MIL

Cards (33)

  • Republic Act No. 10175
    Cybercrime Prevention Act of 2012
  • CYBER
    Relating to, involving computers or computer network (such as Internet)
  • CYBERSPACE
    Relating to the virtual computer worlds, and more specifically, is an electronic medium used to form global computer network to facilitate online communication
  • CYBERCRIME
    Refers to the criminal activities carried out by means of computers or the internet
  • CYBERBULLYING
    The use of the electronic communication to bully a person, typically by sending messages of an intimidating or threatening nature
  • HACKING
    Refers to the practice of modifying or altering computer software and hardware to accomplish a goal that is considered to be outside of the creator's original objective
  • Trend
    What's hip or popular at a certain point in time. Simply reflects what seems to be going around at any given time.
  • Bandwagon effect
    A psychological phenomenon in which people do something primarily because other people are doing it, regardless of their own beliefs
  • PHISHING
    Is the attempt to obtain sensitive information such as usernames, passwords, and credit card details
  • Haptics technology
    The science of applying touch (tactile) sensation and control to interaction with computer applications
  • Contextual awareness
    The ability to understand and gather information about your environment at any given time, adjust decisions, and adapt behaviors accordingly
  • Voice and tone recognition
    Not only can voice and tone recognition be used to confirm a person's identity but tone recognition can be used to detect a person's health or emotional state
  • Artificial intelligence
    The power of machine to copy intelligent human behavior
  • ILLEGAL DOWNLOADING
    Refers to obtaining files that you do not have the right to use from the internet
  • Wearable technology
    Smart electronic devices that can be worn on the body as implant or accessories
  • 3D environment
    Often referred to as virtual reality or interactive 3D and have a figurative appearance
  • Media and information in education
    • Blended
    • Face to face
    • Online
  • Ubiquitous learning
    Often simply defined as learning anywhere, anytime and is therefore closely associated with mobile technologies
  • Key characteristics of ubiquitous learning
    • Permanency - learning materials are always available unless purposely deleted
    • Accessibility - access from everywhere as personally required
    • Immediacy - wherever a student is, he/she can immediately access learning materials
    • Interactivity - online collaboration with teachers and/or peers
    • Situated instructional activities - learning in context
    • Adaptability - getting the right information at the right place for the right student
  • DIGITAL PIRACY
    The practice of illegally copying and selling digital music, video, computer software, etc.
  • IDENTITY THEFT
    Is the deliberate use of someone else's identity, usually as a method to gain a financial advantage and other benefits
  • CYBER DEFAMATION
    Is an unprivileged false statement of fact which tends to harm the reputation of person or company
  • Types of defamation
    • LIBEL (Written)
    • SLANDER (Verbal)
  • CYBER SEX
    Is a virtual sex encounter in which two or more people send each other sexually explicit contents or sexually explicit acts
  • CHILD PORNOGRAPHY
    Is a form od child sexual exploitation
  • CYBERSQUATTING
    Is registering, trafficking in, or using an Internet domain name with bad faith intent to profit from the goodwill of a trademark belonging to someone else
  • COPYRIGHT
    A legal device that gives the creator of a literary, artictic, musical, or other creative work the sole right to publish and sell that work
  • PLAGIARISM
    An act or instance of using or closely imitating the language and thoughts of other author without authorization
  • FAIR USE
    Is a legal concept that allows the reproduction of copyrighted material for certain purposes without obtaining perimission and without paying a fee
  • COMPUTER ADDICTION
    The execessive use of computers to the extent that it interferes with daily life
  • DIGITAL DIVIDE
    The gap between those who have access to technology, the internet and digital literacy training and those who do not
  • VIRTUAL SELF
    The persona you create about yourself virtually
  • NETIQUETTE
    Set of rules for acceptable online behavior