Tuesday, October 9, 2018

The Impact Of ICT In Our Lives

HOW INFORMATION AND COMMUNICATIONS TECHNOLOGY CHANGE THE WORLD FOR BETTER AND FOR WORST?

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Information and communications technology (ICT) refers to all the technology used to handle telecommunications, broadcast media, intelligent building management systems, audiovisual processing and transmission systems, and network-based control and monitoring functions. 
The question is how ICT change the world?

Community
I.c.t has changed the community, because people are having there houses broken into for there gadgets like laptops and phones. And people are getting fat by not going out.  , more and more people are losing jobs getting replaced by robots with automated services.
Economic
This is changing society by having self service tills and making business more efficient which means them paying less money by no having to buy paper all the time  and this means it is also causing jobs because of the intentions having  to come in and fix them if they go wrong.
Legal
This has impacted society by people selling dodgy  goods on eBay ,buying and selling cars that could be stolen and your identity might be stolen . 
Digital divide
The digital divide is to have access to technology but not everyone can afford it this is also helping people bridge the gap  and in the northern hemisphere  we are privileged so we are slightly advanced this is also improving peoples lives but there is also  a problem  the people who have mobile phones are getting younger this means there is more problems with theft and in Somali they have food to sell but they can’t  sell them because there is no web service.
Real life example  
My real life example is in enemy of the when they break into will smiths house and place  trackers in his cloths ,watch ,phone  and when he tries running from the law but will smith doesn’t realize that he had trackers planted on him and they made him have bad credit and made his family turn against him.
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MY LEARNING ABOUT INFORMATION AND COMMUNICATIONS TECHNOLOGY
    I learned that information and communications technology has a good and negative impact in one's life and also in the society as a whole.
Sample
  • Students became more innovative and competitive because of the gadgets they are using.
  • As a citizen in a particular society you have the knowledge on how to improve your skills.
  • You can communicate easily because of the advancement of technologies.



Wednesday, September 5, 2018

ANTI-TEENAGE PREGNANCY

ANTI-TEENAGE PREGNANCY

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Introduction

Teenage pregnancy, also known as adolescent pregnancy, is pregnancy in females under the age of 20. The numbers of teenage pregnancy are very high but when you think about the numbers most could have been prevented with the use of protection. A female can become pregnant from sexual intercourse after she has begun to ovulate which can be before her first menstrual period  but usually occurs after the onset of her periods. In well-nourished females. This is an important issue for several reasons. For example, there are health risks for the baby and children born to teenage mothers are more likely to suffer health, social, and emotional problems than children born to older mothers.

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Purpose

The motives of this project is to inform the teenagers who are lack on knowledge about the effect of teenage pregnancy on their lives. And to help them realize that this is not just a simple problem but also it can ruin lives.
   
     It will lessen the number of teenage pregnancy on the Philippines.



Body

The numbers of teenage pregnancy are very high but when you think about the numbers most could have been prevented with the use of protection. Some people may not afford condoms but if you cannot afford a condom you cannot afford a baby. Children from homes ran by teenage mothers go through a hard time in life. Teenage mothers have no time for other things, because they are busy taking care of their baby. Most teen mothers end up dropping out of high school, because they do not have time for school anymore. They work for low wages to make money and support the child. Some teenagers try to stay in school to have a good image, so that other people in school do not look at them as a pregnant teenager but as just one of them. Most teens that have had sex wish they had waited longer and most teens and adults believe that it is important for teens to be given a strong message from society that they should not have sex until they are at least out of high school. Other teens do what they have to do and give their full support to the child, they stay in school until close the time of their baby's delivery date. When teenagers plan to have intercourse, they should think about whether or not they could handle a child in their life. "Each year, women around the world experience 75 million unwanted pregnancies. Unwanted pregnancy can happen for two main reasons: either the couple was not using contraception, or the method they were using failed. There are many reasons why people do not use contraception to prevent unwanted pregnancy, including lack of access to family planning information and services; incest or rape; personal or religious beliefs; inadequate knowledge about the risks of pregnancy following unprotected sexual relations; and women's limited decision-making ability with regard to sexual relations and contraceptive use. 

