Media and Information Literacy: Quarter 1 - Module 5
Media and Information Literacy: Quarter 1 - Module 5
Media and Information Literacy: Quarter 1 - Module 5
Department of Education
Region III - Central Luzon
Schools Division of Tarlac Province
Marawi National High School
Camiling, Tarlac
Media and
Information
Literacy
Quarter 1 – Module 5
A. QUARTER: First
B. WEEK: 5
C. CONTENT STANDARDS:
• The learner demonstrates understanding of media and information literacy (MIL)
and MIL related concepts.
D. PERFORMANCE STANDARDS:
• The learner organizes a creative and interactive symposium for the community
focusing on being a media and information literate individual.
E. MELC:
• Cite practical situation when to apply knowledge in intellectual property, copy
right, and fair use guidelines
F. LECTURE NOTES:
TOPIC: PLAGIARISM, COPYRIGHT AND FAIR USE GUIDELINES
PLAGIARISM
According the Code of Student Conduct of the University of the Philippines,
Plagiarism is the act of taking another person’s ideas, writings, inventions, and similar
intellectual products as one’s own without knowledge, consent and/or accreditation of
the original owner. In other words, plagiarism is an act of stealing someone’s intellectual
properties.
What is intellectual property?
Intellectual property refers to creations of the mind: inventions; literary and
artistic works; and symbols, names and images used in commerce. Intellectual property
is divided into five categories:
1. Copyright is a set of rights granted to the author or creator of a work, to restrict
others’ ability to copy, redistribute, and reshape the content. (UNESCO MIL Curriculum
for Teachers) It covers literary 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.
Page|3
Rights are owned by the inventor/writer or the company who sponsors the
creation of a work. For example, a pharmacy student is a doing a research work on an
herbal product, a pharmaceutical company granted the researcher the funds for his
expenses in his research work. If the research is successful, the company may produce
the product and sell it in the market. The company may pay the inventor, so the company
has exclusive right over the product, or it is shared by the inventor. This also happens in
the area of writing, an author of a book, and a publishing house sponsors the expenses
during the writing process. The publishing house pay the author for his work or the
company splits the income of the book by giving the author royalty (a payment made to
an author or composer for a copy of a work sold or to an inventor for a product sold under
a patent – Merriam Webster)
In the Philippines, the Republic Act 8293 titled “Intellectual Property Code of the
Philippines”, prescribes the validity of intellectual property for different works and
products.
2. Patent
Patent is an exclusive right granted for an invention. It provides the owner with
the right to decide how-or-whether-the invention can be used by others. To get a patent,
technical information about the invention must be disclosed to the public in a patent
application.
Page|4
3. Trademark
Trademark is a recognizable sign that makes us capable of distinguishing the
goods or services of one enterprise from those of other enterprises. A trademark can be
in the form of insignia (emblem), phrase, word, or symbol. Individuals and companies
have products or services trademarked to protect the product from being used without
the permission of the source company.
Examples of trademarks are:
4. Industrial Design
Industrial design constitutes the ornamental or aesthetic aspect of a product. It
may consist of three-dimensional features, such as the shape of an article, or two-
dimensional features, such as patterns, lines or colors.
Example of industrial Design are:
In the first image, Nike filed a lawsuit against Skechers for infringing the
industrial design of their shoes. As you can see, the colors and design are the almost the
same and Skechers only added their logo on their shoes. The same thing happened to
the second image which is between the phone brands Apple and Samsung.
5. Indications and Appellations of Origin
Indications and Appellations of Origin are used in goods that have a specific
geographical origin and possess qualities, a reputation or characteristics that are
essentially attributable to that place of origin. These products most commonly includes
the name of the place of origin of the goods. Since the qualities depend on the
Page|6
geographical place of production, there is a clear link between the product and its original
place of production.
Examples of Products with Geographical Indication are:
A researcher quotes
passages from another
article to support a claim
A. QUARTER: First
B. WEEK: 5
C. CONTENT STANDARDS:
• The learner demonstrates understanding of media and information literacy (MIL)
and MIL related concepts.
