3. At the end of this lesson, the students should be able to:
1. improve knowledge on how ICT affects their everyday lives and the state of
our nation;
2. compare and contrast the differences between online platforms, sites, and
content;
3. understand the features of Web 2.0;
4. understand the future of the World Wide Web through Web 3.0; and
5. learn the different trends in ICT and use them to their advantage.
4.
5.
6.
7. Information and Communication
Technologies
Information and Communication Technology (ICT)
deals with the use of different communication technologies
such as mobile phones, telephone, Internet, etc. to locate,
save, send and edit information.
8. When the World Wide Web was invented, most web pages were static.
Static (also known as flat page or stationary page) in the sense that the
page is “as is” and cannot be manipulated by the user. The content is also
the same for all users.
9. Web 2.0 is the evolution of Web 1.0 by adding dynamic web pages—the
user is able to see a website differently than others. Examples of Web 2.0
include social networking sites, blogs, wikis, video sharing sites, hosted
services, and web applications.
10. Web 2.0 allows users to interact with the page: instead of just reading a
page, the user may be able to comment or create a user account. Web 2.0
also allows users to use web browsers instead of just using their operating
system. Browsers can now be used for their user interface, application
software (or web applications), and even for file storage.
12. 1. Folksonomy. It allows users to
categorize and classify/arrange
information using freely chosen
keywords (e.g., tagging). Popular social
networking sites such as Twitter,
Instagram, Facebook, etc. use tags that
start with the pound sign (#). This is
also referred to as hashtag.
13. 2. Rich User Experience. Content is
dynamic and is responsive to user’s input.
An example would be a website that
shows local content. In the case of social
networking sites, when logged on, your
account is used to modify what you see in
their website.
14. 3. Long Tail. Services are offered on
demand rather than on a one-time
purchase. In certain cases, time-based
pricing is better than file-size-based pricing
or vice versa. This is synonymous to
subscribing to a data plan that charges you
for the amount of time you spent in the
Internet, or a data plan that charges you for
the amount of bandwidth you used.
15. 4. User Participation. The owner of the
website is not the only one who is able to
put content. Others are able to place a
content of their own by means of comment,
reviews, and evaluation. Some websites
allow readers to comment on an article,
participate in a poll, or review a specific
product.
16. 5. Software as a Service. Users will subscribe to a software
only when needed rather than purchasing them. This is a
cheaper option if you do not always need to use a
software. When you need a software, like a Word
Processor, you can purchase it for a one-time huge
amount and install it in your computer and it is yours
forever. Software as a service allows you to “rent” a
software for a minimal fee.
6. Mass Participation. It is a diverse information sharing
through universal web access. Since most users can use
the Internet, Web 2.0’s content is based on people from
various cultures.
17. The Semantic Web is a movement led by the
World Wide Web Consortium (W3C).
The W3C standard encourages web
developers to include semantic content in
their web pages.
18. Several problems of Web 3.0
1. Compatibility
HTML files and current web browsers could not support Web 3.0.
2. Security
The user’s security is also in question since the machine is saving his or her
preferences.
3. Vastness
The World Wide Web already contains billions of web pages.
4. Vagueness
Certain words are imprecise. The words “old” and “small” would depend on the user.
5. Logic
Since machines use logic, there are certain limitations for a computer to be able to
predict what the user is referring to at a given time.
19.
20.
21.
22. 1. Convergence
Technological convergence is the synergy of technological
advancements to work on a similar goal or task. (CP)
2. Social Media
Social media is a website, application, or online channels that enable
web users to create, co-create, discuss, modify, and exchange user-
generated content.
23. 1. Social Networks. These are sites that
allow you to connect with other people
with the same interests or background.
2. Bookmarking Sites. These are sites that
allow you to store and manage links to
various websites and resources.
24. 3. Social News. These are sites that
allow users to post their own news
items or links to other news sources.
4. Media Sharing. These are sites that
allow you to upload and share media
content like images, music, and video.
25. 5. Microblogging. These are sites that
focus on short updates from the user.
6. Blogs and Forums. These websites
allow users to post their content.
26. 3. Mobile Technologies
The popularity of smartphones and tablets has taken a major rise
over the years. This is largely because of the devices’ capability to
do tasks that were originally found in personal computers.
a. iOS
b. Android
c. Blackberry OS
d. Windows Phone OS
e. Symbian
f. WebOS
g. Windows Mobile
27. 4. Assistive Media
Assistive media is a nonprofit
service designed to help
people who have visual and
reading impairments. A
database of audio recordings
is used to read to the user.