Beruflich Dokumente
Kultur Dokumente
INTRODUCTION TO MIL
Communication
the act or process of using words, sounds, signs, or behaviors to express or exchange information
or to express your ideas, thoughts, feelings, etc., to someone else.
the exchange of information and the expression of feeling that can result in understanding
Media Literacy
The ability to read, analyze, evaluate and produce communication in a variety of media forms.
Information Literacy
The ability to recognize when information is needed and to locate, evaluate, effectively use and
communicate information in its various formats.
Technology (Digital) Literacy
The ability to use digital technology, communication tools or networks to locate, evaluate, use, and
create information.
Media and Information Literacy (MIL)
refers to the essential competencies (knowledge, skills and attitude) that allow citizens to engage
with media and other information providers effectively and develop critical thinking and life-long
learning skills for socializing and becoming active citizens
MEDIA
The main means of mass communication* (broadcasting, publishing, and the Internet) regarded
collectively.
Print media
PRINT MEDIA IS ONE OF THE OLDEST AND BASIC FORMS OF COMMUNICATION. IT
INCLUDES NEWSPAPERS, MAGAZINES, BANNERS & GRAPHICS, POSTERS AND
OTHER FORMS OF PRINTED MATERIAL. THE CONTRIBUTION OF PRINT MEDIA IN
PROVIDING INFORMATION AND TRANSFER OF KNOWLEDGE IS REMARKABLE.
Broadcast media
BROADCAST MEDIA IS THE MOST EXPEDIENT MEANS TO TRANSMIT INFORMATION
IMMEDIATELY TO THE WIDEST POSSIBLE AUDIENCE, (E.G., TV’S, SITCOMS, RADIOS,
ETC.).
New media
products and services that provide information or entertainment using computers or the internet,
and not by traditional methods such as television and newspapers
Media Convergence
o The co-existence of traditional and new media.
o The co-existence of print media, broadcast media (radio and television), the Internet,
mobile phones, as well as others, allowing media content to flow across various platforms.
o The ability to transform different kinds of media into digital code, which is then accessible
by a range of devices (ex. from the personal computer to the mobile phone), thus creating a
digital communication environment.
Mass Media
refer to channels of communication that involve transmitting information in some way, shape or
form to large numbers of people
Media Effects
are the intended or unintended consequences of what the mass media does (Denis McQuail, 2010)
o Third – party Theory
People think they are more immune to media influence than others.
o Reciprocal Effect
When a person or event gets media attention, it influences the way the person acts
or the way the event functions.
Media coverage often increases self-consciousness, which affects our actions.
o Boomerang Effect
refers to media-induced change that is counter to the desired change
o Cultivation Theory (George Gerbner)
states that media exposure, specifically to television, shapes our social reality by
giving us a distorted view on the amount of violence and risk in the world.
o Propaganda Model of Media Control (Herman & Chomsky )
The model tries to understand how the population is manipulated, and how the
social, economic, political attitudes are fashioned in the minds of people through
propaganda.
WHAT IS PROPAGANDA?
ideas or statements that are often false or exaggerated and that are spread in order to help a
cause, a political leader, a government, etc.
Media Languages
ARE CODES, CONVENTIONS, FORMATS, SYMBOLS AND NARRATIVE STRUCTURES
THAT INDICATE THE MEANING OF MEDIA MESSAGES TO AN AUDIENCE
Codes
ARE SYSTEMS OF SIGNS THAT WHEN PUT TOGETHER CREATE MEANING.
SEMIOTICS –
THE STUDY OF SIGNS AND SYMBOLS AND THEIR USE OR INTERPRETATION
SYMBOLIC CODES
show what is beneath the surface of what we see (objects, setting, body language, clothing, color,
etc.) or iconic symbols that are easily understood
TECHNICAL CODES
o Are ways in which equipment is used to tell the story
o This includes sound, camera angles, types of shots and lighting as well as camera
techniques, framing, depth of field, lighting, exposure and juxtaposition.
CONVENTIONS
o Refers to a standard or norm that acts as a rule governing behaviour
o Are generally established and accepted ways of doing something
MESSAGE
the information sent to a receiver from a source
AUDIENCE
the group of consumers for whom the media message was constructed as well as anyone else who
is exposed to the message
PRODUCERS
People engaged in the process of creating and putting together media content to make a finished
media product
STAKEHOLDERS
Libraries, archives, museums, internet and other relevant information providers.
Haptics
is the science of applying touch (tactile) sensation and control to interaction with computer
applications
HAPTICS TECHNOLOGY
is a feedback technology (using computer applications) that takes advantage of the user’s sense of
touch by applying force, vibrations and/or motions to the user
CONTEXTUAL AWARENESS
by combining ‘hard sensor’ information such as where you are and the conditions around you,
combined with ‘soft sensors’ such as your calendar, your social network and past preferences -
future devices will constantly learn about who you are and how you live, work and play
VOICE AND TONE RECOGNITION
Not only can voice and tone recognition be used to confirm a person’s identity but tone
recognition can be used to detect a person’s health or emotional state.
Intelligent Routing Devices
This future technology will be useful to, for example, local councils. While on the move, staff will
be able to provide the precise description and location of a street-based issue using Smartphones
Artificial Intelligence
the power of a machine to copy intelligent human behavior
Eye Tracking Technology
measures eye positions and movements which are analyzed through computer applications
o Could have many possible application including:
Law enforcement (lie detection)
Airport Security
Retail
Safety
Health Care
Human-Computer Interaction
Internet Glasses
Technology that can display images directly onto our retinas while not blocking our sight is
being developed. This technology can be used in eyeglasses and have uses ranging from e-Gaming
to military defense
Wearable Technology
are smart electronic devices (electronic device with microcontrollers) that can be worn on the
body as implant or accessories
3D Environment
are often referred to as virtual reality or interactive 3D and have a figurative appearance
Ubiquitous Learning
is often simply defined as learning anywhere, anytime and is therefore closely associated with
mobile technologies
o Key Characteristics of Ubiquitous Learning:
Permanency - Learning materials are always available unless purposely deleted.
Accessibility - Access from everywhere as personally required.
Immediacy - Wherever a student is, he/she can immediately access learning
materials.
Interactivity - Online collaboration with teachers and / or peers (chat / blogs /
forums)
Situated instructional Activities - Learning in context (on-site).
Adaptability - Getting the right information at the right place for the right
student.
MASSIVE OPEN ONLINE COURSE (MOOC) –
a course of study made available over the Internet without charge to a very large number of
people.
LESSON 10. MEDIA AND INFORMATION LITERATE INDIVIDUAL