MIL PRACTICE SET
COMMUNICATION • is a two-way process of exchanging/sharing of ideas, thoughts, feelings and emotions from one person to another that can result to understanding. ELEMENTS OF COMMUNICATION • Sender o The person or entity that initiates the communication by encoding and sending a message. • Receiver o The person or audience that decodes and interprets the message from the sender. • Message o The actual content or information being communicated, whether verbal, nonverbal, or written. • Channel o The medium through which the message is transmitted (e.g., spoken words, text, email, social media). • Noise o Any interference or barriers that distort or block the clarity of the message (can be physical, psychological, or semantic noise). • Feedback o The response from the receiver, which lets the sender know if the message was understood correctly. TYPES OF COMMUNICATION • Verbal Communication o uses words to convey message or information o 2 Sub-Types of Verbal Comm ▪ Oral Comm • Uses spoken words and with sounds ▪ Written Comm • Uses printed signs and symbols • Non-Verbal Communication o does not use words to convey message or information o Sub-types of Non-Verbal Comm ▪ Kinesics • Language of body ▪ Haptics • Language of touch ▪ Proxemics • Language of space ▪ Chronemics • Language of time ▪ Olfactics • Language of smell ▪ Artefactual • Language of things ▪ Physical Appearance • Language of presenting oneself HOW COMMUNICATION IS INFLUENCED BY MEDIA AND INFORMATION • Speed and Reach o allowing messages to be transmitted quickly across vast distances, reaching a global audience in real-time. • Globalization of Information o Media facilitates the global flow of information, making it easier for people across different countries and cultures to access and share content, fostering a global exchange of ideas and knowledge. • Diversity of Information o there is a vast array of information sources available o diversity gives audiences access to various perspectives, opinions, and types of content • Framing o often shape how information is presented, influencing the audience's perception of an issue or event. • Social and Cultural Impact o plays a significant role in shaping societal norms, values, and culture o it influences public opinion, trends, and behaviors, often reflecting or even driving changes in society. • Interactive Communication o enables two-way communication, allowing audiences to engage directly with content through comments, shares, and likes • Misinformation and Disinformation o the vast reach of media can also spread false or misleading information • Political and Social Movement o media has become a powerful tool for organizing, promoting, and sustaining political and social movements 2 | M e d i a a n d I n f o r m a t i o n L i t e r a c y R e v i e w e r b y M s . L e e o it amplifies voices and mobilizes people for causes, protests, or social change efforts • Personalized Content o through algorithms, media platforms can tailor content to individual users’ preferences and behaviors, creating a personalized information experience SESSION 2 MELC: Identify the similarities and differences between and among media literacy, information literacy, and technology literacy MEDIA AND INFORMATION LITERACY • Proposed and implemented by UNESCO in 2007 • Considered as a Basic Human Right in today’s digital world • is a set of skills that allows people to critically access, retrieve, understand, evaluate, and use information and media in all formats using various digital and technological tools MEDIA • refers to the physical objects we used to communicate, or the mass communication through physical objects such as films, tv, radio and internet. MEDIA LITERACY • is the ability to identify these different types of media and the messages (information) they can handle to store, relay, send, playback, edit, transmit, etc. INFORMATION • Facts that we learn and obtain about a place, person, or thing • Descriptions and answers to the unknown • Aids our decision-making process • Knowledge that empowers us INFORMATION LITERACY • is defined as "the ability to know when there is a need for information, to be able to effectively use that information for the issue or problem at hand" TECHNOLOGY LITERACY • It is the ability of an individual, working independently and with others, to responsibly, appropriately and effectively use technology tools to access, manage, integrate, evaluate, create and communicate information. MEDIA AND INFO LITERATE: WHAT DOES THAT MEAN? • Media and info literate is like being an investigative detective. ROLES OF MEDIA IN OUR SOCIETY • Watchdog o Media acts as a check on those in power, such as governments, corporations, and institutions • Entertainment o Media provides content designed to amuse, engage, and