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EMPOWERMENT

TECHNOLOGIES
How important is ICT to
your daily activities?
• How many times have you checked your
phone this morning?
• How many status updates have you
posted in Facebook, Twitter or Instagram
today?
• Did you use the Internet/mobile for an
hour after you woke up this morning?
• Do you follow a celebrity/crush via his/her
social media account?
INTRODUCTION TO INFORMATION AND
COMMUNICATION TECHNOLOGIES

• The state of ICT technologies


• Online systems, functions, and
platforms
At the end of this lesson, the students should be able to:

1. improve their knowledge on how ICT affects their


everyday lives and the state of our nation;

2. compare and contrast the differences between online


platforms, sites, and content;

3. understand the features of Web 2.0;

4. understand the future of the World Wide Web through


Web 3.0; and

5. learn the different trends in ICT and use them to their


advantage.
INFORMATION AND
COMMUNICATION TECHNOLOGIES
Information and Communication
Technology (ICT) deals with the use of
different communication technologies such
as mobile phones, telephone, Internet, etc.
to locate, save, send and edit information.
Example: when we make a video call,
we use internet.
INFORMATION AND
COMMUNICATION TECHNOLOGIES
ICT can be defined as the use of hardware
and software for efficient management of
information.
ICT IN THE PHILIPPINES

• Philippines as the “ICT Hub of Asia”


• huge growth of ICT related jobs
around the country, one of which is
BPO (Business Process Outsourcing)
centers or call centers.
ICT IN THE PHILIPPINES

• According to 2013 edition of


Measuring the Information Society
by the International
Telecommunication Union, there are
106.8 cellphones per 100 Filipinos in
the year 2012.
ICT IN THE PHILIPPINES

• In a data gathered by the Annual


Survey of Philippines Business and
Industries in 2010, the ICT industry
shares 19.3% of the total employment
population.
ICT IN THE PHILIPPINES

Time magazines declared


• Makati City, Philippines - Rank 1 as the
“Selfiest Cities around the world”
• Cebu City is Rank 9
ICT IN THE CONTEXT OF
GLOBAL COMMUNICATION
• ICT plays an important part in our lives
and all aspects in our society.
ICT has become the:
• main method of communication,
• getting information and education,
• attaining services from businesses,
hospitals utilities, government,
• purchasing products and services,
• doing personal and business transactions,
and
• expressing social advocacies and
awareness.
EDUCATION

• Modern homes have computers for


research and learning by students and
the family for school lessons.
• They are also used to learn about
other people, places, current events,
and recent technologies.
EDUCATION
• Computers in schools are used for
fast, easy and effective instruction and
learning in Computer, Math, Science,
and English.
• Teachers use images, videos and
Computer-Based Training (CBT)
programs to present topics visually to
enhance learning.
EDUCATION
• Computers in schools are used for
fast, easy and effective instruction and
learning in Computer, Math, Science,
and English.
• Teachers use images, videos and
Computer-Based Training (CBT)
programs to present topics visually to
enhance learning.
EDUCATION
• Courses on the Internet called Online
Instructions are available to learn
various lessons such as origami,
cooking, and even earn a college
degree.
• TESDA Online
EDUCATION
• Libraries are now equipped with
computers to organize books and to
expand the references available to the
students through the internet.
EDUCATION
• Students use computers to type
reports, do their assignments, and
communicate with teachers
• Schools use computers to keep the
database of information about the
school and its students
TELECOMMUNICATIONS
• Students use computers to type
reports, do their assignments, and
communicate with teachers
• Schools use computers to keep the
database of information about the
school and its students
• is the global system of interconnected computer
networks that use the Internet protocol suite
(TCP/IP) to link billions of devices worldwide.
• means of connecting a computer to any other
computer anywhere in the world via dedicated
routers and servers.
• sometimes called simply "the Net," is a worldwide
system of computer networks - a network of
networks in which users at any one computer can
get information from any other computer
• an information system on the Internet that
allows documents to be connected to other
documents by hypertext links, enabling the
user to search for information by moving from
one document to another.
• is an information space where documents
and other web resources are identified by
URLs, interlinked by hypertext links, and can
be accessed via the Internet.
• Invented by Tim-Berners Lee
• Web page is a hypertext document
connected to the World Wide Web.
• It is a document that is suitable for the
World Wide Web
• a location connected to the Internet that
maintains one or more pages on the World
Wide Web.
• It is a related collection of World Wide Web
(WWW) files that includes a beginning file
called a home page.
• It displays a web page on a monitor or
mobile device
• is a software application for retrieving,
presenting, and traversing information
resources on the World Wide Web.
• When the World Wide Web was invented,
most web pages were static.
• Static (also known as flat page or stationary
page) in the sense that the page is “as is” and
cannot be manipulated by the user.
• The content is also the same for all users.
• This is referred to as Web 1.0.
• Web 2.0 is the evolution of Web 1.0
by adding dynamic web pages—the
user is able to see a website
differently than others.
• Examples of Web 2.0 include social
networking sites, blogs, wikis, video
sharing sites, hosted services, and
web applications.
• Web 2.0 allows users to interact with the
page: instead of just reading a page, the
user may be able to comment or create a
user account.

• Web 2.0 also allows users to use web


browsers instead of just using their
operating system.

