summative quiz MiL Flashcards

1
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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2
Q

Copyright infringement 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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3
Q

“Intellectual Property Code of the Philippines,” is the law that governs intellectual property rights in the Philippines.
It was enacted to protect and enforce the rights of creators, authors, and inventors by establishing guidelines for copyrights, trademarks, patents, and other forms of intellectual property.

A

RA 8293

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4
Q

Fair use is a 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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5
Q

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

A

Plagiarism

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6
Q

Internet + Etiquette= Netiquette
Netiquette refers to the set of rules and guidelines for courteous and respectful communication and behavior online.

A

Netiquette

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7
Q

Two Types of plagiarism

A

Sources not cited,
Sources are cited but still plagiarized

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8
Q

Seven types of 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

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9
Q

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

Data Privacy Act

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10
Q

Respect people’s privacy
Be responsible for your privacy

A

Netiquette: Data Privacy Act of 2012

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11
Q

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

A

Netiquette: The GOLDEN Rule

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12
Q

Digital divide 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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13
Q

3 Main Factors of Digital Divide

A

Access to Technology,
Digital Literacy,
Socioeconomic Factors

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14
Q

availability of technology

A

Access to Technology

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15
Q

knowledge of technology utilization

A

Digital Literacy

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16
Q

economic status, education level and geographic location

A

Socioeconomic Factors

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17
Q

a 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

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18
Q

the 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

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19
Q

“Anti-Bullying Act of 2013” in the Philippines

A

RA 10627

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20
Q

The virtual self is 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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21
Q

a 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

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22
Q

Four (4) Opportunities in Media and Information

A

Economy, Education, Social, Political

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23
Q

News, entertainment, internet, film, advertising, telecommunication

A

Economy

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24
Q

Educational content and platforms

A

Education

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25
Tourism, freedom of expression, communication
Social
26
Watchdog, polls and surveys
Political
27
Materials that violate laws or regulations online.
Illegal Contents
28
Criminal activities conducted via computers or networks.
Cybercrime
29
Unauthorized use of protected creative works.
Copyright Infringement
30
Stealing someone's personal information for fraud.
Identify Theft
31
Online markets (e.g. Lazada, Shopee, Shein)
Business Strategy
32
Online banking (e.g. BDO online banking)
Banks of the Future
33
Online health consultation
Health Care and Public Health
34
Online courses accessible to unlimited participants worldwide.
Massive Open Online Course (MOOC)
35
Devices worn on the body for various functions.
Wearable Technologies
36
Computer-generated space allowing interaction in three dimensions.
3D Environment
37
represents objects with height and width but no depth; (e.g. drawings, paintings, and digital images)
2D (Two-Dimensional)
38
Adds depth to height and width, allowing objects to be perceived in a more realistic manner; (e.g. sculptures, 3D models, and virtual reality environments)
3D (Three-Dimensional)
39
Incorporates time as the fourth dimension, allowing objects to change and evolve; (e.g. include animated films, interactive simulations, and temporal data visualizations)
4D (Four-Dimensional)
40
An environment minimizing or eliminating paper usage.
Paperless Society
41
It is the simulation of human intelligence by machines.
Artificial Intelligence
42
Refers to people that are involved in the use, analysis, evaluation and production of media and information
People Media
43
Two types of People Media
People in Media, People as Media
44
People who are well-oriented to media sources and messages and able to provide information as accurate and reliable as possible
People as Media
45
Individuals who create and share content, becoming sources of information and shaping public opinion.
Influencers
46
Sharing knowledge and acting as information sources through presentations, lectures, or workshops.
Teachers
47
Media practitioners or professionals who provide information coming from their expert knowledge or first-hand experience
People in Media
48
Professionals who report, investigate, and present news stories through various media platforms (TV, radio, print).
Journalists
49
Individuals who deliver news and current events to the public on broadcast media.
TV News Anchors
50
Find and retrieve media and information effectively.
Access
51
Critically evaluate the credibility and reliability of content.
Analyze
52
Ethically use media in communication and content creation.
Use
53
Responsibly generate media content.
Produce:
54
Media and information literacy empowers individuals with knowledge and tools that enhance decision-making, health, and access to services, improving overall well-being.
Improved Quality of Life
55
Access to reliable information encourages informed voting and active participation in democratic processes.
Greater Political Participation
56
Skills in navigating digital spaces create access to job markets, entrepreneurial opportunities, and online learning.
Better Economic Opportunities
57
Responsible media use fosters connections and strengthens community bonds through respectful communication.
Improved Learning Environment
58
Media literacy enhances critical thinking and digital competencies, creating more dynamic, inclusive, and efficient learning spaces.
More Cohesive Social Units
59
Proficiency in media and information literacy opens career pathways in sectors like communication, marketing, and information technology.
Job Opportunities
60
Why?
Philippines ranks at the bottom of new PISA test on creative thinking (Chi, 2024).
61
So…
Media and information literacy fosters creative thinking by teaching individuals how to access, evaluate, and apply diverse information sources. It encourages critical analysis, allowing individuals to synthesize new ideas, solve problems, and generate innovative solutions.
62
refers to content delivered through written or printed words
Text
63
communicates information through images, graphics, and videos
Visual
64
includes information delivered through sound, such as speech, music, or sound effects
Audio
65
refers to physical or digital tools that allow users to interact with and manipulate the media to learn concepts or accomplish tasks
Manipulative
66
ombines text, audio, images, animations, and video to create engaging and rich information experiences widely used in advertising, education, and entertainment video presentations, websites, online courses
Multimedia
67
refers to content that conveys information through moving visuals, such as animation, film, and video can represent change over time and capture real-world events movies, animated graphics
Motion Picture