OBJECTIVE
Define keyconcepts such as intellectual property, fair
use, netiquette, digital footprint, data privacy, digital
divide, computer addiction, and cyberbullying.
Recognize the impact of ethical and unethical media use
on individuals and society.
Apply fair use guidelines by evaluating different media
content.
DIGITAL CITIZENSHIP
Digital citizenshipis the “ability to find, access, use
and create information effectively; engage with other
users and with content in an active, critical, sensitive
and ethical manner; and navigate the online and ICT
environment safely and responsibly, being aware of
one’s own rights” (UNESCO, 2016, p. 15 as cited in
Shin, T.S. et al. 2019, p.19).
17.
LEGAL, ETHICAL ANDSOCIETAL ISSUES IN MEDIA
AND INFORMATION
With the growing online community in this new information
age, people must know and understand their rights and
responsibilities as media and information providers and
consumers in order to become digital citizens.
Significantly encompassing these rights and responsibilities
are the issues of Intellectual Property, Fair Use, Netiquette,
Internet Addiction, and Cyberbullying.
18.
A. INTELLECTUAL PROPERTY(IP)
Intellectual Property (IP) as referring to the
“creations of the mind, such as inventions;
literary and artistic works; designs; and
symbols, names, and images used in
commerce” (World Intellectual Property
Organization, 2016).
19.
TWO CATEGORIES
1. IndustrialProperty
which includes patents, trademarks, industrial designs and
geographical indications and appellations of origin
20.
2. Copyright
which coversliterary works (such as novels, poems, and
plays), films, music, artistic works (e.g. drawings,
paintings, photographs, and sculptures) and architectural
design. Rights related to copyright include those of
performing artists in their performances, producers of
phonograms in their recordings, and broadcasters in their
radio and television programs (WIPO, 2016).
21.
THE INTELLECTUAL PROPERTYCODE (RA 8293) AND
THE CYBERCRIME PREVENTION ACT (RA 10175).
Both laws protect intellectual property rights, allowing the
rightful creators or owners of patents, trademarks, or
copyrighted works to benefit from their own work or
creation – may it be of moral or material interests.
Violation of this law or one of the rights is called
infringement.
23.
1. COPYRIGHT
Legal termused to describe the rights
that creators have over their literary
and artistic works. This covers works
ranging from books, music, paintings,
sculpture and films, to computer
programs, databases, advertisements,
maps and technical drawings (WIPO,
2016).
25.
2. PATENT
An exclusiveright granted for an
invention. It provides the patent
owner with the right to consent on
the invention or a way for others to
use it.
26.
3. TRADEMARK
It isa distinguished sign of goods or
services of one enterprise from
those of other enterprises. It can be
compared to what craftsmen used
in ancient times as “signature mark”
on their product (WIPO, 2016).
27.
4. INDUSTRIAL DESIGN
WIPO(2016) defines Industrial design as an
ornamental or aesthetic aspect of an item. An
industrial design right protects only the
appearance or aesthetic features of a product,
whereas a patent protects an invention that
offers a new technical solution to a problem.
28.
5. GEOGRAPHICAL INDICATIONS
ANDAPPELLATIONS OF ORIGIN
signs used on products
possessing qualities, a status,
or characteristics that are
essentially attributable to
that location of origin.
29.
REPUBLIC ACT NO.8293 OR INTELLECTUAL PROPERTY
CODE OF THE PHILIPPINES THE COPYRIGHTED WORKS
ARE UNDER THIS TERM OF PROTECTION (SOURCE:
OFFICIAL GAZETTE, 2012, SECTION 213)
30.
Intellectual property (IP)laws protect content
creators' exclusive rights, preventing illegal copying or
profit-making. They impose strong penalties for
infringement, but also allow Fair Use exemptions under
the doctrine of copyrighted materials, allowing owners
to control access and consider fair use considerations.
31.
B. FAIR USE
Fairuse is a legal principle stating that one can use a
copyrighted work without a license for the following
purposes: commentary, criticism, reporting, research, and
teaching.
32.
Creative Commons licensesprovide a standardized way for content
creators to give the public permission to share and use their work.
These licenses are easier for both the author and the public than
traditional licenses, which are more restrictive.
C. NETIQUETTE
One ofthe pressing problems in the digital age is the lack of
basic manners in using the Internet. To help minimize mistakes,
untoward encounters, and unkind experiences online,
understanding and applying the rules in Netiquette is necessary.
Netiquette or network etiquette is a set of rules for behaving
properly online (Shea, 1997 as cited in E-Learning Guide on
Media and Information Literacy, 2017).
44.
TEN CORE RULESOF NETIQUETTE BY VIRGINIA
SHEA
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
6 Share expert knowledge
7 Keep flame wars under control
8 Respect other people's privacy
9 Don't abuse your power
10 Be forgiving of other people's mistakes
45.
