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Vanessa Mae C. Cortez
Irah Mayo
Jonahleen Capino
Lovely Dave Lastrilla
(BEED-Gen3)
Educational Technology 1
Printing
Press Library
Computer
Like reading, they can now
interact with computer
messages.
Like writing, they can form
messages using computer
language.
*introduced using the principle of
individualized learning through a positive
climate
*includes realism and appeal
*includes drill exercises
The evolving pace of innovation in today’s
Information Age is so dynamic because
computer technology in education
has matured to transform into an educative
ICT in education.
THE PC
(Multimedia)(Internet)
Email (text and video)
Chat rooms
Blog sites
News services (print, video clip)
Music/movie/television room
Text, sound, graphics, chart, photos
Power-point presentation
CD, VCD, DVD player
CDVCD, DVD player
Educational software
(Internet)
Educational websites
Softwares, coursewares
School registration/records
accounting
Information- the reception of
knowledge or intelligence.
Communication- act of
transmitting or spreading
something between individuals.
Technology- a manner of accomplishing
task using technical or digital process.
Instructional
Media
Educational
Communication
Media
Consists of audio visual aids. Comprise the media of
communication.
Examples are the blackboard,
photo, film and video.
Using the print, film, radio,
television or satellite means of
communication.
Close to the turn of the 21st century,
such a distinction merged owing to the
advent of the microprocessor, also known
as the personal computer (PC). This is
due to the fact that the PC user at
home, office and school has before
him/her a tool for both audio-visual
creations and media communications.
Programs (capabilities) normally installed in an ordinary
modern PC:
 Microsoft Office
-for composing text, graphics, photos into letters,
articles, reports, etc.
 Power-point
-for preparing lecture presentations
 Excel
-for spreadsheets and similar graphic sheets
 Internet
Explorer
-Access to the Internet
 Yahoo or
Google
-Websites; email, chat rooms, Blog sites, news service
(print/video) educational softwares etc.
 Adobe Reader
-Graphs/photo composition and editing
 MSN
-Mail/chat messaging
 Windows media
player
-CD, VCD player
 Cyberlink Power
-DVD player
 Windows media player/Windows movie
maker
-Editing film/video
 GameHouse
-Video games
DISCUSSION
1. Discuss the capabilities of the PC outside of education, namely:
a)electronic or e-commerce
-Electronic commerce, commonly known as e-commerce,
consists of the buying and selling of products or services over
electronic systems such as the internet and other computer
networks.
b) e-finance
-Business professionals use personal computers to create
spreadsheets. For example, a finance manager may create a
personal computer spreadsheet to keep track of his company’s
budget.
c) entertainment
-Personal computers have been a source of entertainment
in people’s homes, since they were first introduced.
d) advertising
Traditional models of consumer choice assume consumers are
aware of all products for sale. This assumption is questionable,
especially when applied to markets characterized by a high degree of
change, such as the personal computer (PC) industry. I present an
empirical discrete choice model of limited information on the part of
consumers, where advertising influences the set of products from
which consumers choose to purchase.
e) Propaganda or development communication
-Propaganda is the technique of spreading information about
an individual or group with the intention of doing damage to their
reputation. Students are confronted with propaganda constantly
through the Internet, television and radio.
Related
Issues
Creativity versus piracy
Intellectual property rights provide the foundation upon which innovation is shared,
creativity encouraged and consumer trust reinforced. But the digital world poses a new
challenge — how to manage the balance when the consumer is the creator, when the
marginal cost of copying is zero, when enforcement of existing law is extremely difficult, and
when “free” access to information and content is considered by many to be a right.
Estimates by Frontier Economics for the International Chambers of Commerce suggest
that digital piracy accounted for about USD 75 billion in 2008, and project that it will reach
USD 215 billion by 2015. Music piracy is at the forefront of this activity, but peer-to-peer
networks, coupled with higher broadband speeds, are increasingly being used to share
television programmes and films.
