Media and Information Literacy
- Description
- Curriculum
- Reviews
Media and Information Literacy (MIL) is a vital core subject in the DepEd senior high school curriculum designed to empower students to become critical thinkers and responsible users in today’s information-saturated world. MIL equips students with the skills to access, analyze, evaluate, and create media and information effectively and ethically. Through MIL, students learn to navigate the complexities of various media platforms, identify credible sources, understand media’s impact on society, and become responsible digital citizens who can make informed decisions and contribute positively to the digital landscape.
COURSE DESCRIPTION
The course introduces the learners to basic understanding of media and information as channels of communication and tools for the development of individuals and societies. It also aims to develop students to be creative and critical thinkers as well as responsible users and competent producers of media and information.
DEFINITION OF TERMS
Multimedia Information and Media – Refers to materials, programs, applications and the like that teachers and students use to formulate new information to aid learning through the use, analysis, evaluation and production of a combination of different types of media.
Netiquette – Refers to a set of rules that governs what conduct is socially acceptable in an online or digital situation. It is a social code of network communication.
New (Information) Age – An idea that the current age is characterized by creating a knowledge-based society surrounded by a high-tech computerization. It is also known as the Computer Age, Digital Age, or New Media Age.
New Media – Refers to content organized and distributed on digital platforms. (UNESCO MIL Curriculum for Teachers)
People Media – Refers to persons that are involved in the use, analysis, evaluation and production of media and information. The best example is a teacher inside the classroom.
Plagiarism – The act of taking another person’s ideas, writings, inventions, and similar intellectual products as one’s own without knowledge, consent and/or accreditation. (University of the Philippines’ Code of Student Conduct)
Selection Criteria – Refers to the set of standards for the analysis, design, development, implementation and evaluation of media and information for effective and efficient integration to the learning process.
Technology – Hardware used to create and communicate with media, e.g. radios, computers, telephones, satellites, printing presses, etc. ((UNESCO MIL Curriculum for Teachers)
Technology (Digital) Literacy – The ability to use digital technology, communication tools or networks to locate, evaluate, use and create information. It also refers to the ability to understand and use information in multiple formats from a wide range of sources when it is presented via computers and to a person’s ability to perform tasks effectively in a digital environment. Digital literacy includes the ability to read and interpret media, to reproduce data and images through digital manipulation, and to evaluate and apply new knowledge gained from digital environments. (University of Illinois)
Text Information and Media – Refers to materials, programs, applications and the like that teachers and students use to formulate new information to aid learning through the use, analysis, evaluation and production of alphanumeric characters and symbols.
Three Dimensional Technology – Refers to virtual reality or interactive 3D and have a figurative appearance. Current examples range from 3D printer, 3D films, holograms, etc.
Traditional Media – Refers to the traditional means of communication and expression that have existed since before the advent of the Internet. Examples are television, radio, movies, music studio, books, newspapers, magazines,and other print publications.
Ubiquitous Learning – An educational paradigm made possible in part by the omnipresence of digital media, supporting new modes of knowledge creation, communication, and access. (University of Illinois Press)
Virtual Self – Digital identity or assumed identity in the virtual world.
Visual Information and Media – Refers to materials, programs, applications and the like that teachers and students use to formulate new information to aid learning through the use, analysis, evaluation and production of visual images.
Visual Message Design – Refers to design principles and elements in the production of visual media and information that take into consideration the visual perception of the audience in regards with their prior knowledge, culture, etc.
Wearable Technology – Refers to accessories incorporating computer and advanced electronic technologies. Current examples are Google glass, iPhone watch, etc.