1. Introduction to Information
and Communication
Technologies
• The state of ICT technologies
• Online systems, functions, and platforms
2. LEARNING COMPETENCIES
Learners will be able to:
- compare and contrast the nuances of varied online
platforms, sites, and content to best achieve specific
class objectives or address situational challenges.
(CS_ICT11/12-ICTPT-Ia-b-1)
3. At the end of this lesson, the students should be able to:
1. improve their 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. GOAL: At the end of the 2-week period, you will
be able to independently compose an insightful
reflection paper on the nature of ICT in the
context of your lives, society, and chosen
professional (i.e. Arts, Technical Vocational ,
Sports, and Academic Tracks).
5. LESSON OUTLINE
ICT in Our Everyday Lives:
• Online platforms, Sites, and Content
• The World Wide Web
• Web 1.0, Web 2.0 and Web 3.0
6. Review: Media Literacy, Information Literacy,
and Technology (Digital) Literacy.
Media
Literacy
Information
Literacy
Technology
(Digital)
Literacy
7. TERMS TO UNDERSTAND
• The ability to read, analyze,
evaluate and produce
communication in a variety
of media forms.
Media
Literacy
• The ability to recognize when
information is needed and to
locate, evaluate, effectively use
and communicate information in
its various formats.
Information
Literacy
Source: MIL Curriculum for Teachers by UNESCO, 2011
8. TERMS TO UNDERSTAND
• The ability to use
digital technology,
communication
tools or networks to
locate, evaluate,
use, and create
information.
Technology
(Digital)
Literacy
Source: MIL Curriculum for Teachers by UNESCO, 2011
9. The focus for this course is for students to
have Technology (Digital) Literacy.
Media
Literacy
Information
Literacy
Technology
(Digital)
Literacy
10. 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.
12. World Wide Web
Web 1.0
• Static
Web
Web 2.0
• Dynamic
Web
Web 3.0
• Semantic
Web
13. 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. This
is referred to as Web 1.0.
14.
15. 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.
16. 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.
21. 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.
22.
23.
24. 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.
25.
26. 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.
27.
28.
29. 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 (e.g., Amazon.com,
online stores).
30.
31. 5. Software as a Service. (SaaS) 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.
32.
33. 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.
34.
35.
36.
37. 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.
38.
39. According to the W3C, “The Semantic
Web provides a common framework that
allows data to be shared and reused across
application, enterprise, and community
boundaries.”
The aim of Web 3.0 is to have
machines (or servers) understand the user’s
preferences to be able to deliver web content
specifically targeting the user.
40. 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.
41. Several problems of Web 3.0
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.
42.
43. 1. Convergence
Technological convergence is the synergy of
technological advancements to work on a similar
goal or task.
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.
44. a. Social Networks. These are sites that allow you to connect
with other people with the same interests or background.
b. Bookmarking Sites. These are sites that allow you to store
and manage links to various websites and resources.
c. Social News. These are sites that allow users to post their
own news items or links to other news sources.
d. Media Sharing. These are sites that allow you to upload
and share media content like images, music, and video.
e. Microblogging. These are sites that focus on short
updates from the user.
f. Blogs and Forums. These websites allow users to post
their content.
45. 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
55. 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.