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ICT in Our Everyday Lives:
• Online platforms, Sites, and Content
• Web 2.0 and Web 3.0
• The World Wide Web
• Trends in ICT
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.
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.
b. Bookmarking Sites. These are sites that allow you to store and manage links
to various websites and resources.
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.
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.
a. iOS
b. Android
c. Blackberry OS
d. Windows Phone OS
e. Symbian
f. WebOS
g. Windows Mobile
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.
ICT in the Context of Global
Communication
Information and Communications Technology (ICT) plays an important
part in our lives and in 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 ad business transactions, and expressing social
advocacies and awareness.
What is Information and Communications Technology (ICT)?
Information and Communication Technology (ICT) is an external
term for information technology (IT) that stresses the role of unified
communications and the integration of telecommunications (telephone lines
and wireless signals) and computers, as well as necessary enterprise
software, middleware, storage, and audiovisual systems, that enable users to
access, store, transmit, and manipulate information.
Information
Is generally referred to data which can be recorded organized and
interpreted within a context in order to convey meaning.
Example:
“NADRA” (National Database & Registration Authority)
Is an organization which collects data from people. This data is basically
organized or compiled with the help of computer to produce computerized National
Identity Cards.
Communication
The transfer of ideas and messages among persons through different systems,
devices or media such as:
 Computer
 Internet
 Cell phone
 Telephone
 Television or
 Radio etc.
Computer Internet Cell phone
Telephone Television Radio
Technology
define as:
 Making
 Modification
 Adaptation and
 Usage of tools, techniques, systems or machines for the purpose of solving
problems, all achieving goals in a less time period.
Role of ICT in Society
The importance and positive influences of information and communication
technologies can be easily seen in various areas such as:
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.
 Courses on the internet called Online Instructions are available to learn
various lessons such as origami, cooking, and even earn a college degree.
 Libraries are now equipped with computers to organize books and to expand
the references available to the students through the internet.
 Schools use computers to keep the database of information about the school
and its students
Classroom Library Web Servers
Telecommunications
 Computers in homes, schools, private and government offices, hospitals, and
almost everywhere are used to get in touch with other people. Everyone uses the
computer to send messages and other information all over the world. Computers
are used to send letters, pictures, video clips, and music. Talking to and seeing
friends, relatives and acquaintances are made easier and a lot cheaper by the use
of computers connected to the internet.
 Computers are also used in the mobile phone communications to control calls
and SMS (short message service) or text traffic.
 VoIP (Voice over Internet Protocol) is a voice communication application via the
internet, which cost less than traditional means.
Commerce
 Shops and supermarkets use software which calculates the bills and efficiently
processed both cash and credit transactions. Online shopping continues to grow
in popularity since it provides a lot of choices for items and pricing from various
sources, as well as the convenience of doing everything at home or place where
you would rather be.
Shops and Supermarket Online Shopping
Sports and Recreation
 There are simulation software where athletes can practice their skills, and the
computer will identify the flaws in their techniques.
 Use of computerized fitness programs, gadgets, and equipment
 Computers in televisions stations and movie outfits are used by Movie Directors to
create special effects for TV and movies, to make watching movies exciting and truly
entertaining.
 Computers at home are used to play games, listen to music, and watch movies.
Simulation Software Computer Special Effects Computer Games/music
Arts, Design, and Music / Media and Visual Arts
 Image and graphics design, photo editing, and music arrangements.
 Music and videos are shared online by their creators and can be downloaded for
free or for a fee.
 Architecture, interior design, and landscape architecture.
 Animation, web design, and mobile designs.
Health and Services / Science and Research
 Computers in hospitals are used by doctors to store medical data, patients’
records, research materials, and other information to effectively diagnose
and treat patients.
 Online health information and consultations are now available on the
internet. Sharing of valuable experience and expertise helps treat patients
with rare and serious diseases faster.
 Computers in operating room assist doctors perform microsurgery with
accuracy and better chances of success.
 Computers are used in hospitals to monitor the patients’ condition. These
computers send out alarm signals whenever the patients’ condition
becomes critical, so doctors and nurses can attend to them immediately.
 With the internet, doctors share experiences and medical data with other doctors
around the globe to research and diagnose patients with greater accuracy.
 Inventors design and test their products in the computer using simulations to
ensure a working model before actual manufacturing.
Doctors MRI Machine Researchers
Travel and Hotel Booking
 Airlines fares and tickets are now paid online; hotel and housing are also
reserved using the Internet, and even ship travels are also booked online.
 Travel routes and maps can be downloaded to your PDAs or print maps to
ensure you will travel faster and not get lost on your trip.
