MIL Long Quiz Flashcards

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1
Q

Legal, Ethical, and Social Issues in Media and Information

A
  • Copyright
  • Fair Use
  • Plagiarism
  • Netiquette
  • Digital Divide
  • Social Media
  • Addiction
  • Cyberbullying
  • Virtual Self
  • Trademark
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2
Q
  • It is a legal word used to express the ownership rights that authors and artists have to their creative works.
A

Copyright

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3
Q

2 words to form Netiquette

A

Internet + Etiquette

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4
Q

act of using someone else’s work, ideas, or words without proper acknowledgment, presenting them as your own.

A

Plagiarism

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5
Q

2 types of plagiarism

A

Sources not cited

Sources are cited but still plagiarized

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6
Q

legal doctrine that allows limited use of copyrighted material without the owner’s permission for purposes such as criticism, comment, news reporting, teaching, scholarship, or research

A

Fair use

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7
Q

The law covers issues such as the scope of rights, infringement penalties, and procedures for registering and enforcing intellectual property rights in the country.

A

RA 8293

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8
Q

occurs when someone uses, distributes, or reproduces a copyrighted work without permission from the copyright owner, violating their exclusive rights.

A

Copyright Infringement

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9
Q

Intellectual Property Code of the Philippines,” is the law that governs intellectual property rights in the Philippines.

A

RA 8293

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10
Q
  • It prevents unauthorized or uncredited use and helps to preserve the value of the owner’s work.
A

Copyright

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11
Q

Internet + Etiquette=

A

Netiquette

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12
Q

Computer-generated space allowing interaction in three dimensions

A

3D environment

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13
Q

“Anti-Bullying Act of 2013” in the Philippines

A

RA 10627

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14
Q

Represents objects with height and width but no depth; (e.g. drawings, paintings, and digital images)

A

2 dimensional (2D)

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15
Q

Devices worn on the body for various functions

A

Wearable technology

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16
Q

Online courses accessible to unlimited participants worldwide.

A

Massive Open Online Course (MOOC)

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16
Q

refers to the gap between individuals, communities, or countries that have access to modern information and communication technologies and those that do not, often due to socioeconomic, geographic, or educational disparities.

A

Digital Divide

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17
Q

3 Main Factors of Digital Divide

A
  • Access to Technology
  • Digital Literacy
  • Socioeconomic Factors
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18
Q

Current and Future Trends in Media and Information

A
  • Massive Open Online Course (MOOC)
  • Wearable Technologies
  • 3D Environment
  • Paperless Society
  • Artificial Intelligence
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18
Q

“Don’t do unto others what you don’t want done unto you.”

A

Netiquette: The GOLDEN Rule

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19
Q

Power of Media and Information

A

Business Strategy
Banks of the Future
Health Care and Public Health

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20
Q

Netiquette: The GOLDEN Rule

A

“Don’t do unto others what you don’t want done unto you.”

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21
Q
  • Data Privacy Act is legislation that aims to protect individuals’ personal information in the Philippines. Enacted in 2012, it establishes guidelines for the collection, storage, and processing of personal data, ensuring transparency, accountability, and the rights of data subjects.
A

Netiquette: Data Privacy Act of 2012

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22
Q

an individual’s online identity and persona, shaped by their interactions, representations, and behaviors in digital environments, which may differ from their real-world self.

A

Virtual Self

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23
Q

7 types of proper Netiquette

A

Be respectful and polite
Avoid too much use of emoji
* Avoid typing in all caps
* Use proper grammar and spelling
* Respect people’s privacy
* Be responsible for your privacy
* Stay on topic and contribute meaningfully

24
Q

recognizable sign, design, or expression that identifies and distinguishes products or services of a particular source from others, providing legal protection against unauthorized use by others in commerce.

A

Trademark

25
Q

behavioral condition characterized by excessive and compulsive use of social media platforms, leading to negative impacts on an individual’s daily life, relationships, and mental well-being.

A

Social Media Addiction

26
Q

Challenges in Media and Information

A

Illegal Contents
Identify theft
Copyright infringement

27
Q

deliberate and harmful use of digital technologies, such as social media, emails, or text messages, to harass, intimidate, or threaten individuals, often causing emotional distress.

A

Cyberbullying

28
Q

It mandates schools to adopt policies aimed at preventing and addressing bullying such as cyberbullying among students, ensuring a safe online environment.

A

RA 10627

29
Q

Sharing knowledge and acting as information sources through presentations, lectures, or workshops.

A

Teachers

30
Q

Ethically use media in communication and content creation

A

Use

31
Q

Responsibly generate media content.

A

Produce

32
Q

Individuals who create and share content, becoming sources of information and shaping public opinion.

A

Influencers

33
Q

Critically evaluate the credibility and reliability of content.

A

Analyze

34
Q

Media practitioners or professionals who provide information coming from their expert knowledge or first-hand experience

  • Examples:
  • Journalists

■T.V News Anchors

A

People in Media

35
Q

Professionals who report, investigate, and present news stories through various media platforms (TV, radio, print).

A

Journalist

36
Q

2 types of People Media

A

People in Media
People as Media

37
Q

People who are well-oriented to media sources and messages and able to provide information as accurate and reliable as possible

  • Examples:
  • Influencers
  • Teachers
A

People as Media

38
Q

Individuals who deliver news and current events to the public on broadcast media.

A
  • TV News Anchors-
39
Q

Incorporates time as the fourth dimension, allowing objects to change and evolve; (e.g. include animated films, interactive simulations, and temporal data visualizations)

A

4D

40
Q

Refers to people that are involved in the use, analysis, evaluation and production of media and information

A

People Media

41
Q

An environment minimizing or eliminating paper usage.

A

Paperless Society

42
Q
  • video presentations, websites, online courses
A

Multi Media

43
Q

transforming media and information literacy by enabling personalized learning experiences, improving content curation, and enhancing the detection of misinformation, thereby equipping individuals with critical skills to navigate the complex information landscape.

A

Artificial Intelligence

44
Q

Find and retrieve media and information effectively.

A

Access

45
Q

Proficiency in media and information literacy opens career pathways in sectors like communication, marketing, and information technology.

A

Job Opportunities

46
Q

6 Information and Media

A
  • Text
  • Visual
  • Audio
  • Manipulative
  • Multimedia
  • Motion Picture
46
Q

refers to content delivered through written or printed words

A

Text

46
Q
  • hands-on and encourages engagement through interaction
A

Manipulative

47
Q

enhances understanding by appealing to sight and often conveys complex ideas quickly

A

Visual

48
Q
  • podcasts, radio broadcasts, audiobooks, and voice assistants
A

Audio

49
Q
  • includes information delivered through sound, such as speech, music, or sound effects
A

Audio

50
Q
  • widely used in advertising, education, and entertainment
A

Multi Media

50
Q
  • communicates information through images, graphics, and videos
A

Visual

51
Q
  • refers to content that conveys information through moving visuals, such as animation, film, and video
A

Motion Picture

52
Q

refers to physical or digital tools that allow users to

A

Manipulative

52
Q

interact with and manipulate the media to learn concepts or accomplish tasks

A

Manipulative

52
Q

interactive simulations, educational games, and virtual labs

A

Manipulative

53
Q
  • combines text, audio, images, animations, and video to create engaging and rich information experiences
A

Multimedia

53
Q

⚫ can represent change over time and capture real-world events

  • movies, animated graphics
A

Motion Picture

53
Q

economic status, education level and geographic location

A

Socioeconomic Factors