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REPUBLIC OF THE PHILIPPINES

NORTHERN NEGROS STATE COLLEGE OF SCIENCE AND


TECHNOLOGY
OLD SAGAY, SAGAY CITY, NEGROS OCCIDENTAL
(034)722-4169/www.nonescost.edu.com

COLLEGE OF INFORMATION
& COMMUNICATIONS
TECHNOLOGY &
ENGINEERING
(Bachelor of Science in Information
Technology)
COURSE MODULE IN

LIVING IN THE
IT ERA
1 Semester; A.Y. 2022 – 2023
st

COURSE FACILITATOR:MARITEL G. DAWA, PhD


FB/MESSENGER: Mertyl Dawa
Email: [email protected]
Phone No: 09083789893
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MODULE
1
Module 1 | Page 1
Prepared by: April Joy S. Abara, MIT
VISION

SUN-NEGROS: A glocally recognized university offering distinctively – niched academic

programs engaged in dynamic quality instruction, research and extension by 2025.

MISSION

To produce glocally viable graduates through innovative learning and research environment and

to contribute to nation – building by providing education, training, research and resource

creation opportunities in various technical and disciplinal areas.

GOAL

UPGRADEd instruction, research, extension and governance for glocal recognition.

INSTITUTIONAL OUTCOMES

1. Demonstrate logical thinking, critical judgment and independent decision-making on any


confronting situations
2. Demonstrate necessary knowledge, skills and desirable attitudes expected of one’s
educational level and field of discipline
3. Exhibit necessary knowledge, skills and desirable attitudes in research
4. Exhibit proactive and collaborative attributes in diverse fields
5. Manifest abilities and willingness to work well with others either in the practice of one’s
profession or community involvement without compromising legal and ethical
responsibilities and accountabilities.

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PROGRAM LEARNING OUTCOMES

CHED BS in Information Technology:

The program shall produce a graduate who can:

1. articulate and discuss the latest developments in the specific field of practice;
2. effectively communicate orally and in writing using both English and Filipino;
3. work effectively and independently in multi-disciplinary and multi-cultural teams;
4. act in recognition of professional, social, and ethical responsibility;
5. preserve and promote “Filipino historical and cultural heritage”;
6. apply knowledge of computing, science, and mathematics appropriate to the discipline;
7. understand best practices and standards and their applications;
8. analyze complex problems, and identify and define the computing requirements
appropriate to its solution;
9. identify and analyze user needs and take them into account in the selection, creation,
evaluation and administration of computer-based systems;
10. design, implement, and evaluate computer-based systems, processes, components, or
programs to meet desired needs and requirements under various constraints;
11. integrate IT-based solutions into the user environment effectively;
12. apply knowledge through the use of current techniques, skills, tools and practices
necessary for the IT profession;
13. function effectively as a member or leader of a development team recognizing the
different roles within a team to accomplish a common goal;
14. assist in the creation of an elective IT project plan;
15. communicate effectively with the computing community and with society at large about
complex computing activities through logical writing, presentations, and clear instructions;
16. analyze the local and global impact of computing information technology on individuals,
organizations, and society;
17. understand professional, ethical, legal, security and social issues and responsibilities in
the utilization of information technology; and
18. recognize the need for and engage in planning self-learning and improving performance
as a foundation for continuing professional development.

NONESCOST BS in Information Technology Program Outcomes:


The program shall produce a graduate who can:

1. demonstrate competence in communication and solution and values oriented products in


managing projects in different technology platforms of the present time;
2. exhibit resilient knowledge, skills and attitudes with high self-esteems to professionalism.

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Warm greetings!

Welcome to the second semester of School Year 2020-2021! Welcome to the College of
Information and Communications Technology and Engineering and welcome to
NONESCOST!

Despite of all the happenings around us, there is still so much to be thankful for and one
of these is the opportunity to continue learning.

You are right now browsing your course module in GEE101, The Living in the IT Era. As
you read on, you will have an overview of the course, the content, requirements and
other related information regarding the course. The module is made up of 6 lessons.
Each lesson has seven parts:

INTRODUCTION- Overview of the lesson

LEARNING OUTCOMES- Lesson objectives for you to ponder on

MOTIVATION- Fuels you to go on

PRESENTATION- A smooth transition to the lesson

TEACHING POINTS- Collection of ideas that you must discover

LEARNING ACTIVITIES – To measure your learnings in the lesson where you wandered

ASSESSMENT – To test your understanding in the lesson you discovered

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Please read your modules and learn the concepts by heart. It would help you prepare to
be effective and efficient professional in your respective fields. You can explore more of
the concepts by reading the references and the supplementary readings.

I encourage you to get in touch with me in case you may encounter problems while
studying your modules. Keep a constant and open communication. Use your real names
in your FB accounts or messenger so I can recognize you based on the list of officially
enrolled students in the course. I would be very glad to assist you in your journey.
Furthermore, I would also suggest that you build a workgroup among your classmates.
Participate actively in our discussion board or online discussion if possible and submit
your outputs/requirements on time. You may submit them online through email and
messenger. You can also submit hard copies. Place them in short size bond paper inside
a short plastic envelop with your names and submit them in designated pick-up areas.

I hope that you will find this course interesting and fun. I hope to know more of your
experiences, insights, challenges and difficulties in learning as we go along this course. I
am very positive that we will successfully meet the objectives of the course.

May you continue to find inspiration to become a great professional? Keep safe and God
bless!