 Computers on airplanes help both military and commercial pilots to fly and land
their airplane safely and efficiently. They use the computers to know how far
they are from their destination, how high they are, learn the plane’s condition,
and many other information.
 Cars, boats, and other gadgets are equipped with navigational aids designed to
help the travelers reach their destination faster.
 You can book an air ticket, bus ticket, cruise ticket or railway ticket and even make
hotel reservations online. Travelers can also browse images of the places they want
to see, and even view the amenities inside the hotel in advance.
Business and Accounting
Manufacturing Industries
Banking
Mathematics / Engineering and Architecture
Agriculture
Writing and Publishing
Government Service
Military Application
Weather Analysis
Space Exploration / Aeronautics
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.
TRENDS IN ICT
1. Technological Convergence
 is an evolution of technological developments that merge into a new system
bringing together different types of applications and media.
 It is the synergy of technological advancements to work on a similar goal or task.
Smartphone is an example of technological convergence as it provides
functionality of various individual separate and different devices now available
in one gear.
The Benefits and Challenges of Convergent Technology
 Time-saving and cost-saving devices
 Improving human performance
 Allows and encourages new ways to communicate
 In media, the audience can become more active than passive
 Encourages new product acceptance, as some of the functions are already well-known
 Less siloed information with digital data
 A single piece of technology simply does more
 One set of infrastructure is cheaper to operate
 Different price points can be addressed with essentially the same technology
 Watching media on a wide range of devices
 In certain fields like film production, what was once all professional-level equipment is now in the hands of
everyone
Drawbacks of Convergent Technology
 Some converged devices are less reliable than the devices that perform a single
task; they have lower quality
 With each added capability, the original device function is decreased
 Potential data security issues arise
 Possible waste of investments in separate technologies that was already made
 Increased expense in the combination of services and products and the need for a
faster network
 Unknown regulatory issues
 Antitrust issues
2. Social Media
 is a collection of internet-based communication tools and computer-assisted
channels dedicated to allow users to interact, communicate, and share
information in a virtual community and network.
 Is a website, application, or online channels that enables 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.
b. Bookmarking Sites. These are sites that allow you to store and manage links
to various websites and resources.
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.
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.
a. iOS
b. Android
c. Blackberry OS
d. Windows Phone OS
e. Symbian
f. WebOS
g. Windows Mobile
a. iOS – used in Apple devices such as the iPhone and iPad
b. Android – an open source operating system developed by Google. Being open
source means several mobile phone companies use this OS for free.
c. Blackberry OS – used in Blackberry devices
d. Windows Phone OS – a closed source and proprietary operating system developed
by Microsoft
e. Symbian – the original smartphone OS; used by Nokia devices
f. WebOS – originally used for smarthphones; now used for smart TVs
g. 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.
Online Systems, Functions, and Platforms
Online platforms can be overwhelming due to the number of choices.
They can be categorized as follows:
 Social Media
 Search Engines
 Communication Services
 Payment Systems
 Advertising Platform
 Creative Content Outlets
The online platform in the use of ICT makes it easier for users to interact, to collect,
and use the data from the users’ interactions for their own particular needs.
The following are some of the online platforms and applications that you can use to create online
presentation, web page, newsletter, infographics, music, video, and other multimedia contents:
 Presentation tools – Prezi, Zoho Show, MS PowerPoint
 Newsletter, ICT content platforms – Dropbox, Tumblr, Wix
 Photo editing tools – Picasa, Adobe Photoshop, MS Paint
 Photo uploading and hosting tools – DropBox, Flickr
 Online collaborative tools – Google Drive, Viber, Facebook
 Cloud computing – Dropbox, Google Drive, Microsoft One Drive
 Blog tools – Blogger, WordPress, LiveJournal
 Mapping tools – Google Maps, Wikimapia
 Music production – Sibelius
 Survey and forms – Google Forms
 ICT projects and contents publishing and uploading platform – WordPress, MS Office Project Server,
File Manager
 Content Management platforms – Zamzar, Word2pdf
 Curating tools – Pinterest, Storify, Trapit
 Web design platforms – Wix, Weebly, Adobe Dreamweaver
 Web Management platforms – Drupal, WordPress, Joomla
Activity # 1
Write at least one importance and positive influence of information and
communication technologies in various areas.
1. Education
2. Sports and Recreation
3. Health and Services / Science and Research
4. Travel and Hotel Booking
5. Arts, Design, and Music / Media and Visual Arts
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L1 Introduction to Information and Communication Technology.pptx

  • 1. ICT in Our Everyday Lives: • Online platforms, Sites, and Content • Web 2.0 and Web 3.0 • The World Wide Web • Trends in ICT
  • 2. Introduction to Information and Communication Technologies • The state of ICT technologies • Online systems, functions, and platforms
  • 3. 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.