Conclusions

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THE IMPORTANCE OF PREVENTION

Teen pregnancy and childbearing bring substantial social social and economic cost through immediate and long-term impacts on teen parents and their children,



  • Pregnancy and birth are significant contributors to high school drop cuts rate among girls. Only about 50% of teen mothers receive a high school diploma by 22 years of age, versus approximately 90% of women who had not given birth during adolescence.

  • The children of teenage mothers are more likely to have lower school achievement and drop out high school,  have more health problems, be incarcerated at some time during adolescence, give birth as a teenager, and face unemployment as a young adult.




Wednesday, August 22, 2018


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Interactive multimedia has been called a "hybrid technology." It combines the storage and retrieval capabilities of computer database technology with advanced tools for viewing and manipulating these materials. Mutlimedia has a lot of different connotations, and definitions vary depending on the context. For the purposes of this Guide, in the context of upper secondary and postsecondary education, interactive multimedia is defined by three criteria:
  • Interactive Multimedia is any package of materials that includes some combination of texts, graphics, still images, animation, video, and audio;
  • These materials are packaged, integrated, and linked together in some way that offers users the ability to browse, navigate and analyze these materials through various searching and indexing features, as well as the capacity to annotate or personalize these materials;
  • Interactive multimedia is always "reader-centered." In interactive multimedia, the reader contols the experience of reading the material by being able to select among multiple choices, choosing unique paths and sequences through the materials. One of the key features of interactive multimedia is the ability to navigate through material in whatever ways are most meaningful for individual users.

Interactive multimedia is synonymous with another frequently used term: hypermedia. Hypermedia is the multimedia version of the term hypertext.

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Interactivity is the dialog that occurs between a human being (or possibly another live creature) and a computer program. (Programs that run without immediate user involvement are not interactive; they're usually called batch or background programs.)


Multimedia Content
If you go deep into the Internet archives and check out the first pages there, you will see that the sites back then looked very simple, with a plain design, relying solely on text and text formatting. However, the World Wide Web is famous for its extremely rapid evolution and very soon, different websites started including pictures, audiovideo files, making the web more multimedia rich
Content:
·         Multimedia
·         Video clips
·         Audio
·         Images

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Multimedia refers to content that uses more than one medium. The categories of media are slippery, but they generally include:
  • Text
  • Sound
  • Graphics/images
  • Animation/video (live footage as opposed to animation)
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Video clips are short clips of video, usually part of a longer recording. The term is also more loosely used to mean any short video less than the length of a traditional television program.


Image result for audioAudio is sound within the acoustic range available to humans. An audio frequency (AF) is an electrical alternating current within the 20 to 20,000 hertz (cycles per second) range that can be used to produce acoustic sound. In computers, audio is the sound system that comes with or can be added to a computer. 
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Image is a picture that has been created or copied and stored in electronic form. An image can be described in terms of vector graphics or raster graphics. An image stored in raster form is sometimes called a bitmap. An image map is a file containing information that associates different locations on a specified image with hypertext links.
WOLD WIDE WEB


·       STATIC
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Web 1.0 is the term used to refer to the first stage of development on the World Wide Web that was characterized by simple static websites. The termWeb 1.0 didn't appear until the term Web 2.0 was coined in 1999 by Darci DiNucci. During that time, theweb was undergoing a major transformation.

·       DYNAMIC
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 Web 2.0 website may allow users to interact and collaborate with each other in a social media dialogue as creators of user-generated content in a virtual community, in contrast to the first generation of Web 1.0-era websites where people were limited to the passive viewing of content. Examples of Web 2.0 features include social networking sites and social media sites (e.g., Facebook), blogswikisfolksonomies ("tagging" keywords on websites and links), video sharing sites (e.g., YouTube), hosted servicesWeb applications ("apps"), collaborative consumption platforms, and mashup applications.

·       SEMANTIC
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This term refers to the latest developments in virtual reality, one of 3.0's enhancements over 2.0. Like “semantic web,” this term has generated some controversy as a defining characteristic of web 3.0. Its meaning, after all, is literally “beyond the universe,” which some believe points to its impossibility.

REFERENCES
Web-Wekipedia


REACTIONS:
Interactive Multimedia is one of the important thing we should learn. Because of this we will increase the effectiveness of learning and It is more appealing over traditional lecture methods. It offers significant potential in improving personal communications, education and training efforts. Interactive Multimedia reduces training cost and it is easy to use. While doing this presentation I feel good and happy because I learned a lot, I hope some will visit my blog.



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