Course Outline in GEE101 – Living in the IT Era

Course
GEE101
Number
Course Title Living in the IT Era
This course is designed to provide students with a working knowledge
of computer concepts and essential skills necessary for work and
communication in today's society. Students will learn safety, security, and
ethical issues in computing and social networking. Students will also learn
about input/output systems, computer hardware and operating systems.
Course Students work with an integrated office software suite called Microsoft Office.
Description Students will learn intermediate Word Processing (Word), Presentation
(PowerPoint), and Spreadsheet (Excel) skills. Students learn the basics of
Database Management Systems (Access) as well as Personal Information
Management software (Outlook). Students are also introduced to desktop
publishing (Publisher), and video editing software (Movie Maker). Students
will also be introduced to digital animation, 3D Design, and programming.
No. of Units 3 units
Pre-requisites None
1. CILO 1: Examine, challenge and re-imagine the relationship between
Course humanity and technology.
Intended 2. CILO 2: Investigate, and to develop in writing expressions regarding,
Learning how digital technology affects, and is affected by, our understanding of
Outcomes ourselves and our humanity.
3. CILO 3: Consider and articulate our standards for living in a digital age.
Content MODULE 1
Coverage LESSON 1
A. Introduction to ICT
B. Women’s Rights to equal access to digital Information

LESSON 2
Computers in our Daily
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MODULE 2
LESSON 1
The Internet and World Wide Web
A. The Internet
B. Jobs the Internet Can Do
C. How Data Travels the Internet
D. What Computers Do on the Internet
E. The World Wide Web

LESSON 2
Information, Control, Privacy

MODULE 3
LESSON 1: IT, Culture, and Society
A. The Impact of IT on the Society
B. Internet of Things
C. Automation
D. The Influence of IT on Culture and Social Behavior

LESSON 2:
IT Trends, Issues and Challenges
A. Trends
B. Issues and Challenges

References SUPPLEMENTARY READINGS:


1. 1. Introduction to Microsoft® Access Peterson, John. Chapters 8-10 in
Absolute Beginner's Guide to Databases. Indianapolis, IN: Que
Publishing, 2002. pp. 159-234. ISBN: 078972569X.
2. 2. Fundamentals of Computing II Laudon, K. C., and J. P. Laudon.
"Computer Hardware and Information Technology Infrastructure."
Section 6.1 in Management Information Systems: Organization and
Technology. Upper Saddle River, NJ: Prentice-Hall, 2004, pp. 182-190.
ISBN: 0131538411.
3. 3. "Under the Hood" of a Commercial Website reese, G. Winfield, and
Lawrence C. Stewart. Chapter 19 in Designing Systems for Internet
Commerce. 2nd ed. Reading, MA: Addison-Wesley 2003. pp. 375-387.
ISBN: 0201760355.
4. 4. Information Technology (IT) @
https://www.myenglishpages.com/site_php_files/reading_science.php
5. 5. Eight Trends Driving the Future of Information Technology @
https://www.itbusinessedge.com/slideshows/show.aspx?c=87336

REFERENCES:
TEXTBOOK:
T1 – Tayuan, Ronina R. (2019). Living in the information technology era. C&E
Publishing.
ONLINE REFERENCES:
OR1 - The Era of Information Technology (August 23, 2008). Retrieved
from https://itcentre.wordpress.com/2008/08/23/the-era-of-
information-technology/

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OR2 - History Of Information Technology. Retrieved from
http://openbookproject.net/courses/intro2ict/history/history.html

1. Thought Papers/Reflection Papers


2. Group Presentations
3. Oral Participation
Course
Requirements 4. Quizzes
5. Term Exams
6. Integration Projects

Prepared by: April Joy S. Abara, MIT


Reviewed and Approved by:

Subject Area Coordinator: CRISTINA R. LAUSA, MIT

Dean, CICTE : ELVIN T. LUCATIN, Ph. D.

OIC GAD : JACKIELEE A. ANACLETO, LPT,M.Ed.

CIMD, Chairperson : MA. JANET S. GEROSO, Ph.D.

QA Director : DONNA FE V. TOLEDO, Ed. D.

VP- Academic Affairs : SAMSON M. LAUSA, Ph. D

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Declaration of Copyright Protection

This course module is an official document of Northern Negros State

College of Science and Technology under its Learning Continuity Plan on Flexible

Teaching-Learning modalities.

Quotations from, contractions, reproductions, and uploading of all or any

part of this module is not authorized without the permission from the faculty-author

and from the NONESCOST.

This module shall be used for instructional purposes only.

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MODULE 1
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LESSON

1 INTRODUCTION TO ICT
9
HOURS

This module explores the science, culture, and ethics of information technology, its
various uses and applications, as well as its influence on culture and society. It also
aims to strike a balance between conceptual instruction and socially-and culturally-
oriented discussions as it not only explains the basic concepts or key terms in IT but
also features the major IT trends along with the issues and challenges these
developments bring. Moreover, it uses the outcomes-based approach with
assessment tests and tasks to effectively measure student learning

At the end of this lesson, you are expected to:


1. differentiate IT from ICT;
2. discuss the evolution of technology;
3. recall the history of computer;
4. explain the components of computer;
5. discuss the classification of computers;
6. recognize the ethical issues of ICT.

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ACTIVITY #1: Small Group Discussion

Form five groups. Each group is assigned to a specific electronic device.


Group 1: a mobile phone
Group 2: a laptop speaker
Group 3: a power bank
Group 4: a flash drive
Group 5: a headset or earphones

Discuss among yourselves the use of the device, the frequency of your usage, and
your experience in using it. Share your group’s insights with the class.

This unit draws your attention to the important role that Information and
Communication Technology (ICT) plays in our daily lives and describes the
emergence of this revolution in the latter part of the 20th century.

KEY TERMS
ACM - Association of Computing Machinery
ENIAC - Electronic Numeric Integrator and Calculator
ICT - Information and Communications Technology
IDI - ICT Development Index
IT - Information Technology
ITU - International Telecommunication Union
USB - Universal Serial Bus
Artificial Intelligence - is defined as the science of making computers or
machines in general to do things that require intelligence when done by humans.
Automation - is the technique of making an apparatus, a process, or a system to
operate automatically.
Big data - is a term that describes large and complex volumes of data analysed
for insights to help in making better decisions and more effective strategic plans.
Blog - is a combination of two words-web and log. It works the same way as pen
and paper would, but the privacy becomes irrelevant given that a blog can be
seen by anyone online.
Blogger - is a person who writes blogs.
Communication - is a process in which information is exchanged between
individuals through verbal and non-verbal means.
Communication Device - is a hardware component that aids a computer to send
(transmit) and receive data, instructions, and information to and from one or more
computers.