  • 4. 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.
  • 5. 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.
  • 6. 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.
  • 7. 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.
  • 8. Most websites that we visit today are Web 2.0.
  • 9. 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.
  • 10. 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).
  • 11. 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.
  • 12. 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.
  • 13. 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.
  • 14. 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.
  • 15. 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.
  • 16. a. Social Networks. These are sites that allow you to connect with other people with the same interests or background. b. Bookmarking Sites. These are sites that allow you to store and manage links to various websites and resources. 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.
  • 17. 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. a. iOS b. Android c. Blackberry OS d. Windows Phone OS e. Symbian f. WebOS g. Windows Mobile
  • 18. 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.
  • 19. ICT in the Context of Global Communication Information and Communications Technology (ICT) plays an important part in our lives and in 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 ad business transactions, and expressing social advocacies and awareness.
  • 20. What is Information and Communications Technology (ICT)? Information and Communication Technology (ICT) is an external term for information technology (IT) that stresses the role of unified communications and the integration of telecommunications (telephone lines and wireless signals) and computers, as well as necessary enterprise software, middleware, storage, and audiovisual systems, that enable users to access, store, transmit, and manipulate information.
  • 21. Information Is generally referred to data which can be recorded organized and interpreted within a context in order to convey meaning. Example: “NADRA” (National Database & Registration Authority) Is an organization which collects data from people. This data is basically organized or compiled with the help of computer to produce computerized National Identity Cards.
  • 22. Communication The transfer of ideas and messages among persons through different systems, devices or media such as:  Computer  Internet  Cell phone  Telephone  Television or  Radio etc. Computer Internet Cell phone Telephone Television Radio
  • 23. Technology define as:  Making  Modification  Adaptation and  Usage of tools, techniques, systems or machines for the purpose of solving problems, all achieving goals in a less time period.
  • 24. Role of ICT in Society The importance and positive influences of information and communication technologies can be easily seen in various areas such as: 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.  Courses on the internet called Online Instructions are available to learn various lessons such as origami, cooking, and even earn a college degree.  Libraries are now equipped with computers to organize books and to expand the references available to the students through the internet.  Schools use computers to keep the database of information about the school and its students
  • 26. Telecommunications  Computers in homes, schools, private and government offices, hospitals, and almost everywhere are used to get in touch with other people. Everyone uses the computer to send messages and other information all over the world. Computers are used to send letters, pictures, video clips, and music. Talking to and seeing friends, relatives and acquaintances are made easier and a lot cheaper by the use of computers connected to the internet.  Computers are also used in the mobile phone communications to control calls and SMS (short message service) or text traffic.  VoIP (Voice over Internet Protocol) is a voice communication application via the internet, which cost less than traditional means.
  • 27.
  • 28. Commerce  Shops and supermarkets use software which calculates the bills and efficiently processed both cash and credit transactions. Online shopping continues to grow in popularity since it provides a lot of choices for items and pricing from various sources, as well as the convenience of doing everything at home or place where you would rather be. Shops and Supermarket Online Shopping
  • 29. Sports and Recreation  There are simulation software where athletes can practice their skills, and the computer will identify the flaws in their techniques.  Use of computerized fitness programs, gadgets, and equipment  Computers in televisions stations and movie outfits are used by Movie Directors to create special effects for TV and movies, to make watching movies exciting and truly entertaining.  Computers at home are used to play games, listen to music, and watch movies. Simulation Software Computer Special Effects Computer Games/music
  • 30. Arts, Design, and Music / Media and Visual Arts  Image and graphics design, photo editing, and music arrangements.  Music and videos are shared online by their creators and can be downloaded for free or for a fee.  Architecture, interior design, and landscape architecture.  Animation, web design, and mobile designs.
  • 31. Health and Services / Science and Research  Computers in hospitals are used by doctors to store medical data, patients’ records, research materials, and other information to effectively diagnose and treat patients.  Online health information and consultations are now available on the internet. Sharing of valuable experience and expertise helps treat patients with rare and serious diseases faster.  Computers in operating room assist doctors perform microsurgery with accuracy and better chances of success.  Computers are used in hospitals to monitor the patients’ condition. These computers send out alarm signals whenever the patients’ condition becomes critical, so doctors and nurses can attend to them immediately.
  • 32.  With the internet, doctors share experiences and medical data with other doctors around the globe to research and diagnose patients with greater accuracy.  Inventors design and test their products in the computer using simulations to ensure a working model before actual manufacturing. Doctors MRI Machine Researchers
  • 33. Travel and Hotel Booking  Airlines fares and tickets are now paid online; hotel and housing are also reserved using the Internet, and even ship travels are also booked online.  Travel routes and maps can be downloaded to your PDAs or print maps to ensure you will travel faster and not get lost on your trip.  Computers on airplanes help both military and commercial pilots to fly and land their airplane safely and efficiently. They use the computers to know how far they are from their destination, how high they are, learn the plane’s condition, and many other information.  Cars, boats, and other gadgets are equipped with navigational aids designed to help the travelers reach their destination faster.