(a) Intellectual related issues
Lost Series 5 was the most pirated show in 2010, with over 2 million downloads in the
first week and reports of over 100 000 people sharing a single “torrent” (metadata file for peer-
to-peer sharing). Within 20 minutes of the broadcast of the final episode of Lost, a subtitled
version in Portuguese reportedly appeared on a pirate website.
Endemic copyright infringement facilitated by broadband infrastructure is increasingly
drawing the telecommunications and Internet communities into the debate on intellectual
property rights. The film, music, publishing and television industries are putting pressure on
Internet carriers and service providers to play a more active role in addressing both commercial
copyright infringement and infringement by consumers.
Telecommunication regulators are increasingly being looked to as the authority to
implement rules that protect copyright, while at the same time protecting consumer interests
and encouraging investment and service innovation within the digital economy.
(b) Pornography using the internet
On June 23, 2003, the U.S. Supreme Court upheld the constitutionality of the
Children’s Internet Protection Act (CIPA). Enacted in December 2000, CIPA requires schools
and libraries that receive federal funds for Internet access to block or filter access to visual
depictions that are obscene, child pornography, or material “harmful to minors.” The term
“harmful to minors” is taken to mean material that if “taken as a whole and with respect to
minors, appeals to a prurient interest in nudity, sex, or excretion; depicts, describes, or
represents, in a patently offensive way with respect to what is suitable for minors, an
actual or simulated normal or perverted sexual act, or a lewd exhibition of the genitals,
and taken as a whole, lacks serious literary, artistic, political, or scientific value to minors.”
CIPA also allows, but does not require, giving an authorized person the ability to
disable the technology protection measure during any use by an adult to enable access for
bona fide research or other lawful purpose.
The Supreme Court decision on CIPA is unlikely to settle the public debate on how
best to protect children on the Internet from inappropriate materials and experiences such
as pornography and sexual predators. Indeed, nothing in the Court’s decision changes the
basic conclusion of the 2002 National Research Council (NRC) committee report Youth,
Pornography, and the Internet that social and educational strategies to teach children to use
the Internet responsibly must be an essential component of any approach to protection, and
is one that has been largely ignored in the public debate.
Although technology and public policy have helpful roles to play, an effective
framework for protecting children from inappropriate sexually explicit materials and
experiences on the Internet will require a balanced mix of educational, technical, legal, and
economic elements that are adapted appropriately to the many circumstances that exist in
different communities. An apt, if imperfect, analogy is the relationship between children and
swimming pools. Swimming pools can be dangerous for children. To protect them, one can
install locks, put up fences, and deploy pool alarms. All of these measures are helpful, but by
far the most important pool protection measure for children is to teach them to swim.
(c) Pyramiding scam using the Internet
(e) Lottery and Gaming
Gaming and lottery kingpins target a multibillion-dollar truth: a
gambler is a gambler. Lucrative slot revenues may originate from the
same people playing lottery hardball. As in Powerball, just one entity of
the lottery world. It hit an all-time jackpot of $1.5 billion in January
during a frenzied promotion across 44 American states.
Perhaps three quarters of the gambling and lottery markets
intersect, a fact realized by their ultimate power brokers. Scientific
Games, which introduced the first secure instant lottery ticket 42 years
ago and now holds a reservoir of about 40,000 games, pronounced its
interest in the gaming-lottery synergy by annexing slot makers WMS in
2013 and Bally Technologies in 2014.
Lottery giant GTECH also recognized the correlation between
these two industries by acquiring IGT in 2014 and forming IGT Plc.
Scientific Games and IGT spent about $14 billion to become the
world’s gaming-lottery czars.
Lotteries benefit from them. American states prosper by
running a gambling business without major construction costs,
because retail chains and convenience stores serve as
headquarters. Casino-style games provide panache and expand
the lottery menu.