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Compact Disc - is a flat, round, portable metal disc.
Computer - is an electronic device, operating under the control of instructions
stored in its own memory that can accept data, manipulate the data according to
specified rules, produce results, and store the results for future use.
Desktop Computer - is designed to be place on a desk, and is typically made up
of few different parts, including the computer case, monitor, keyboard, and
mouse.
Exploitation - refers to an action of making use of and benefiting from digital
resources such as changing grades by hacking the system.
Hard disk - is a data storage hardware device that offers a greater storage
capacity than a floppy disk, Zip disk, or USB flash drive.
Information - refers to the knowledge obtained from reading, investigation, study
or research.
Information age - is a period in human history characterized by the shift from
traditional industry to an information technology-based economy brought by
industrialization.
Information and Communications Technology (ICT) refers to technology that
supports activities involving information such as gathering, processing, storing,
and presenting data. Increasingly, these activities also involve collaboration and
communication.
Information Technology (IT) - pertains to the industry that involves computers,
software, networking, and other IT infrastructure that help relay or manage
information deemed important in modern-day living.
Input Device - is any hardware component that allows one to enter data or
instructions into a computer.
Intelligent System - is a far more complex machine capable of learning.
Laptop Computer - is a battery-powered computer that is more portable than a
desktop, allowing one to use it almost anywhere.
Libel - refers to publication of a false statement that damages one’s business or
personal reputation.
Mainframe - is a powerful multi-user computer capable of supporting hundreds or
thousands of users simultaneously.
Media - refers to communication devices. Communication devices are used in
interaction and/or communication.
Minicomputer - is a multi-user computer capable of supporting from 10 to
hundreds of users simultaneously.
Modem - is a device or program that enables a computer to transmit data over,
for example, telephone or cable lines.
Motherboard - is a circuitry of the system unit which is commonly a part of,
associated with, or linked to a circuit board.
Output device - is any hardware component that transmits information to one or
more people.
Personal Computer - is a small, single user computer based on a
microprocessor.
Plagiarism - is the act of using someone’s intellectual property (e.g. ideas and
written works) and claiming it as ones’ own.
Port - is an endpoint of communication in an operating system.
Smartphone - is a mobile phone that performs many of the functions of a
computer, typically having a touchscreen interface, internet access, and an
operating system capable of running downloaded applications.
Software piracy - refers to an act of installing a copy of software into one’s
computer without permission, and/or producing a copy disregarding the
copyrights.
Storage - holds data, instructions, and information for future use.
Supercomputer- is an extremely fast computer that can perform millions of
instructions per second.
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System Unit - is a box-like case that contains the electronic components of the
computer which are used to process data.
Technology - has made communication much easier and faster through
telephones, computers, and mobile devices.
Trend - refers to a particular style in fashion, devices, or entertainment. There
could always be a new trend coming along to replace the old.
USB flash drive - is a portable storage device that has more storage capacity
than a floppy disk or Zip disk. It is small and lightweight enough to be transported
on a keychain or put in one’s pocket.
User - is anyone who communicates and interacts with a computer or makes use
of the information it generates.
Workstation - is similar to a personal computer but has a more powerful
microprocessor and a higher quality monitor.

I. INTRODUCTION TO ICT
The term technology presently includes advancements in communications and how
information is handled, thus enabling governments, organizations, industries, and
ordinary individuals to improve on their decision making, business processes, and
everyday living.

The term technology presently includes advancements in communications


technology or ICT was defined in a study conducted by Zuppo (2012) as “related to
technologies that facilitate the transfer of information and various types of
electronically mediated communication.”

According to Baumeister and Leary (1995), the “belongingness hypothesis” states


that people have a basic psychological need to feel closely connected to others, and
that caring, affectionate bonds from close relationships are a major part of human
behaviour.

A. IT versus ICT
When do we use ICT and how does it differ from IT? ICT, or information and
communications technology, is often used in a more general sense, and is
described as using computers and other digital technologies to assist individuals or
institutions in handling or using information.

ICT is technology that supports activities involving information such as gathering,


processing, storing, and presenting data. Increasingly, these activities also involve
collaboration and communication.

IT is a subset of ICT as the technology used in the field of IT aids in the use of ICT
(Wang, 2016).

B. Breakdown of ICT
ICT is made up of three words, namely information, communications, and
technology.
→Information
Information refers to the knowledge obtained from reading, investigation, study, or
research. Some of the tools that transmit information are the telephone, television,
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and radio. Not to be confused with data, information is regarded as processed data.
Computers normally process data that are later understood as information. For
example, while typing on your laptop, you usually punch in random letters on your
keyboard to make up words and sentences. The typing on the keyboard is
considered as input data while the words and sentences you see on your computer
monitor is considered as output information.

Information is needed to make decisions and to foresee the future. For example,
scientist can detect the formation of a tsunami using the latest technology and warn
the public to avoid disasters in the affected areas.
Processed information is called knowledge. Knowledge helps fulfil daily tasks. For
example, knowledge is used to predict tomorrow’s weather and decide if there is a
need to bring an umbrella. Knowledge is also used to analyse to the stock market
and check which company is worth investing in.
→Communication
Communication is an act of transmitting messages. It is a process in which
information is exchanged between individuals through verbal and non-verbal
means.

In the prehistoric days, humans communicated through signs or symbols as


evidenced by cave paintings and drawings, rock arts, stone carvings, and the like.
Forms of communication have evolved through time as communicating more and
more complex ideas has become necessary. With technology, communication is
faster, more convenient, and more efficient. When face-to-face meeting is not
possible, long distance communications now common and easy with the use of
smartphones and computers with internet access.

→Technology
Technology has evolved in ways that improved people’s daily activities. As
mentioned above, technology has made communication much easier and faster
through telephones, fax machines, mobile devices, and the internet. It has also
made broadcasting of information, such as news or weather reports, more effective.
Radio, television, satellites, and the World Wide Web are powerful tools that can be
used by individuals to gather needed information to aid them in their office, school
or house work, or in dimple day-to-day activities.

