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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, teachers 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.

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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, teachers 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.