Media and Information Literacy: Quarter 1 - Module 5

Download as pdf or txt
Download as pdf or txt
You are on page 1of 13

Republic of the Philippines

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

Marawi National High School


Marawi, Camiling, Tarlac
Contact No.: (045) 800-9003
Email Address: [email protected]
Page|2

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

[Images courtesy of Google]

An example of a patented product is the epic gravity-defying shoes of Michael


Jackson. He us holding the patent and two of his costume-men in 1993. The move and
the associated gadget were created for his 1988 music video, Smooth Criminal.

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:

Original Jollibee Trademark Jollibee seen in China


Page|5

[Images courtesy of Google]

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:

[Images courtesy of Google]

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:

Baguio Strawberry Jam Davao Dried Durian

[Images courtesy of Google]

Cebu Dried Mangoes

What is intellectual property right?


Intellectual property right is the right of an individual who uses his creative
intellectual faculties to produce something and claim it as his own. The work may be an
essay, or any literary piece, music, artwork like painting, sculpture, or any inventions or
creations that the person originally produced. The person who created something original
has the exclusive right to claim that creation as his own, that is his intellectual property
right. One way of using others’ works without being penalized with plagiarism is if we
follow the fair use guidelines.
Page|7

What is fair use?


Fair use refers to the use and to the exclusive right granted by the copyright to
the author of a creative work. Example of this use include commentary, criticisms, new
reports, research, teaching, library archiving etc. (UNESCO MIL Curriculum for Teachers)
GUIDELINES FOR FAIR USE:
1. Majority of content you create must be your own
2. Give credit to the copyright holder
3. Do not make money out of the copyrighted work
The following are a few examples of proper fair use:

[Images courtesy of Youtube]

A film reviewer intersperses clips of a movie throughout a YouTube film


review

[Images courtesy of Google]


A teacher copies a single chapter from a book and gives it to her students

A researcher quotes
passages from another
article to support a claim

[Image courtesy of Google]

records new lyrics

[Image courtesy of Google]

A musician takes the melody of a popular song and


Page|8

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.

What is Digital Divide?


Digital divide is an economic inequality between groups in terms of access to, use
of, or knowledge of Information and Communications Technology. The divide within
countries (such as the digital divide in the United States) can refer to inequalities between
individuals, households, businesses, and geographic areas at different socioeconomic
(and other demographic) levels. The Global digital divide designates countries as the units
of analysis and examines the divide between developing and developed countries on an
international scale (TPMU, 2016).
On BlogWatch.tv, Juned Sonido, a social media practitioner explains that Digital
Divide is “a set of divisions in humanity or more specifically in a country based on the use
or lack of use of the Internet and Digital Technology. These set of divisions could be
grouped into three and often could be related to one another. These groupings are not
clear cut and often, there are exceptions.” The groups include:
Page|9

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.

What is Computer Addiction?


Computer Addiction is the
excessive use of computers to the extent
that it interferes with daily life. This
excessive use may for example interfere
with work or sleep, result in social problems
(TPMU, 2016).
“Teenage gaming addict who spent 18
hours a day playing online said the problem took over his life and stopped him going to
school”
April 17, 2019 by CAMILLA THEAKSTONE FOR DAILY MAIL AUSTRALIA
• The 18-year-old was in Year 10 when his addiction took over
• His 18-hour-a-day addiction saw him attend only seven days of school year
• His parents tried to cancel the internet and hide his game consoles but gave up
• Problems began with skin condition which stopped him going out
P a g e | 10

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

What is Cyber Bullying?


Cyber Bullying is bullying that takes place online, or using
electronic technology such as cell phones, computers,
and tablets over communication tools including social
media sites, text messages, chat, and websites. Examples
of cyber bullying: text messages or emails composed to
insult or demean; rumors or false statements spread by
email or posted on social networking sites; and
humiliating photos, videos, websites, or fake profiles
deliberately shared across social media (TPMU, 2016).
According to UNICEF, online bullying (also known
as cyber bullying) remains prevalent in the Philippines. The latest national data show that
cyberviolence affects almost half of Filipino children aged 13-17. The prevalence of
cyberviolence for males (44 per cent) is almost the same for females (43 per cent). Social
media is a huge influence in children’s lives and being constantly connected to the
Internet also comes with many risks, including online sexual exploitation of children and
adolescents.
United Nations Office on Drugs and Crime (UNODC) stated that youths that have
experienced cyberbullying have engaged in self-harm. Children who engage in
cyberbullying utilize text messages, emails, websites, blogs, polls, social media posts,
instant messages, gaming and virtual reality sites, to humiliate, denigrate, harass, insult,
spread false information, gossip or rumors, threaten, and/or isolate, exclude and
marginalize other children. There are two types of cyberbullying: direct cyberbullying (i.e.,
cyberbully attacks victim) and cyberbullying by proxy (i.e., others wittingly or unwittingly
assist the cyberbullying of the victim) (Maras, 2014)
In our local context, cyber bullying happens in two ways:
1. Away from the public knowledge or the day-to-day cyberbullying that goes
unreported.
2. Group bullying or cyber mob.
Some laws that address cyber bullying includes the following:
• The Anti-Bullying Act of 2013 Republic Act 10627 AN ACT REQUIRING ALL ELEMENTARY
AND SECONDARY SCHOOLS TO ADOPT POLICIES TO PREVENT AND ADDRESS THE ACTS
P a g e | 12

OF BULLYING IN THEIR INSTITUTIONS. Section 2. Acts of bullying includes cyber-bullying


defined as any bullying done through the use of technology or any electronic means.
• The Revised Penal Code and the Cybercrime Prevention Act - One who publicly or
maliciously imputes to another a crime, vice, defect, real or imaginary, or any act,
omission, condition, status or circumstance tending to cause the dishonor, discredit or
contempt of a natural or juridical person, or blacken the memory of one who is dead may
be liable for libel under this Code. (Art. 353, RPC) These acts are more severely punished
when done online in addition to the civil action for damages which may be brought by the
offended party. (Sec. 4(c-4), RA 10175) Cyber-libel holds liable only the original author of
the post (Sec. 5(3), Implementing Rules of RA 10175). Likers or sharers of a post cannot
be held liable under this law.
• The Civil Code on Damages - One who posts in social media, causing damage to the
reputation of another may be liable to the subject for damages and this can be a valid
cause of action under the law.
• The Labor Code on Just Causes for Termination - An employee who spreads rumors or
intrigues against a co-worker or his superior or vice versa, or who does any act similar to
cyber-libel, slander, intriguing against honor or even prying into the privacy of another
may be a just cause for termination if embodied in the company policy in addition to all
other causes of action available to him under the laws mentioned.
P a g e | 13

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.

You might also like