C. Evolution of Technology
The evolution of technology has always depended on one thing: the human
rationale. Humans tend to think of ways on how to discharge tasks or workload, or
do daily activities easily. The concept of technology always starts with the basic
tool. In order to build a house, one cannot simply use his or her own two hands to
cut wood and attach the wooden pieces together. A hacksaw, hammer, and set of
nails are needed to accomplish the task. The concept of a wheel has also made
transportation much easier, and enabled people to move several objects from one
place to another with ease.

By combining a set of tools, people have come up with machines that can do the
tasks faster and more efficiently. A single wheel transportation tool has inspired the
creation of a machine capable of transporting, not just objects, but also passengers.
Thus, vehicles have nowadays become more of a necessity rather than a form of
luxury.

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Another type of machine that is considered a necessity is the computer. Computer
is an electronic device, operating under the control of instructions stored in its own
memory that can accept data, manipulate the data according to specified rules,
produce results, and store the results for future use. However, as technology
evolves, so do machines. Computers today are no longer the same computers your
parents must have first used. Most machines, including computers, have evolved
through the process automation.

Automation is defined as “the technique of making an apparatus, a process, or a


system operate automatically. “Automation includes a broad range of technologies
normally connecting computer systems to other systems, such as sensors, wireless
applications, expert systems, and systems integration, among others. An automated
system is not the same as an intelligent system. One of the latest inventions in the
automotive industry is the intelligent car which is capable of driving and parking by
itself.

D. History of Computer
With the evolution of technology, computers have taken a major role in the last three
decades. This is due to the fact that people have become increasingly dependent
on computers to do their daily tasks in school, at work, or in their routines. What
started off as simply for research purposes, computers are now designed to be
more compact, more mobile, and more integrated in people’s daily activities.

Computers have evolved based on the type of components used in the design. At
present, scientists and researchers have identified five generations based on
design, suitability, and reliability. These generations of computers are briefly defined
below (Pepito, 2002).

1. First Generation Computer (1946-1959). The first electronic computer


was developed in 1946. Designed by J. Presper Eckert and Jogn W. Mauchly from
the University of Pennsylvania and financed by the United States Army, the
Electronic Numeric Integrator and Calculator (ENIAC) is considered to be the
first generation computer. ENIAC was a modular computer, composed of several
panels capable of performing different functions. However, it would store only
limited or small amount of information and only do arithmetic operations such as
addition and subtraction of up to 10 digits. The computer ws roughly 167 square
meters in size, and weighed 27 tons.

Figure 1.1 ENIAC showing the vacuum tubes

2. Second Generation Computer (1959-1965). In the second generation, the


transistor was used as the interior sections of the computer. Transistors were much
smaller, faster, and more dependable than the vacuum tubes of the first-generation

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computer. They generated less heat and consumed less electricity but were still
very costly.

Figure 1.2 Transistors

3. Third Generation Computer (1965-1971). In 1965, Jack Kilby invented the


Integrated circuit (IC) that was used instead of transistors as the interior sections to
build the computer. A single IC has many transistors, resistors, and capacitors that
even the full circuit board of a transistor can be replaced entirely with one chip. The
chip made the computers smaller, unfailing, and effective. In this third generation,
remote processing, time-sharing, and multiprogramming operating system were
used.

Figure1.3 Third-generation computer using the integrated


4. Fourth Generation Computer (1971-1980). From 1971 to 1980, very large
scale integrated (VLSI) circuits were used to build computers. These circuits have
about 5,000 transistors and other circuit elements with their connected circuits on a
single chip known as the microprocessor. These fourth generation computers such
as personal computers became more powerful, dense, reliable, and inexpensive.
The other application of this microprocessor technology can be used and applied for
pocket calculators, television sets, automotive devices, and audio and video
appliances.

Figure 1.4
Fourth Generation
computer using a
microprocessor

5. Fifth Generation Computer (1980-onwards). In this fifth generation, the


VLSI technology has evolved into what is called ultra-large-scale integration (ULSI)
technology, with the manufacture of microprocessor chips having 10 million
electronic components. The generation involves computer intelligence which is
associated with artificial intelligence (AI), natural language, and expert systems that
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interpret the means and practices of producing computers that think like human
beings.

Figure 1.5
Fifth Generation Computer

E. Components of a Computer
What makes a computer works? By definition, a computer is an electronic device
that manipulates information or data. It has the ability to store, retrieve, and process
data. It contains both hardware components and software applications.

The hardware pertains to the computer’s physical devices. It is any part of the
computer that can be seen and touched. A computer’s hardware consists of
interrelated electronic devices that are used to manipulate the computer’s operation,
input devices, and output devices.

Input devices
Working with a computer would be ineffective if one does not intermingle with it
because the machine cannot accept and receive instructions and/or deliver an
output on its own. Input devices enter or send data and instructions from the user or
from another computer system on the internet while output devices send back the
administered data to the user or to another computer system.

The following are some of the most common and important input devices of a
computer:
Keyboard - is the most common input device that accepts letters, numbers, and
commands from the user.
Mouse - lets one select options from onscreen menus. A mouse is used by
moving it on a flat surface, pressing its two buttons (left and right), and scrolling the
wheel that is located between the buttons. There are also alternatives to using a
mouse. A trackball has a ball that can rotate using a finger or the palm of a hand to
move the pointer. A touchpad also called a trackpad is a touch-sensitive pad that
lets the user move the pointer by touching and dragging his or her finger on the
pad. Touchpads are commonly built-in on laptop computers.
 Microphone - allows a user to speak into the computer to input data and
instructions. While there are available stand-alone microphones for computers, most
of the time user buy a headset-a combination of microphone and earphones-for the
sake of practicality.
Scanner - converts printed material (such as text and pictures) into a form the
computer can use. There are different types of scanners available; the most
common is the flatbed scanner. Scanners look like miniature printers with a flip-up
cover protecting the glass platen. They are often built into multi-function printers
(MFPs) another type becoming common nowadays is the hand-held or portable
scanners. Portable scanners can be small enough to fit inside one’s pocket. Pen
scanners are just a bit bigger than fountain pens and can scan the text of a

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document line by line. They do not give high-resolution scans and are more
expensive than flatbed scanners.
 Digital Camera - allows one to take pictures then transfer the photographed
images to the computer or printer instead of storing the images on a traditional film.
PC video camera - is a digital video camera that enables users to create a movie
or take still photographs electronically. With the PC video camera attached to the
computer, users can see each other as they communicate via the computer.

