Opportunities and challenges in media and information

Cards (20)

  • Opportunities
    A set of situations that makes possible to do something
  • Challenges
    Something new and difficult which requires great effort and determination
  • Media and information
    • Can strengthen and enrich the connections between citizens and intermediary organizations including political parties, social movements, and the economy
  • Opportunities
    • Social
    • Political
  • Social opportunities
    Media becomes as essential as our daily needs, playing an outstanding role in creating and shaping of public opinion and strengthening of society
  • Political opportunities
    The internet has played a large role in transforming the political landscape in the last couple of decades
  • Identity theft

    The deliberate use of someone else's identity, usually as a method to gain a financial advantage or obtain credit and other benefits in the other person's name
  • Copyright infringement

    The use of works protected by copyright law without permission, infringing certain exclusive rights granted to copyright holder
  • Contextual awareness
    • Combining 'hard sensor' information such as where you are and the conditions around you, with 'soft sensors' such as your calendar, your social network and past preferences. Future devices will constantly learn about who you are and how you live, work and play
  • Haptics technology

    Feedback technology that takes advantage of the user's sense of touch by applying force, vibration and/or motions
  • Gamification
    Applying game design thinking to non-gaming (business) applications to make them more fun and engaging
  • Massive Open Online Course (MOOC)

    A model for delivering learning content online to any person who wants to take a course, with no limit on attendance
  • Wearable technology
    Seen to be the up and coming technology of the future, such as smart watches
  • Virtual wearable technology
    Gradually growing in popularity among enthusiasts, such as Oculus VR headsets
  • 3D environment
    Anything that has width, height, and depth, such as the physical world
  • Ubiquitous learning

    Learning that is possible as information in the digital age can be accessed by anyone, at any given time and place
  • Media and information literate individual
    • Able to distinguish between reliable sources of information, determine the role of media in culture and be responsible for his/her understanding of the influence of mass communication, while switching between different media platforms
  • Information literacy
    A set of abilities requiring individuals to recognize when information is needed and have the ability to locate, evaluate, and use effectively the needed information
  • Political participation
    Voluntary activities undertaken by the mass public to influence public policy, either directly or by affecting the selection of persons who make policies
  • Social cohesion
    The strength of relationship and the sense of solidarity among members of a community