Simply put, Netiquettereminds you to respect and protect your own
privacy, as well as others’. You must “self-reflect before you self-reveal”
(Common Sense Education). In practicing the rules of Netiquette, you
must consider being careful in managing your virtual self and digital
footprints, as well as being mindful of data privacy.
Virtual Self is how you present yourself on online platforms. Whatever
you say or do on the Internet can be viewed and others can easily pass
judgment without even knowing who you are outside the virtual
environment.
46.
DIGITAL FOOTPRINT
Is anydata record of the things you do online. Anything on the
Internet with your name creates a trail of data about you. This could
be information in your personal website, any activity in social
media, your browsing history, online subscription, and the like.
47.
DATA PRIVACY
Data privacyor the fundamental right of an individual to
protect private information from disclosure to information
and communication systems is under Republic Act No.
10173 or the Data Privacy Act of 2012.
48.
DIGITAL DIVIDE
The digitaldivide is the gap between people who have
access to digital technology and those who do not. It can
include access to the internet, computers, smartphones, and
tablets.
49.
D. COMPUTER ADDICTIONAND CYBERBULLYING
Computer addiction and cyberbullying are not only local
problems but they are globally prevalent. These issues
may come as a result of an intention, or a habit that has
gone worse. If not addressed, these issues could distress
one’s health and relationships.
50.
COMPUTER ADDICTION
A studyby Hootsuite and WeareSocial in 2019 finds that the
Philippines ranks as the most internet-addicted country
(Zulueta, 2019).
Computer Addiction is the “overdependence or a damaging
need to do something on computer or internet” (E-Learning
Guide on Media and Information Literacy). Its impact could be
linked to sleep deprivation, anxiety and even depression.
CYBERBULLYING
Cyberbullying is theuse of digital means of
communication that could hurt or harass a person.
Examples of this are sending hurtful texts or messages,
posting embarrassing photos or videos, and spreading
mean or malicious rumors online.
THIS TIME WEWILL HAVE A SHORT QUIZ
GET YOUR NOTEBOOK FOR THIS SUBJECT AND
WRITE YOUR NAME
55.
INSTRUCTIONS: CHOOSE THEBEST ANSWER FOR EACH
QUESTION.
1. Which of the following is an example of fair use?
a. Uploading a full movie to YouTube.
b. Quoting a paragraph from a book in a research paper with
proper citation.
c. Copying and selling digital versions of a textbook.
d. Downloading a song from an unauthorized website.
56.
2. A studentuses 10 seconds of a copyrighted song in a
school project video. Is this fair use?
a. Yes, because it is for educational purposes.
b. No, because any use of copyrighted songs requires
payment.
c. Yes, because the student owns the video.
d. No, because 10 seconds is too long to be fair use.
57.
3. A teacherphotocopies an entire book and distributes it
to students for free. This is:
a. Fair use because it is for education.
b. Copyright infringement because the whole book is
copied.
c. Fair use because the teacher does not make a profit.
d. Fair use because books should be accessible to all.
58.
4. Which factoris NOT considered in determining fair
use?
a. The purpose of use (education, commercial, etc.).
b. The nature of the work (creative or factual).
c. The popularity of the work.
d. The amount used and its effect on the market.
59.
5. What isthe best way to legally use a copyrighted image
in a project?
a. Download the image and give credit to the owner.
b. Use only half of the image to avoid copyright issues.
c. Use an image with a Creative Commons license or ask
for permission.
d. Edit the image slightly and claim it as your own.
60.
6. Which ofthe following is a basic rule of Netiquette?
a) Typing in ALL CAPS to emphasize your point.
b) Respecting others’ opinions, even if you disagree.
c) Spamming group chats with unnecessary messages.
d) Sharing personal information openly online.
61.
7. What isone sign of Internet Addiction?
a) Using the internet only for school and work.
b) Spending most of the day online, neglecting responsibilities.
c) Logging out after 30 minutes of social media use.
d) Setting time limits for browsing and gaming.
62.
8. Which actionis considered cyberbullying?
a) Posting an embarrassing video of a classmate without consent.
b) Politely disagreeing with someone in a debate.
c) Blocking a stranger who sends unwanted messages.
d) Reporting a fake account to a social media platform.
63.
9. What shouldyou do if you experience cyberbullying?
a) Respond with insults to defend yourself.
b) Keep quiet and ignore it.
c) Report it to an adult, school, or website administrator.
d) Share it with friends to spread awareness.
64.
10. Which isNOT an effect of Internet Addiction?
a) Lack of sleep due to excessive online use.
b) Difficulty concentrating on schoolwork.
c) Strengthened relationships through face-to-face interaction.
d) Loss of interest in offline activities.