Output Devices
An output device is any hardware component that transmits information to one or
more people. The three commonly used output devices are as follows:
 Printer - produces text and graphics on a physical medium such as paper. The
two types of printer are the impact printer and the non-impact printer. An Impact
printer makes contact with the paper by pressing an inked ribbon against the paper
using a hammer or pins. An example of an impact printer is the dot-matrix printer. A
non-impact printer does not use a striking device to produce characters on the
paper, and because it does not hammer against the paper, the printer produces less
noise. Examples of non-impact printers are inkjet printers and laser printers.
Monitor - displays text, graphics, and videos on a screen. Many monitors look
similar to a television. The three types of monitor available in the market are the
following:
a. Cathode ray tube (CRT) -Is a vacuum tube containing an electron gun at
one end and a fluorescent screen at another end. From this electron gun, a process
called thermionic emission generates a strong beam of electrons. These electrons
travel through a narrow path within the tube with high speed using various
electromagnetic devices and finally strike the phosphor points present on the
fluorescent screen, thus creating an image, monitors employ the CRT technology
used most commonly in the manufacturing of television screens. A stream of
intense high-energy electrons is used to form images on a fluorescent screen.
b. Liquid crystal display (LCD) is a flat panel display that consists of a layer
of colour or monochrome pixels arranged schematically between a couple of
transparent electrodes and two polarizing filters. Optical effect is achieved by
polarizing the light in varied amounts and making it pass through the liquid crystal
layer.
c. Light-emitting diode (LED) - is a flat panel display that use light-emitting
diodes for backlighting. The display is of LCD only but the backlighting is done by
LEDs. LED monitors are said to use much lesser power than CRT and LCD. Thus,
they are also considered environment friendly.
Speaker - allows one to hear music, voice, and other sounds. The signal used to
produce the sound that comes from a computer speaker is created by the
computer’s sound card.

System Unit
The system unit is the enclosure composed of the main elements of a computer
that are used to administer data. This can be referred to as a computer case or
tower. The circuitry of the system unit containing the primary components of a
computer with connectors into which other circuit boards can be positioned is
recognized as motherboard.

Storage Devices
A computer can be utilized with only processing, memory, input, and output devices.
To make it very valuable, however, a computer also needs a place to hold program
files and all related files when they are not in use. The goal of using a storage is to
keep data permanently.

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There are many types of storage devices which include the flash disk drive, a
small portable storage devices often referred to as pen drives, thumb drives, or
jump drives. It has a memory capacity of 2GB, 4GB, 8GB, 16GB, 64GB, 128GB,
1TB, and now up to 2TB. Another type of storage is the hard disk drive. Most
personal computers have at least one non-removable hard disk that is regarded as
a non-volatile memory which permanently stores and retrieves data.
Another storage device is the compact disc. It is a flat, round, and portable metal
disc. One type of compact disc is a CD-ROM, which can be accessed using most
CD and DVD, which has enough storage capacity to store a full-length movie.

Figure 1.6 Storage devices- flash drive, hard drive, and compact discs

F. Why Computers are Powerful?


Computers are powerful for a variety of reasons. They work with remarkable speed,
reliability, consistency, and accuracy. Computers can store amounts of data and
information. Also computers allow users to communicate with other users or
computers. A user is anyone who communicates and interacts with a computer or
makes use of information it generates.
→Speed
In the system unit, operations get done through electronic circuits. When data,
instructions, and information drift along these circuits, they travel at incredibly fast
speeds. Most computers bring out billions of operations in a single second. The
world’s fastest computer can perform trillions of operations in one second.
→ Reliability and Consistency
The electronic components in modern computers are dependable because they
have a low failure rate. The high reliability of components enables the computer to
produce consistent results.
→ Accuracy
Computers process large amounts of data and generate error-free results, provided
the data is inputted correctly and the instructions work properly. If data is inaccurate,
the result output is also incorrect. A computing phrase known as garbage in,
garbage out points out that the accuracy of a computer’s output depends on the
accuracy of the input.
→ Communication
It is unbearable to go through a day without communication. Communication
happens between two or more people sending and receiving messages from one
another. The one sending the message is referred to as the sender while the one
receiving the information is known as the receiver. The message being transmitted
can contain facts, thoughts, perceptions, judgments, beliefs, attitudes, commands,
and even reactions.

Example: Two computers connected by a communications device, such as a


modem, can share stored data, instructions, and information. These two computers
can be located in the same room or thousands of miles away from each other in two
different countries.

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G. Classifying Computer
Computers can be classified based on size and computing power. However, as a
technology advances, these classifications tend to overlap as modern computers
have become smaller, yet more powerful, and relatively cheaper.

The general classification of computers are as follows:


 Personal computer - is a small, single-user computer based on a
microprocessor. In addition to the microprocessor, a personal computer has a
keyboard for entering data, a monitor for displaying information, and a storage
device for saving data.
 Workstation - is a powerful, single -user computer. A workstation is like a
personal computer, but it has a more powerful microprocessor and a higher-quality
monitor.
 Minicomputer - is a multi-user computer capable of supporting from 10 to
hundreds of users simultaneously.
 Mainframe - is a powerful multi-user computer capable of supporting hundreds or
thousands of users simultaneously.
 Supercomputer - is an extremely fast computer that can perform millions of
instructions per second. Below is a picture of NASA’s Pleiades supercomputer that
has 245,536 CPU cores and a total memory of 935 TB.
To compare, a computer with an Intel Core i3 processor, has only two cores for
running its programs and applications. Core i5 and i7 models usually have only four
cores. Core i7 extreme processors can have six to eight cores to full advantage.
Thus, they do not operate at full capacity. Imagine having more than 245,000 cores.
How many applications and programs can your computer run in a second?