References:
http://www.slideshare.net/christiangleph/computer-as-information-and-
communication-technology-16798325
http://issues.org/20-2/thornburgh/
Computers as ICT

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20240510 QFM016 Irresponsible AI Reading List April 2024.pdf20240510 QFM016 Irresponsible AI Reading List April 2024.pdf
20240510 QFM016 Irresponsible AI Reading List April 2024.pdf
 

Computers as ICT

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  • 2. Vanessa Mae C. Cortez Irah Mayo Jonahleen Capino Lovely Dave Lastrilla (BEED-Gen3)
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  • 6. Like reading, they can now interact with computer messages.
  • 7. Like writing, they can form messages using computer language.
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  • 9. *introduced using the principle of individualized learning through a positive climate *includes realism and appeal *includes drill exercises
  • 10. The evolving pace of innovation in today’s Information Age is so dynamic because computer technology in education has matured to transform into an educative ICT in education.
  • 11. THE PC (Multimedia)(Internet) Email (text and video) Chat rooms Blog sites News services (print, video clip) Music/movie/television room Text, sound, graphics, chart, photos Power-point presentation CD, VCD, DVD player CDVCD, DVD player Educational software (Internet) Educational websites Softwares, coursewares School registration/records accounting
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  • 14. Information- the reception of knowledge or intelligence.
  • 15. Communication- act of transmitting or spreading something between individuals.
  • 16. Technology- a manner of accomplishing task using technical or digital process.
  • 17. Instructional Media Educational Communication Media Consists of audio visual aids. Comprise the media of communication. Examples are the blackboard, photo, film and video. Using the print, film, radio, television or satellite means of communication.
  • 18. Close to the turn of the 21st century, such a distinction merged owing to the advent of the microprocessor, also known as the personal computer (PC). This is due to the fact that the PC user at home, office and school has before him/her a tool for both audio-visual creations and media communications.
  • 19. Programs (capabilities) normally installed in an ordinary modern PC:  Microsoft Office -for composing text, graphics, photos into letters, articles, reports, etc.
  • 20.  Power-point -for preparing lecture presentations
  • 21.  Excel -for spreadsheets and similar graphic sheets
  • 23.  Yahoo or Google -Websites; email, chat rooms, Blog sites, news service (print/video) educational softwares etc.
  • 24.  Adobe Reader -Graphs/photo composition and editing
  • 28.  Windows media player/Windows movie maker -Editing film/video
  • 31. 1. Discuss the capabilities of the PC outside of education, namely: a)electronic or e-commerce -Electronic commerce, commonly known as e-commerce, consists of the buying and selling of products or services over electronic systems such as the internet and other computer networks.
  • 32. b) e-finance -Business professionals use personal computers to create spreadsheets. For example, a finance manager may create a personal computer spreadsheet to keep track of his company’s budget. c) entertainment -Personal computers have been a source of entertainment in people’s homes, since they were first introduced.
  • 33. d) advertising Traditional models of consumer choice assume consumers are aware of all products for sale. This assumption is questionable, especially when applied to markets characterized by a high degree of change, such as the personal computer (PC) industry. I present an empirical discrete choice model of limited information on the part of consumers, where advertising influences the set of products from which consumers choose to purchase.
  • 34. e) Propaganda or development communication -Propaganda is the technique of spreading information about an individual or group with the intention of doing damage to their reputation. Students are confronted with propaganda constantly through the Internet, television and radio.