  • 34.  You can book an air ticket, bus ticket, cruise ticket or railway ticket and even make hotel reservations online. Travelers can also browse images of the places they want to see, and even view the amenities inside the hotel in advance.
  • 35. Business and Accounting Manufacturing Industries Banking Mathematics / Engineering and Architecture Agriculture Writing and Publishing Government Service Military Application Weather Analysis Space Exploration / Aeronautics
  • 36. 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.
  • 37. TRENDS IN ICT 1. Technological Convergence  is an evolution of technological developments that merge into a new system bringing together different types of applications and media.  It is the synergy of technological advancements to work on a similar goal or task. Smartphone is an example of technological convergence as it provides functionality of various individual separate and different devices now available in one gear.
  • 38. The Benefits and Challenges of Convergent Technology  Time-saving and cost-saving devices  Improving human performance  Allows and encourages new ways to communicate  In media, the audience can become more active than passive  Encourages new product acceptance, as some of the functions are already well-known  Less siloed information with digital data  A single piece of technology simply does more  One set of infrastructure is cheaper to operate  Different price points can be addressed with essentially the same technology  Watching media on a wide range of devices  In certain fields like film production, what was once all professional-level equipment is now in the hands of everyone
  • 39. Drawbacks of Convergent Technology  Some converged devices are less reliable than the devices that perform a single task; they have lower quality  With each added capability, the original device function is decreased  Potential data security issues arise  Possible waste of investments in separate technologies that was already made  Increased expense in the combination of services and products and the need for a faster network  Unknown regulatory issues  Antitrust issues
  • 40. 2. Social Media  is a collection of internet-based communication tools and computer-assisted channels dedicated to allow users to interact, communicate, and share information in a virtual community and network.  Is a website, application, or online channels that enables web users to create, co-create, discuss, modify, and exchange user-generated content.
  • 41. a. Social Networks. These are sites that allow you to connect with other people with the same interests or background. b. Bookmarking Sites. These are sites that allow you to store and manage links to various websites and resources. 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.
  • 42. 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. a. iOS b. Android c. Blackberry OS d. Windows Phone OS e. Symbian f. WebOS g. Windows Mobile
  • 43. a. iOS – used in Apple devices such as the iPhone and iPad b. Android – an open source operating system developed by Google. Being open source means several mobile phone companies use this OS for free. c. Blackberry OS – used in Blackberry devices d. Windows Phone OS – a closed source and proprietary operating system developed by Microsoft e. Symbian – the original smartphone OS; used by Nokia devices f. WebOS – originally used for smarthphones; now used for smart TVs g. Windows Mobile – developed by Microsoft for smartphones and pocket PCs
  • 44. 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.
  • 45. Online Systems, Functions, and Platforms Online platforms can be overwhelming due to the number of choices. They can be categorized as follows:  Social Media  Search Engines  Communication Services  Payment Systems  Advertising Platform  Creative Content Outlets The online platform in the use of ICT makes it easier for users to interact, to collect, and use the data from the users’ interactions for their own particular needs.
  • 46. The following are some of the online platforms and applications that you can use to create online presentation, web page, newsletter, infographics, music, video, and other multimedia contents:  Presentation tools – Prezi, Zoho Show, MS PowerPoint  Newsletter, ICT content platforms – Dropbox, Tumblr, Wix  Photo editing tools – Picasa, Adobe Photoshop, MS Paint  Photo uploading and hosting tools – DropBox, Flickr  Online collaborative tools – Google Drive, Viber, Facebook  Cloud computing – Dropbox, Google Drive, Microsoft One Drive  Blog tools – Blogger, WordPress, LiveJournal  Mapping tools – Google Maps, Wikimapia  Music production – Sibelius  Survey and forms – Google Forms  ICT projects and contents publishing and uploading platform – WordPress, MS Office Project Server, File Manager  Content Management platforms – Zamzar, Word2pdf  Curating tools – Pinterest, Storify, Trapit  Web design platforms – Wix, Weebly, Adobe Dreamweaver  Web Management platforms – Drupal, WordPress, Joomla
  • 47. Activity # 1 Write at least one importance and positive influence of information and communication technologies in various areas. 1. Education 2. Sports and Recreation 3. Health and Services / Science and Research 4. Travel and Hotel Booking 5. Arts, Design, and Music / Media and Visual Arts