Computers can also categorized into several types due to the introduction of mobile
devices and the proliferation of internet-capable devices. Specialized computers are
now classified according to a specific uses. The different types of computers are as
follows:

Desktop computers - are computers designed to be placed on a desk, and are


normally made up of a few different parts, including the computer case, central
processing unit (CPU), monitor, keyboard, and the mouse.
 Laptop computers - are battery-powered computer devices whose portability
makes them possible to use almost anytime, anywhere.
 Tablet computers - are hand-held computers with touch sensitive screen for
typing and navigation.
 Smartphones - are hand-held telephones which can do things that computers can
do, including browsing and searching the internet and even playing console games,
 Wearable - include fitness trackers and smart watches that can be worn
throughout the day.
 Smart TVs - are the latest television sets that include applications present in
computers. For example, videos can be streamed from the internet directly onto the
TV. The TV can also be used as a computer monitor and gaming monitor.

H. Digital Age, Information Age, and Computer Age


Digital age, information age, and computer age, used interchangeably, capture the
ubiquitous nature of computing and the prolific use of technology in almost all
aspects of human activity such that digital interaction is a defining characteristics of
human activity.

It is a period of human history characterized by the shift from traditional industry to


information technology-based economy brought by industrialization during the
Industrial Revolution. The definition of what digital means (or what information
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means) continues to change overtime as new technologies, user devices, and
methods of interaction with other people and devices enter the domain of research,
development, and market launch.
This period is also characterized by the digital industry creating a knowledge-based
society surrounded by a high-tech global economy that exerts its influence on how
the manufacturing process and the service sector work in an efficient and
convenient way.

I. Media in the Digital Age


Media normally refers to the means of communications that uses unique tools to
interconnect among people. The forms of media include television, radio, cellular
phones, and internet (which involves the access and use of various social media
sites such as Facebook, Twitter, Instagram, and YouTube, among others). In the
digital age, however, media can be considered as the message, the medium, and
the messenger.

The Message
Media is considered to be the message itself for those who create and own the
rights of content. The forms of content can be user-generated or professionally-
produced. User-generated content (UGC) is a form of content created and owned
by the users of a system. UGC has grown exponentially especially with he wide
internet coverage or easy Wi-Fi access, increased social media participation, and
affordable smart devices.

Figure 1.7 Media as a creative content

Below is one of the many examples of media tools used especially by millennial to
generate content.
→Blog
Keeping a diary or a journal is a traditional method of recording one’s thoughts or
expressing one’s emotions through writing. With the advent of the Internet,
expressing one’s feelings and thought was given a new concept through online
writing or blogging. A blog is a combination of two words--web and log. It works the
same way as pen and paper would but privacy becomes irrelevant given that a blog
post can be seen by anyone online. A person who writes blogs is called a blogger.

One of the TV personalities in the Philippines who also does blogging to further
express feelings, thoughts, and opinions is Main Mendoza, also known as “Yaya
Dub,” in the Kalye Serye of the noontime show “Eat Bulaga.”

Most recently, blogs have evolved into microblogs and video blogs. Microblogs have
become popular due to the rise of Tumbler and Twitter in which users instantly
share limited content or short messages. Now, with the increasing number of
YouTube viewers, people have explored uploading their own videos ranging from
their travels and products reviews to any other random topics. Some vloggers,
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YouTubers, or social media influences even make money based on the number of
views they get and on the products they feature in their video blogs.

→The Medium
The medium used refers to the tool or tools used in sending a message from the
source to the destination. Traditionally, for example, professionals send messages
to the audience, such as a news anchor delivering the news on TV and/or radio.
However, with the latest technologies, the so-called social media has become an
avenue for information dissemination even taking over news sites in bringing the
latest or up-to-date content. One such example is Twitter. Users of this application
can constantly update other Twitter users about a certain topic. In this platform,
Twitter users can also share other users’ content (in the form of retweeting) and
discuss any topic with one another. Thus, the media, instead of just being an
avenue for delivering messages, is becoming increasingly social--with the audience
themselves creating their own content and interacting with one another.
→The Messenger
The messenger is the one who delivers the message. This is why broadcasters, for
example, being the messenger of news are called “media”. In the digital space,
however, does the “media” also refer to social network users who create content
themselves but are not professional journalists? Hence, although the media can be
the message, the medium, and the messenger, in the digital age, the demarcation
lines between them are somewhat blurry.

J. Evolution of Media
The media has transformed itself based on two things-(1) how information is
presented; and (2) how the connection is established. Woodcut printing on cloth or
on paper was used in the early 15 th century. It was in 1436 when Johannes
Gutenberg started working on a printing press which used relief printing and
moulding system. Now, the modern printing press delivers messages in print, such
as newspapers, textbooks, and magazines. In the 1800s, the telegraph was
developed followed by the telephone which made the two-way communication
possible. Message sending and receiving can now be done both ways
simultaneously.

At the beginning of 1900s, broadcasting and recorded media were introduced.


Radio and television were used to send sound and video to homes and offices
through electromagnetic spectrum or radio waves. Audio (lower frequency band) or
video the frequency used. Later on, a combination of both audio and video
information made the audience’s viewing experience more exciting. Films and
movies became popular as they catered to larger audiences.

As communication devices also evolved and became pervasive, so did information


distribution. A photo taken using a smartphone can immediately be uploaded and
shared on Facebook, Twitter, or Instagram. Community websites such as OLX.ph, a
Philippine counterpart of ebay.com, let its users buy and sell items online. This
eliminates the need for going to physical stores.

According to Claudine Beaumont, author from the The Telegraph, one good
example of this happened on January 15, 2009, when dozens of New Yorkers sent
‘tweets’ about a plane crash in the city. News about the US Airways Flight 1549
which was forced to land in the Hudson River in Manhattan, USA immediately
spread all over the country. All the plane’s engine shutdown when it struck a flock of
geese, minutes after take-off from the New York’s LaGuardia Airport.

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K. Overview of Current Trends
A trend refers to something hip or popular at a certain point in time. It can be a
particular style in fashion, devices, or entertainment. A new trend may always come
along to replace the old one. Technology trends tend to change as time goes by.
Following Moore’s Law, technology is bound to upgrade itself every two years. In
1965, Gordon Moore predicted that the computing power would dramatically
increase overtime. Cost, is expected to proportionally go down. Nowadays, the two-
year prediction has even decreased, with releases happening less than two years, if
not yearly. Aside from cost, sizes lf hardware have also decreased in making
devices, such as smartphones, more useful and dependable.