offer leisure activities to the public • Information and Education o media’s primary functions is to inform the public about current events, issues, and developments o it serves as a learning tool, offering resources and information that promote lifelong education and awareness • Public Forum o media serves as a space for public discussion and debate, allowing individuals and groups to express their opinions, share ideas, and engage in dialogue SESSION 3 MELC: Discuss responsible use of media and information CHARACTERISTICS OF RESPONSIBLE MEDIA USER • Must be curious o responsible media user is eager to explore, question, and seek deeper understanding o curiosity drives them to investigate beyond the surface of a story, ensuring they get diverse perspectives and verify information before accepting it as true • General Knowledge o having a broad knowledge base allows media users to critically analyze the information they consume o this helps them understand context, make informed judgments, and recognize biases or misinformation more easily • Ability to write o the capacity to clearly and effectively express ideas is important for those sharing media content, whether through blogs, posts, or comments o writing skills allow responsible users to communicate their viewpoints thoughtfully and contribute meaningfully to discussions 3 | M e d i a a n d I n f o r m a t i o n L i t e r a c y R e v i e w e r b y M s . L e e • Objective o a responsible media user seeks to maintain objectivity, approaching media content without letting personal biases cloud their interpretation o they consider facts, evaluate multiple viewpoints, and refrain from spreading false or biased information • Ethical & Professional o acting with integrity, a responsible media user follows ethical guidelines when consuming or sharing media o this means respecting privacy, giving credit to original sources, avoiding plagiarism, and refraining from harmful or malicious communication o they are also mindful of their impact on others and society when engaging with media. SESSION 4 MELC: Explain how the evolution of media from traditional to new media shaped the values and norms of people and society EVOLUTION OF MEDIA • Pre-Historic Age/Era o before 1700 o People discovered fire, developed paper from plants and forged weapons and tools with stone, bronze, copper, and iron. o aka Stone Age and Metal Age o writing had not yet existed o pre-historic men learned to etch and sketch on caves • Industrial Age/Era o 1700s - 1930s o People used the power of steam, developed machine tools, established iron production, and the manufacturing of various products (including books through the printing press) o technology shifted from using hand tools to operating powerdriven machines o the concept of mass production was introduced o has improved the people’s way of living • Electronic Age/Era o 1930s - 1980s o the invention of transistor ushered in this age o people harnessed the power of transistors that led to transistor radio, electronic circuits and the early computers o in this age, long distance communication became more efficient • Information Age/Era o 1980s - present o the internet paved the way for faster communication and the creation of social network o Moreover, voice, image, sound, and data are now digitalized o people advanced the use of microelectronics with the invention of electronic computers, mobile devices and wearable technology o offers endless possibilities 4 | M e d i a a n d I n f o r m a t i o n L i t e r a c y R e v i e w e r b y M s . L e e HOW DOES THE EVOLUTION OF MEDIA FROM TRADITIONAL TO NEW MEDIA SHAPED THE VALUES AND NORMS OF PEOPLE AND SOCIETY? • Persuasiveness o the world has grown more and more dependent on media o clout/bandwagon • Information Source o various platforms have become the go-to place whenever we want to know something • Entertainment Source o a wide selection of choices are made available suitable to anyone’s liking o most obvious function of media • Entertainment Source o a wide selection of choices are made available suitable to anyone’s liking • Binding Influence o people rely on media in our daily lives o reliance=dependence SESSION 5 MELC: Compare and contrast how one particular issue or news is presented through the different types of media (print, broadcast, online) TYPES OF MEDIA • Print Media o Media consisting of paper and ink o Reproduced in a printing process that is traditionally mechanical • Broadcast Media o Media that reach target audiences using airwaves as the transmission medium. • New Media o Content organized and distributed on digital platforms MEDIA CONVERGENCE • The co-existence of traditional and new media. • The co-existence of the types of media allowing content to flow across various platforms. • The