D. PERFORMANCE STANDARDS:
• The learner organizes a creative and interactive symposium for the community
focusing on being a media and information literate individual.
E. MELC:
• Create a campaign ad to combat digital divide, addiction, and bullying
F. LECTURE NOTES:
TOPIC: DIGITAL DIVIDE, ADDICTION AND BULLYING
Digital divide, computer addiction, and cyber bullying are considered as legal,
ethical, economic, and social issues in the Philippine society today. In the succeeding
discussions, each will be presented according to how it is defined and illustrated so that
importance of media and information literacy will be magnified. The end objective of this
lesson is for the learner to be able to create an advocacy campaign that aims to fight
digital divide, computer addiction, and cyber bullying.
1) The digital native and the digital immigrants. Digital natives are born in the Internet
and digital technology age which has made them familiar by being exposed or immersed
in digital technology and the Internet. Digital immigrants are born before the age of the
Internet and became an early technology adaptor.
2) The digital rich and the digital poor. The divide is determined by the capacity of the
individuals to purchase gadgets, subscribe to stable internet access, and use apps.
3) The digital skilled and the digital unskilled. The reason for this divide is due to
reluctance to learn as well as lack of funds and opportunities. The digitally skilled may
have gained knowledge and skills through self-learning, online courses, school computer
labs, on the job trainings, TESDA courses, and the like. With the onslaught of Covid-19
pandemic, work from home and online business succeeded. A digitally skilled individual
may have job options like virtual assistant, content writer, social media/community
manager, web designer and developer, graphic artist/designer, App developer, English
tutor, digital marketing strategist, search engine optimization (SEO) specialist, voice talent
and transcriber.
A former Sydney high school student has revealed the depth of his descent into
gaming addiction, saying it took over his life and derailed his education.
The unnamed 18-year-old, who is now at university and has largely weaned himself off
gaming, said he used to spend as much as 18 hours a day glued to a screen, resulting in
him only attending seven days of his Year 10 school year.
'There wasn't anything else I could do about it... I just refused to go out,' he told 9News.
The games he obsessed over included World of Warcraft, Call of Duty and League of
Legends.
His parents were so desperate to curb his addiction they cancelled their internet
connection and hid his gaming consoles, but eventually gave up as he found ways to
continue playing.
Dr Joanne Orlando, a researcher from Western Sydney University who studies the impact
of technology on children, reinforced the powerful grip games can take on people's lives.
'Addiction is actually a very extreme health condition,' she said.
'The most similar kind of addiction to gaming addiction would be something like gambling
addiction.'
She also said that people develop a gaming addiction to the detriment of other aspects of
their lives, such as a social life.
The ex-gaming addict said the problems began when he developed 'an extremely
bad case of eczema' and that gaming alleviated the resultant depression.
The ex-gaming addict said he had used gaming to make friends, some that he met in
person, so in a way gaming helped remove him from his self-imposed isolation.
Dr Orlando acknowledged that research showed there can be benefits to playing good
quality games.
The solution to the problem of gaming addiction, she says, is to speak openly about it
without being judgmental.
Now, the former gaming addict is studying an Advanced Science and Medicine degree and
only spends three hours gaming per day.
P a g e | 11
ACTIVITY
DIGITAL DIVIDE, ADDICTION, AND BULLYING
LET’S ANSWER!
Directions: After reading the article titled ““Teenage gaming addict who spent 18
hours a day playing online said the problem took over his life and stopped him
going to school”, fill-in the required information to complete the table.
COMPUTER ADDICTION
Causes Effects
LET’S CREATE!
Directions: Choose from among the three issues: digital divide, computer addiction, and
cyber bullying, your task is to create a text and visual poster (digital or non-digital)
which will campaign for high school students to be responsible producer and user of
new media and information.
Non-Digital
Suggested Materials/ Tools: Short bond paper or construction paper, coloring and drawing
materials.