  • 36. Creativity versus piracy Intellectual property rights provide the foundation upon which innovation is shared, creativity encouraged and consumer trust reinforced. But the digital world poses a new challenge — how to manage the balance when the consumer is the creator, when the marginal cost of copying is zero, when enforcement of existing law is extremely difficult, and when “free” access to information and content is considered by many to be a right. Estimates by Frontier Economics for the International Chambers of Commerce suggest that digital piracy accounted for about USD 75 billion in 2008, and project that it will reach USD 215 billion by 2015. Music piracy is at the forefront of this activity, but peer-to-peer networks, coupled with higher broadband speeds, are increasingly being used to share television programmes and films. (a) Intellectual related issues
  • 37. Lost Series 5 was the most pirated show in 2010, with over 2 million downloads in the first week and reports of over 100 000 people sharing a single “torrent” (metadata file for peer- to-peer sharing). Within 20 minutes of the broadcast of the final episode of Lost, a subtitled version in Portuguese reportedly appeared on a pirate website. Endemic copyright infringement facilitated by broadband infrastructure is increasingly drawing the telecommunications and Internet communities into the debate on intellectual property rights. The film, music, publishing and television industries are putting pressure on Internet carriers and service providers to play a more active role in addressing both commercial copyright infringement and infringement by consumers. Telecommunication regulators are increasingly being looked to as the authority to implement rules that protect copyright, while at the same time protecting consumer interests and encouraging investment and service innovation within the digital economy.
  • 38. (b) Pornography using the internet On June 23, 2003, the U.S. Supreme Court upheld the constitutionality of the Children’s Internet Protection Act (CIPA). Enacted in December 2000, CIPA requires schools and libraries that receive federal funds for Internet access to block or filter access to visual depictions that are obscene, child pornography, or material “harmful to minors.” The term “harmful to minors” is taken to mean material that if “taken as a whole and with respect to minors, appeals to a prurient interest in nudity, sex, or excretion; depicts, describes, or represents, in a patently offensive way with respect to what is suitable for minors, an actual or simulated normal or perverted sexual act, or a lewd exhibition of the genitals, and taken as a whole, lacks serious literary, artistic, political, or scientific value to minors.” CIPA also allows, but does not require, giving an authorized person the ability to disable the technology protection measure during any use by an adult to enable access for bona fide research or other lawful purpose.
  • 39. The Supreme Court decision on CIPA is unlikely to settle the public debate on how best to protect children on the Internet from inappropriate materials and experiences such as pornography and sexual predators. Indeed, nothing in the Court’s decision changes the basic conclusion of the 2002 National Research Council (NRC) committee report Youth, Pornography, and the Internet that social and educational strategies to teach children to use the Internet responsibly must be an essential component of any approach to protection, and is one that has been largely ignored in the public debate. Although technology and public policy have helpful roles to play, an effective framework for protecting children from inappropriate sexually explicit materials and experiences on the Internet will require a balanced mix of educational, technical, legal, and economic elements that are adapted appropriately to the many circumstances that exist in different communities. An apt, if imperfect, analogy is the relationship between children and swimming pools. Swimming pools can be dangerous for children. To protect them, one can install locks, put up fences, and deploy pool alarms. All of these measures are helpful, but by far the most important pool protection measure for children is to teach them to swim.
  • 40. (c) Pyramiding scam using the Internet
  • 41. (e) Lottery and Gaming Gaming and lottery kingpins target a multibillion-dollar truth: a gambler is a gambler. Lucrative slot revenues may originate from the same people playing lottery hardball. As in Powerball, just one entity of the lottery world. It hit an all-time jackpot of $1.5 billion in January during a frenzied promotion across 44 American states. Perhaps three quarters of the gambling and lottery markets intersect, a fact realized by their ultimate power brokers. Scientific Games, which introduced the first secure instant lottery ticket 42 years ago and now holds a reservoir of about 40,000 games, pronounced its interest in the gaming-lottery synergy by annexing slot makers WMS in 2013 and Bally Technologies in 2014.
  • 42. Lottery giant GTECH also recognized the correlation between these two industries by acquiring IGT in 2014 and forming IGT Plc. Scientific Games and IGT spent about $14 billion to become the world’s gaming-lottery czars. Lotteries benefit from them. American states prosper by running a gambling business without major construction costs, because retail chains and convenience stores serve as headquarters. Casino-style games provide panache and expand the lottery menu.