ability to transform different kinds of media into digital code. SESSION 6 MELC: Contrast indigenous media to the more common sources of information such as library, internet, etc SOURCES OF MEDIA AND INFO • Library o it is a place in which literacy, musical, artistic or reference 5 | M e d i a a n d I n f o r m a t i o n L i t e r a c y R e v i e w e r b y M s . L e e materials are kept for use but not for sale. o Types of Library ▪ Academic Library ▪ Public Library ▪ School Library ▪ Special Library • Indigenous Media o is defined as forms of media expression conceptualized, produced and circulated by indigenous people around the globe as vehicles for communication o Forms of Indigenous Media ▪ Folklore ▪ Gatherings and Social Organizations ▪ Direct Observations ▪ Records ▪ Oral Instructions • Internet o it is a global computer network providing a variety of information and communication facilities, consisting of interconnected networks using standardized communication protocols o Evaluating Info from the Internet ▪ Authorship ▪ Publishing Body ▪ Accuracy and Verifiability ▪ Currency THINGS TO CONSIDER IN EVALUATING INFORMATION • Reliability o This refers to whether the information is consistent and dependable. Reliable sources are those with a track record of accuracy, objectivity, and professionalism o Check if the source has a reputation for providing well-researched and unbiased content • Value o The value of information lies in its usefulness or relevance to your needs o It’s important to consider if the information adds depth or new insights to the subject matter • Accuracy o This involves verifying that the facts and data presented are correct and free from errors • Timeliness o Consider the age of the information and whether it is up-to-date. In fast-moving fields like technology or current events, timeliness is critical • Authority o Authority refers to the credibility and expertise of the author or source SKILLS IN DETERMINING THE RELIABILITY OF INFORMATION o Check the author o Check the date of publication or if it is u[-to-date o Check for citations o Check the domain or owner of the site or page o .com – commercial o .gov – government o .edu – educational o .org – nonprofit organization o .mil - military SESSION 7 MELC: Present an issue in varied ways to disseminate information using the codes, convention, and language of media MEDIA CODES • are systems of signs which create meaning • is divided into: o Symbolic Codes o Written Codes o Technical Codes SYMBOLIC CODES • are social in nature, this means is that these codes live outside the media product themselves but would be understood in similar ways in the ‘real life’ of the audience • Symbolic Codes include the following: o Setting ▪ is the time and place of the narrative. o Mis En Scene ▪ refers to the description of all the objects within a frame of the media product and how they have been arranged. ▪ Includes Set design, Props, Costume, Make-up, Staging and Composition, Blocking/Leveling o Acting ▪ the portrayal of in media products and contribute to character development, creating tension or advancing the narrative. ▪ Includes Facial Expression, Body Language, Vocal Qualities, Movement, Body Contact 6 | M e d i a a n d I n f o r m a t i o n L i t e r a c y R e v i e w e r b y M s . L e e o Color ▪ Color has highly cultural and strong connotations. ▪ Must consider what’s the dominant color, contrasting foils and color symbolisms TECHNICAL CODES • are codes that are specific to a media form and do not live outside of them. • Technical Codes include the following: o Camera Work ▪ refers to how the camera is operated, positioned and moved for specific effects. o Editing ▪ is the process of choosing, manipulating and arranging images and sound. o Audio ▪ is the expressive or naturalistic use of sound. o Lighting ▪ is the manipulation of natural or artificial light to selectively highlight specific elements of the scene. WRITTEN CODES • are the formal written language used in a media product • can be used to advance a narrative, communicate information about a character or issues and themes in the media product. • Examples of Written Codes: o Language Used (tone, structure, vocabulary, diction) o Headlines/Titles/Captions o Taglines o Subtitles o Font and Typography MEDIA CONVENTIONS • refer to the widely accepted ways in which media forms, genres, and products are created, structured, and understood. • Media Conventions include the following: o Form Conventions ▪ refer to the technical and structural features specific to a particular media form or platform. ▪ are the certain ways we expect types of media’s codes to be arranged. o Story Conventions ▪ are common narrative structures and understandings that are common in story telling media products. o Genre