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MEDIA AND
INFORMATION LITERACY
PRESENTED BY: GROUP 1
MEDIA AND INFORMATION
LANGUAGES
2
A. Codes, Conventions, and Messages
B. Audience, Producers, and Other Stakeholders
MEDIA AND INFORMATION
LANGUAGES
It pertains to the technical and symbolic ingredients
or codes and conventions that media and
information professionals may select and use in
effort to communicate ideas, information, and
knowledge.
3
The various forms of media language
used to create and communicate
meanings in media products, for example;
Visual codes: elements that relate to the
look of product, color palette, layout and
design.
4
EXAMPLE OF A
MEDIA
LANGUAGE
5
PURPOSE OF MEDIA LANGUAGE
Media language is the way in which the meaning of media text is conveyed
to the audience. One of the ways Media Language works is to convey
meaning through signs and symbols suggested by the way a scene is set up
and filmed.
6
CODES
• Codes are systems of signs
that when put together create
meaning.
• commonly have an established
meaning, denotation or
connotation, to the target
audience.
7
TYPES OF
MEDIA CODES
There are three types of media codes:
symbolic codes, technical codes, and written
codes.
1. Symbolic Codes - are audience based.
2. Technical Codes - refer to codes
specific to a media form alone.
3. Written Codes - are the formal written
language used in creating a media product.
8
CONVENTION • In the media context, it refers to
a standard or norm that acts as a
rule governing behavior.
• refer to the possible methods in
which codes are organized in a
product.
9
MESSAGES
The information sent from a
source to a receiver.
10
AUDIENCE
• The group of consumers for
whom a media message was
constructed as well as anyone
else who is exposed to the
message.
• a significant element in
delivering media texts. All
media texts are made with a
target audience in mind
11
PRODUCERS
• refer to the people who initiate, plan,
and produce media texts. They need
to have the skill in assessing the
media texts and a thorough
understanding of the target product;
and the processes that go into
creating the products.
12
OTHER
STAKEHOLDERS • refer to people or organizations
that share the same interests or
intentions.
LEGAL, ETHICAL, AND SOCIETAL
ISSUES IN MEDIA AND
INFORMATION
A. Copy Right/ Fair Use/ Plagiarism
B. Netiquette
C. Digital Divide, Addiction, and Bullying
D. Virtual Self
E. Others
13
14
COPYRIGHT
Is a legal word used to express the
ownerships rights that authors and artists
have to their creative works.
15
IMPORTANCE OF
COPYRIGHT
By allowing the author,
professor, or reseacher who
created the work to prevent its
unauthorized or uncredited use,
it helps to preserve the value of
their work.
16
EXAMPLE OF
COPYRIGHT • POEMS
• NOVELS
• COMPUTEER SOFTWARE
• SONGS
17
HOW TO AVOID
COPY RIGHT
Receive a permission
Use Image from Public
Domain
Give Credit
Review ownership rights
on Social Media Pages
Consider Buying consent
18
Republic Act No. 8293
Copying original and intellectual creation is
considered as copyright infringement and is
punishable under Republic Act No. 8293,
otherwise known as the Intellectual Property
Code of the Philippines (“IP Code”).
19
FAIR USE
Allows users to reuse copyright – protected materials
without permission.
20
FAIR USE
EXAMPLES
• CRITICISM
• COMMENTARY
• NEWS REPORTING
• PARODY
• TEACHING
21
IMPORTANCE OF
FAIR USE
1.Fair use prevents copyright law
from stifling research and
criticism.
2. The purpose is to balance the right
way of using work of others.
22
PLAGIARISM
The practice of taking someone else`s
work or ideas and passing them off as
one`s own.
23
7 COMMON
TYPES OF
PLAGIARISM
1. Complete Plagiarism
2. Direct Plagiarism
3. Paraphrasing Plagiarism
4. Self Plagiarism
5. Patchwork Plagiarism
6. Source Based
7. Accidental
24
NETIQUETTE
Derived from the word “etiquette”, which
refers to the general rules or conventions of
correct and polite behavior in social settings
and situations.
25
NETIQUETTE
It is thus the practice and considerate
behavior in online contexts, such as
internet discussion boards and personal
email.
26
IMPORTANCE
OF
NETIQUETTE
Online communication can be made
more productive with the use of
netiquette, which also helps people
stay clear of confusion and potential
confrontation. Without a solid grasp
of netiquette, you run the risk of
unintentionally engaging in abusive
or cyberbullying behavior.
27
CORE RULES
IN
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
28
DIGITAL DIVIDE
The digital divide is a term that refers to the gap
between demographic and regions that have
access to modern information and
communications technology (ICT), and those
that don`t or have restricted access.
