.

22
New cards

Cybercrime

The use of a computer as an instrument to further illegal ends.

23
New cards

Massive Open Online Course (MOOC)

Free online courses offered to a massive number of people worldwide, designed after college and university courses for diverse learners.

24
New cards

Ubiquitous Learning

Learning at any time, at any place using a computer or desktop and the Internet.

25
New cards

Wearable Technology

Devices that connect people to technology to produce human-computer interaction facilitating mobility, connectivity, and multitasking.

26
New cards

3D Environment

Also known as interactive 3D or real-time 3D, a technology providing an environment where users can explore and interact with the digital world.

27
New cards

Holodeck

The heart of the ClassVR interface that showcases a futuristic virtual room with icons depicting classroom experiences and activities.

28
New cards

People Media

Persons involved in the use, analysis, evaluation, and production of media and information, serving as credible facilitators and sources of information.

29
New cards

Opinion Leaders

People who are highly exposed to and actively using media, acting as a source of viable message interpretation for lower-end media users.

30
New cards

Citizen Journalism

The practice where people without professional journalism training use modern technology and the internet to create, augment, or fact-check media.

31
New cards

Social Journalism

The practice where professional journalists use social media to make their content available to a broader audience.

32
New cards

Crowdsourcing

The practice of obtaining needed services, ideas, or content by soliciting contributions from a large group of people, especially from an online community.

33
New cards

People in Media

Media practitioners engaged in print, broadcast, film, new media, and gaming who provide facts through their expertise or firsthand experience.

34
New cards

Print Journalists

Media practitioners who utilize text to convey facts and information in mediums such as books, newspapers, and magazines.

35
New cards

Photojournalists

Journalists who focus on capturing images that tell a story rather than images that are purely aesthetic.

36
New cards

Broadcast Journalists

Journalists who disseminate information such as news, current events, and advertisements on television and radio.

37
New cards

Multimedia Journalist

Journalists in a fast-growing field who combine text, still photos, video, and audio across digital platforms such as blogs, websites, and social media.