Conventions ▪ refers to the distinct traits that define specific genres (themes, style, tone, characters, and settings associated with particular genres) ▪ Romance, Horror, Sci-Fi, Fantasy, Mysteru, Comedy, Musical, etc SESSION 8 MELC: Cite practical situation when to apply knowledge in cybercrimes like intellectual property, copyright, etc. CYBERCRIME • refers to the criminal activities carried out by means of gadgets like computers or internet R.A. NO. 10175 • aka CYBERCRIME PREVENTION ACT OF 2012 • a law in the Philippines that was approved on September 12, 2012 • a law that aims to address legal issues concerning online interactions and the internet 7 | M e d i a a n d I n f o r m a t i o n L i t e r a c y R e v i e w e r b y M s . L e e R.A. NO. 10175 OFFENSES: • Offenses against the confidentiality, integrity and availability of computer data and systems o Illegal access of computer system (hacking, phishing, etc) o Illegal interception (wiretapping) o Data interference (via virus) o System interference (via virus) o Misuse devices (data privacy, malware, illegal activities) • Computer-related Offenses o Forgery (falsifying documents) o Fraud (intentional deception to gain something) o Identity Theft • Content-related Offenses o Cybersex o Child Pornography o Selling of Prohibited Products R.A. NO. 10175 PENALTIES AND FINES: • Penalties o Imprisonment ▪ Min 6 yrs and 1 day to 20 yrs o Fine ▪ Individual Min 200K ▪ Corporate Max 10M EXAMPLES OF CYBERCRIMES • INTELLECTUAL PROPERTY o refers to the creation of an individual’s intellectual pursuit. o WHY PROMOTE AND PROTECT IP? ▪ The progress and well-being of humanity depend on its ability to make and invent new works in the areas of technology and culture. ▪ The legal protection of new creations encourages the commitment of additional resources for further innovation. ▪ The promotion and protection of intellectual property spurs economic growth, creates new jobs and industries, and enhances the quality and enjoyment of life. o Penalty ▪ 3-6 yrs imprisonment o Fine ▪ 50K-150K o IP includes: • is the legal protection extended to the owner of the rights in an original work such as literary and artistic works. • must be TANGIBLEmeaning has been written / recorded, etc ▪ Trademark • is a word, a group of words, sign, symbol, or a logo that distinguishes your business’s goods or services from those of other traders. ▪ Patent • is an exclusive right granted for a new, inventive, & useful product. • PLAGIARISM o is when someone passed off the work of someone else as one’s own or without acknowledgment or citation of the source. • COMPUTER ADDICTION o The excessive use of computers to the extent that it interferes with daily life. • DIGITAL DIVIDE o An economic inequality between groups in terms of access to, use of, or knowledge of ICT • HACKING o refers to the practice of modifying or altering computer software and hardware to accomplish a goal that is considered to be outside the creator’s original objective o Penalty ▪ 6-12 yrs imprisonment o Fine ▪ 100k above ▪ Depends on the gravity/graveness of act • PHISHING o refers to the attempt of obtaining sensitive information such as usernames, passwords and credit card details, often for malicious reasons, by disguising as a trustworthy entity in an electronic organization. o Penalty ▪ 2yrs to 10 yrs 8 | M e d i a a n d I n f o r m a t i o n L i t e r a c y R e v i e w e r b y M s . L e e o Fine ▪ Not less than 50K but not more than 500K • ILLEGAL DOWNLOADING o refers to obtaining files that you do not have the rights to use from the internet. • DIGITAL PIRACY o refers to the practice of illegally copying and/or selling digital music, video, computer software, etc o Penalty ▪ 1-3 yrs of imprisonment o Fine ▪ 500K to 2M • IDENTITY THEFT o refers to the deliberate use of someone else’s identity, usually as a method to gain advantage or benefits using the other person’s name • CYBERBULLYING o bullying that takes place online, or using electronic technology (cellphones, computers, tablets) over communication tools including social media sites, text messages, chat, and websites. • DEFAMATION o refers to any false statement that causes damage to a person’s reputation. o 2 Types of Defamation: ▪ Libel • is a false statement in written form that destroys a person’s reputation. • This could be: o a blog comment o an article published on the media o a post published on social networks o an online review. ▪ Cyberlibel • refers to the act of defaming or damaging someone's reputation using electronic means, such as the internet, social media platforms, or other digital communication channels. ▪ Slander/Oral Defamation • is a false statement spoken orally that defames a person’s character. • This could be: o an interview o podcast o speech on TV/vlog/vid eo