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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. pinterest

c. Social News. These are sites that allow users to


post their own news items or links to other news
sources. Pep.ph
a. Media Sharing. These are sites that allow you to
upload and share media content like images, music,
and video. Youtube and instagram

b.Microblogging. These are sites that focus on short


updates from the user. twitter

c. Blogs and Forums. These websites allow users to


post their content. Wordpress tumblr
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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