A few years ago, people would have a cellular phone, a digital camera, a portable
music player, and a laptop with them. They would use their phones to text and
makes calls, the digital camera to take pictures, and the music player to listen to
music while doing their work on their laptop. Now, smartphones are capable of
doing the aforementioned activities and a lot more through applications or “apps”
made available online. The term smartphone was coined as the cellular or mobile
phone has now become smarter--it can run apps which help people perform their
day-to-day activities. Apps turn mobile devices into miniature PCs capable of
browsing the web, taking down notes, and playing games, among others. By
default, smartphones come installed with basic apps such as making calls, sending
text messages, playing music, and managing schedules. As of 2017, Google Play
has approximately 2.8 million apps available for Android users, whereas Apple’s
App Store is estimated to have 2.2 million. These apps are not just limited to
smartphones. They can be used in other mobile devices, including tablets and,
another recent trend, wearable devices.

In an article from Forbes.com, DeMers (2016) identified seven major trends in 2017.

1. IoT and smart home technology.


The so-called Internet of Things (IoT) has been trending since 2016. The vision of
IoT has evolved due to the convergence of multiple technologies, including
pervasive wireless communication, data analytics, machine learning, and use of
hardware technology such as sensors, microprocessors, and microcontrollers.
Controlling home appliances through a mobile phone:
Switching the lights on and off.
Setting the timer for the washing machine, and
Controlling the television to record shows that might be missed due to traffic--is
now possible.
2. Augmented reality and virtual reality
In 2016, the release of games such as Pokémon Go and the anticipated VR
headset, Oculus Rift, served as a turning point for AR and VR technology.

3. Machine learning
Also called artificial intelligence, having machines decide for you seems to be a
daunting task and would probably make you think of robots and talking computers,
similar to Iron Man’s Jarvis. However, with the recent release of Apple’s iPhone X, it
was not just the design that improve. The iOS’ intelligent personal assistant, Siri,
has also been upgraded with enhanced learning making the use of iPhone more
efficient, its latest features include the following:
Face ID
The owners face is the new password. It is a more secure way to unlock the phone
and keep the data safe.
A11 Bionic

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A11 Bionic is claimed to be the “most powerful and smartest chip ever in a
smartphone,” with a neural engine capable of up to 600 billion operations per
second. A neural engine, a type of artificial intelligence, enables computers to learn
from observation.
Wireless charging
A cable is not needed to charge the device.
iOS 11
In its latest operating system, one can scan documents in the notes app, edit live
photos, and in the U.S., even pay friends in Messages. Siri can also translated
languages.
Augmented Reality
AR is not just designed for fun. It is also meant for productivity and efficiency. It
allows one to navigate without looking at a map, visualize industrial equipment, and
many mores.

4. Automation
Through advanced technology, it is now possible to automate previously human-
exclusive tasks. This is very much evident through wearable devices such as step
counters and heart rate monitors used by health-conscious individuals. Information
collected is automatically saved and stored in mobile devices for analysis later on.

5. Big data
Big data is a term that describes large and complex volumes of data. But it is not
how much data an organization has it is what they do with it that matters. Big data
can be analysed for insights which can help management make better decisions
and come up with more effective strategic plans. Waze is example of an app which
uses big data. The app helps users determine traffic, direction and route
estimations, and notifies users with accident alerts and road hazards, among others.

6. Physical-digital integrations
Majority or organizations nowadays are moving towards system automation. As
such,, they identify their physical elements and create digital data for more efficient
operation and back-up. The concept of having a “paperless company” in which
transactions, reports, and services are done using automated systems is one such
example. Not only is it deemed reliable but also environment friendly.

7. Everything on demand
Due to the prevalence of network connectivity, it is possible to have information on
demand. Music, movies, and even drivers (e.g., Grab) are made available through
the apps in a smartphone.

L. Impact of ICT on Individuals, Organizations, and Society


ICT brings both positive and negative effects to individuals, organizations, and
society. It improves education, access to information, and security. However, it limits
personal interaction and physical activity and poses problems in employment and
security.
Positive Effects

→Improved access to education


There are new ways of learning such as the use of learning management system
(LMS) which implements educational enhancements such as distance learning and
online tutorials, virtual reality, and interactive multimedia.
→Access to information and communication
The internet is widely used in communication. Access to it is getting better as it has
become available in almost all places such as commercial establishments and
public spaces. New tools have been promoted such as VoIP phone, Instant
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Messaging (IM), chat (e.g., FB Messenger, Google Hangouts, Yahoo! Messenger,
etc.), video chat (e.g., Skype, FB video chat, etc.), and email. In addition, ICT has
been maximized by most individuals nowadays for leisure and entertainment such
as watching movies, playing games, or even reading news and articles, and for
creating new relationships with people around the world.
→Security
With the advancement that ICT brings, individuals and organizations can solve any
security problems. Examples of security measure of applications are: (1) the use of
encryption methods to keep and protect data from any malicious software; (2) the
use of password/s for personal information protection; and (3) the development of
physical security systems such as biometrics in a form of fingerprint, facial
recognition, iris (eye) recognition, and voice recognition.
Negative Effects

→Reduce personal interaction and physical activity


Because of virtual communication, ironically, people are less likely to talk or meet
each other in person. And because of the comfort of working from home and the
entertainments that the internet offers (i.e., streaming movies, playing online games,
etc.), physical activity is reduced leading to health issues such as obesity and heart
disease.

→Job loss or increase in unemployment

This can be considered as one of the worst effects of ICT.


 Multiple workers being replaced and reduced by a smaller number of employees
capable of doing the same value of tasks
 Shipping or freight services in which a certain amount is added to the operating
costs for the physical process of transporting commodities or goods
 Automation through robots or machines replacing people in the assembly line

→Security
ICT brings not only improvement but also threat to security. Data or files must
always be kept secure and safe. The internet connection must always be
safeguarded from different attacks such as data modification, identity/IP address
spoofing, password-based attacks, denial-of- service, etc. Computers should
also be protected from various forms of viruses and malware which are released
almost every day.