29
3 FACTORS OF
DIGITAL
DIVIDE 1. Economic Divide
2. Social Divide
3. Universal Access
Divide
30
5 FACTORS OF
DIGITAL
DIVIDE
Low Literacy Rate
Lack of motivation on how to
learn Technology
Low of income levels
Lack of Physical Access to
Technology Illiteracy
Geographical Restrictions
31
ADDICTION
Low Self Esteem
When someone lacks confidence about who they
are and what they can do. They often feel
incompletent, unloved, or inadequate.
32
ADDICTION
Personal Dissatisfaction
The state of being dissatisfied with oneself a sense
of self-dissatisfaction at his poor performance.
33
ADDICTION
Depression
Mood disorder that causes a persistent feeling of
sadness and loss of interest.
34
ADDICTION
Hyperactivity
A person may seem to move about constantly,
including in situations when it is not appropriate, or
excessively fidgets, taps, or talks.
35
BULLYING
Bullying is unwanted, aggressive behavior among school aged children that
involves a real or perceived power imbalance. The behavior is repeated, or has
the potential to be repeated, over time. Both kids who are bullied and who bully
others may have serious, lasting problems.
36
TYPES OF BULLYING
Physical Bullying
Physical bullying incudes hitting, kicking, tripping,
pinching and pushing or damaging property.
Physical bullying causes both short term and long
term damage.
37
TYPES OF BULLYING
Verbal Bullying
Verbal Bullying includes name calling, insults, teasing,
intimidation, homophobic or racist remarks or verbal abuse.
While verbal abuse bullying can start off harmless, it can
escalate to levels which start affecting the individual target
38
TYPES OF BULLYING
Cyberbullying
Is the use of cell phones, instant messaging, e-mail,
chat rooms or social networking sites such as
Facebook and twitter to harass, threaten or
intimidate someone.
39
40
VIRTUAL SELF
Virtual self is an extended play (EP) by American electronics music producer Porter Robinson
under the alias Virtual Self. Virtual Self is a departure from the sounds of Robinson`s debut album
Worlds, in favor of a more techno sound inspired by late 90s- early 2000s dance music.
41
VIRTUAL SELF
A Virtual Self is a virtual concepts of self in Philosophy, Sociology, and Artificial
Intelligence.
42
THANK YOU!
Report by the Group 1
MEDIA AND INFORMATION LITERACY Source: www.google.com

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MEDIA AND INFORMATION LITERACY GR .1 REPORT.pptx

  • 2. MEDIA AND INFORMATION LANGUAGES 2 A. Codes, Conventions, and Messages B. Audience, Producers, and Other Stakeholders
  • 3. MEDIA AND INFORMATION LANGUAGES It pertains to the technical and symbolic ingredients or codes and conventions that media and information professionals may select and use in effort to communicate ideas, information, and knowledge. 3
  • 4. The various forms of media language used to create and communicate meanings in media products, for example; Visual codes: elements that relate to the look of product, color palette, layout and design. 4 EXAMPLE OF A MEDIA LANGUAGE
  • 5. 5 PURPOSE OF MEDIA LANGUAGE Media language is the way in which the meaning of media text is conveyed to the audience. One of the ways Media Language works is to convey meaning through signs and symbols suggested by the way a scene is set up and filmed.
  • 6. 6 CODES • Codes are systems of signs that when put together create meaning. • commonly have an established meaning, denotation or connotation, to the target audience.
  • 7. 7 TYPES OF MEDIA CODES There are three types of media codes: symbolic codes, technical codes, and written codes. 1. Symbolic Codes - are audience based. 2. Technical Codes - refer to codes specific to a media form alone. 3. Written Codes - are the formal written language used in creating a media product.
  • 8. 8 CONVENTION • In the media context, it refers to a standard or norm that acts as a rule governing behavior. • refer to the possible methods in which codes are organized in a product.
  • 9. 9 MESSAGES The information sent from a source to a receiver.
  • 10. 10 AUDIENCE • The group of consumers for whom a media message was constructed as well as anyone else who is exposed to the message. • a significant element in delivering media texts. All media texts are made with a target audience in mind
  • 11. 11 PRODUCERS • refer to the people who initiate, plan, and produce media texts. They need to have the skill in assessing the media texts and a thorough understanding of the target product; and the processes that go into creating the products.
  • 12. 12 OTHER STAKEHOLDERS • refer to people or organizations that share the same interests or intentions.
  • 13. LEGAL, ETHICAL, AND SOCIETAL ISSUES IN MEDIA AND INFORMATION A. Copy Right/ Fair Use/ Plagiarism B. Netiquette C. Digital Divide, Addiction, and Bullying D. Virtual Self E. Others 13
  • 14. 14 COPYRIGHT Is a legal word used to express the ownerships rights that authors and artists have to their creative works.