• Browsers can now be used for their user


interface, application software (or web
applications), and even for file storage.
Most websites
that we visit today
are Web 2.0.
1. Folksonomy. It allows users to categorize and
classify/arrange information using freely chosen
keywords (e.g., tagging). Popular social networking
sites such as Twitter, Instagram, Facebook, etc. use
tags that start with the pound sign (#). This is also
referred to as hashtag.

2. Rich User Experience. Content is dynamic and is


responsive to user’s input. An example would be a
website that shows local content. In the case of social
networking sites, when logged on, your account is
used to modify what you see in their website.
3. Long Tail. Services are offered on demand rather than on a
one-time purchase. In certain cases, time-based pricing is
better than file-size-based pricing or vice versa. This is
synonymous to subscribing to a data plan that charges you
for the amount of time you spent in the Internet, or a data
plan that charges you for the amount of bandwidth you
used.

4. User Participation. The owner of the website is not the


only one who is able to put content. Others are able to place
a content of their own by means of comment, reviews, and
evaluation. Some websites allow readers to comment on an
article, participate in a poll, or review a specific product
(e.g., Amazon.com, online stores).
5. Software as a Service. Users will subscribe to a software
only when needed rather than purchasing them. This is a
cheaper option if you do not always need to use a software.
For instance, Google Docs is a free web-based application
that allows the user to create and edit word processing and
spreadsheet documents online. When you need a software,
like a Word Processor, you can purchase it for a one-time
huge amount and install it in your computer and it is yours
forever. Software as a service allows you to “rent” a software
for a minimal fee.

6. Mass Participation. It is a diverse information sharing


through universal web access. Since most users can use the
Internet, Web 2.0’s content is based on people from various
cultures.
The Semantic Web is a movement led by
the World Wide Web Consortium (W3C).

The W3C standard encourages web


developers to include semantic content
in their web pages.
According to the W3C, “The
Semantic Web provides a common
framework that allows data to be shared
and reused across application,
enterprise, and community boundaries.”

The aim of Web 3.0 is to have


machines (or servers) understand the
user’s preferences to be able to deliver
web content specifically targeting the
user.
Several problems of Web 3.0
1. Compatibility
HTML files and current web browsers could not support Web 3.0.

2. Security
The user’s security is also in question since the machine is saving his or
her preferences.

3. Vastness
The World Wide Web already contains billions of web pages.

4. Vagueness
Certain words are imprecise. The words “old” and “small” would depend
on the user.

5. Logic
Since machines use logic, there are certain limitations for a computer to
be able to predict what the user is referring to at a given time.
1. Convergence
Technological convergence is the synergy of
technological advancements to work on a similar goal
or task.

2. Social Media
Social media is a website, application, or online
channels that enable web users to create, co-create,
discuss, modify, and exchange user-generated
content.
a.Social Networks. These are sites that allow
you to connect with other people with the same
interests or background.
- Once a user creates his or her account, he or
she can set up a profile, add people, create
groups, and share content.

Facebook
Google+
b. Bookmarking Sites. These are sites that
allow you to store and manage links to various
websites and resources.
- Most of these sites allow you to create a tag
that allows you and others to easily search or
share them.

StumbleUpon
Pinterest
c. Social News. These are sites that allow
users to post their own news items or links to
other news sources
d. Media Sharing. These are sites that allow
you to upload and share media content like
images, music, and video.
e. Microblogging. These are sites that focus on
short updates from the user
f. Blogs and Forums. These websites allow
users to post their content.
a.Social Networks – Facebook, Google+
b.Bookmarking Sites
c.Social News
d. Media Sharing
e. Microblogging
f. Blogs and Forums
3. MOBILE TECHNOLOGIES
• The popularity of smartphones and tablets
has taken a major rise over the years.
• This is largely because of the devices’
capability to do tasks that were originally
found in personal computers.
• Today, the latest mobile devices use 4G
Networking (LTE)
• iOS
• Android
• Blackberry OS
• Windows Phone OS
• Symbian
• WebOS
• Windows Mobile
• iOS - Used in Apple devices such as the
iPhone and iPad
• Android – an open source operating
system developed by Google. Being open
source means several mobile phone
companies use this OS for free.
• Blackberry OS – used in Blackberry
devices
• Windows Phone OS – a closed source and
proprietary operating system developed by
Microsoft
• Symbian - the original smartphone OS;
used by Nokia devices
• WebOS – originally used for smartphones;
now used for smart TVs
• Windows Mobile – developed by Microsoft
for smartphones and pocket PCs
4. ASSISTIVE MEDIA

• Assistive media is a nonprofit


service designed to help people who
have visual and reading
impairments. A database of audio
recordings is used to read to the
user.
KEY TERMS:
• Web 1.0 – static websites without
interactivity.
• Web 2.0 – websites that contain dynamic
content.
• Web 3.0 – a concept of the World Wide
Web that is designed to cater to the
individual user.
• Static – refers to the web that are the
same regardless of the user.
KEY TERMS:
• Dynamic – refers to the that are affected
by user input or preference.
• Folksonomy – allows user to
categorize and classify/arrange
information.
• Hashtag # – used to “categorize” posts
in a website.
KEY TERMS:
• Convergence – the synergy of
technological advancements to work a
similar goal or task.
• Social Media – websites, applications or
online channels that enable users to co-
create, discuss, modify, and exchange
user-generated content.

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