M. Ethical Issues in ICT


While some people apply ethical principles to the use of the ICT other simply do not,
hence the proliferation of cyber malpractices.

The following are some of the ethical issues in ICT:


1. Plagiarism
It is an act of theft in which a person copies another person’s ideas, words, or
writings, etc. and pass them off as his or her own. Those who committed such
action may lead to serious legal and ethical defilements.

2. Exploitation
It is an action in which one deals with a person dishonestly, unethically, and
dishonourably, in order to take advantage to the latter’s works and /or resources.
This leads to unlawful actions.

3. Libel

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It can either be an insult, slur, or slander. Either written or spoken or even through
actions, it may lead to libel if the accusation is not true and without any piece of
evidence.

 Software Piracy: It refers to an act of installing or copying a software into the


computer in the absence of an end-user licensing agreement (EULA), and/or
producing a copy disregarding the copyrights.

Women’s Rights to equal access to digital Information


Vulnerability of Women to Trafficking, Legislation to Advance Rights

The world could not eradicate poverty or create democratic and economically just
societies unless women gained full access to the information society, a
representative of the International Telecommunication Union (ITU) told the
Commission on the Status of Women today, as it concluded its general debate by
hearing from more than 40 more speakers.

She stressed that gender-specific inequalities, lack of access to resources and high
levels of illiteracy had deprived women of equal access to information and
communication technologies. Denying women access to such technologies limited
national production and barred nations from enjoying true competition in the global
market, she added.

The critical issue of women’s access to media and information technology was
raised by nearly all of today’s speakers. Such access -– and violence against
women -- are the two themes for this year’s Commission session, which began on
Monday and heard from more than 100 speakers in three days of general debate.
Other issues raised included the devastating effect of the HIV/AIDS epidemic on
women, the vulnerability of women to trafficking and other forms of violence,
particularly that arising from armed conflict, and new legislation that further
advanced the rights of women.

On the theme of information technology, Fiji’s representative told the Commission


today that women’s access to such technologies could expand educational
opportunities and lead to women’s economic empowerment, as well as enhanced
gender-sensitive policies. Those technologies, she said, could narrow development
and gender gaps, serving as tools for tackling the negative effects of such things as
“cybersex discrimination”, which degraded women and children.

A representative of the African Women’s Caucus noted that most African women’s
organizations lacked the infrastructure and technology to work effectively in
assisting their populations. Stressing the importance of addressing the needs of
African women and their role in society, she urged the United Nations system to
ratify treaties and protocols with provisions on gender advancement and women’s
access to information. She deplored the use of the Internet to exploit women and
incite words of hate. Privacy, security and Internet rights were vital concerns of
African women, who needed a safe place to train, learn and benefit from information
and communication technologies.

Chile’s representative said that, although her country had set up some Web sites
offering information on women’s issues, the Internet was used mainly by young
people, and only by a minority of women. Women in management positions,
generally between 40 and 50 years of age, often viewed technology as alien or
contacted it only through tips from their children.

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Similarly, the Democratic People’s Republic of Korea said women must be
encouraged to become familiar with information and communication technologies.
With support from society and the international community, women could play a
pioneering role in reducing so-called “gender computer illiteracy”, he said.

Botswana’s representative said her country was still struggling to build the proper
infrastructure for information and communication technologies, which were
particularly lacking in rural areas. However, it had recognized the benefits of such
technology, and had recently created a new Ministry of Communications, Science
and Technology. The Ministry was responsible for enhancing research in science
and technology, setting up the national infrastructure and improving the quality of
and access to mass media. Women in Botswana were increasingly taking
advantage of opportunities created through such technologies and those women
had improved their economic livelihoods by opening up their access to better-paying
jobs, education, training and entrepreneurial opportunities.

Also speaking today were the representatives of the Netherlands (on behalf of the
Consultative Committee of the United Nations Development Fund for Women
(UNIFEM)), Burundi, Switzerland, Liechtenstein, Syria, Congo, Kyrgyzstan, Russian
Federation, the former Yugoslav Republic of Macedonia, Malawi, Italy, Benin,
Afghanistan, Iraq, Cameroon, Ethiopia, Zambia, Guinea, India, Rwanda, and
Grenada.

The representative of Israel and the observer for Palestine exercised their right of
reply.

International organizations also participated in the general discussion. Speaking


today were representatives of the United Nations Development Programme
(UNDP); Joint United Nations Programme on HIV/AIDS (UNAIDS); United Nations
Population Fund (UNFPA); Office of the United Nations High Commissioner for
Refugees (UNHCR); and the United Nations Education, Scientific and Cultural
Organization (UNESCO).

The following non-governmental organizations also addressed the Commission:


Equality Now; NGO Working Group on Women, Peace and Security; Human Rights
Advocates; Women’s International Coalition for Economic Justice; International
Confederation of Free Trade Unions; French Coordination for the European
Women’s Lobby; and Womenspace Canada.

CHAPTER KEY POINTS

 With the evolution of technology, people are now living in a period in which the
economy is based on information computerization. This industry that involves computers,
software, and networking, among others is called Information Technology (IT). It is a
subset of Information and Communications Technology (ICT) which pertains to the use of
technology that supports activities involving not only information such as gathering,
storing, and presenting data, but also collaboration and communication.
 The computer being the main tool or equipment in IT, has evolved in many ways
from the first-generation computer to the present fifth-generation computer.
 The power of the computer, coupled with the introduction of the internet, cannot be
underestimated with its speed, reliability and consistency, accuracy, and ability to handle
communication.

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 Communication and information creation and distribution have developed. Among
the major trends is the so-called Internet of Things (IoT), the expansion and application
of networks and internet to everyday objects.
 ICT, however, has both positive and negative impacts on individuals, organizations,
and society.

Individual Activity

Search online for media outlets that use two or more modes of communication
with their customers. Example are a news program on TV and a radio broadcast
over the AM frequency.
Do a comparative analysis of the types of outlets the communication network
currently uses in terms of the following:
1. Content
2. Audience reach
3. Your personal preference

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