  • 15. 15 IMPORTANCE OF COPYRIGHT By allowing the author, professor, or reseacher who created the work to prevent its unauthorized or uncredited use, it helps to preserve the value of their work.
  • 16. 16 EXAMPLE OF COPYRIGHT • POEMS • NOVELS • COMPUTEER SOFTWARE • SONGS
  • 17. 17 HOW TO AVOID COPY RIGHT Receive a permission Use Image from Public Domain Give Credit Review ownership rights on Social Media Pages Consider Buying consent
  • 18. 18 Republic Act No. 8293 Copying original and intellectual creation is considered as copyright infringement and is punishable under Republic Act No. 8293, otherwise known as the Intellectual Property Code of the Philippines (“IP Code”).
  • 19. 19 FAIR USE Allows users to reuse copyright – protected materials without permission.
  • 20. 20 FAIR USE EXAMPLES • CRITICISM • COMMENTARY • NEWS REPORTING • PARODY • TEACHING
  • 21. 21 IMPORTANCE OF FAIR USE 1.Fair use prevents copyright law from stifling research and criticism. 2. The purpose is to balance the right way of using work of others.
  • 22. 22 PLAGIARISM The practice of taking someone else`s work or ideas and passing them off as one`s own.
  • 23. 23 7 COMMON TYPES OF PLAGIARISM 1. Complete Plagiarism 2. Direct Plagiarism 3. Paraphrasing Plagiarism 4. Self Plagiarism 5. Patchwork Plagiarism 6. Source Based 7. Accidental
  • 24. 24 NETIQUETTE Derived from the word “etiquette”, which refers to the general rules or conventions of correct and polite behavior in social settings and situations.
  • 25. 25 NETIQUETTE It is thus the practice and considerate behavior in online contexts, such as internet discussion boards and personal email.
  • 26. 26 IMPORTANCE OF NETIQUETTE Online communication can be made more productive with the use of netiquette, which also helps people stay clear of confusion and potential confrontation. Without a solid grasp of netiquette, you run the risk of unintentionally engaging in abusive or cyberbullying behavior.
  • 27. 27 CORE RULES IN 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
  • 28. 28 DIGITAL DIVIDE The digital divide is a term that refers to the gap between demographic and regions that have access to modern information and communications technology (ICT), and those that don`t or have restricted access.
  • 29. 29 3 FACTORS OF DIGITAL DIVIDE 1. Economic Divide 2. Social Divide 3. Universal Access Divide
  • 30. 30 5 FACTORS OF DIGITAL DIVIDE Low Literacy Rate Lack of motivation on how to learn Technology Low of income levels Lack of Physical Access to Technology Illiteracy Geographical Restrictions
  • 31. 31 ADDICTION Low Self Esteem When someone lacks confidence about who they are and what they can do. They often feel incompletent, unloved, or inadequate.
  • 32. 32 ADDICTION Personal Dissatisfaction The state of being dissatisfied with oneself a sense of self-dissatisfaction at his poor performance.
  • 33. 33 ADDICTION Depression Mood disorder that causes a persistent feeling of sadness and loss of interest.
  • 34. 34 ADDICTION Hyperactivity A person may seem to move about constantly, including in situations when it is not appropriate, or excessively fidgets, taps, or talks.
  • 35. 35 BULLYING Bullying is unwanted, aggressive behavior among school aged children that involves a real or perceived power imbalance. The behavior is repeated, or has the potential to be repeated, over time. Both kids who are bullied and who bully others may have serious, lasting problems.
  • 36. 36 TYPES OF BULLYING Physical Bullying Physical bullying incudes hitting, kicking, tripping, pinching and pushing or damaging property. Physical bullying causes both short term and long term damage.
  • 37. 37 TYPES OF BULLYING Verbal Bullying Verbal Bullying includes name calling, insults, teasing, intimidation, homophobic or racist remarks or verbal abuse. While verbal abuse bullying can start off harmless, it can escalate to levels which start affecting the individual target
  • 38. 38 TYPES OF BULLYING Cyberbullying Is the use of cell phones, instant messaging, e-mail, chat rooms or social networking sites such as Facebook and twitter to harass, threaten or intimidate someone.
  • 39. 39
  • 40. 40 VIRTUAL SELF Virtual self is an extended play (EP) by American electronics music producer Porter Robinson under the alias Virtual Self. Virtual Self is a departure from the sounds of Robinson`s debut album Worlds, in favor of a more techno sound inspired by late 90s- early 2000s dance music.
  • 41. 41 VIRTUAL SELF A Virtual Self is a virtual concepts of self in Philosophy, Sociology, and Artificial Intelligence.
  • 42. 42 THANK YOU! Report by the Group 1 MEDIA AND INFORMATION LITERACY Source: www.google.com