Lesson 1 – WHAT IS EMPOWERMENT
TECHNOLOGY?
By the end of this lesson, you should be able to:
▪ define “empowerment technology.”
▪ explain how Information and Communications
Technology (ICT) has been used for people
empowerment.
▪ describe the current state of ICT technologies,
online systems, functions, and platforms.
▪ compare and contrast the nuances (or shades) of
varied online platforms, sites, and content to best
achieves specific class objectives or address
situational challenges.
EXPLORE
Applications I How It Helps How Other
Personally Use Me People Use It
Facebook I use Facebook My groupmates
to sends or post use it to easily
pictures to my collaborate for
relatives living projects. They
abroad create group
chats and send
files via
Facebook
Messenger.
EXAMINE
EMPOWERMENT TECHNOLOGY: A DEFINITION
Empowerment refers to the process of giving yourself,
or other people, the capacity to achieve a specific end-
goal.
Likewise, Empowerment technology refers to
computer technology that we use almost every day,
which enables us to do tasks that, in the past, required
professional help.
Sample Empowerment No. 1
A fifteen-year-old owner of a bakeshop wants to sell her
cookies online. Knowing that web development is a
complex subject, she checked online for a free website
creation tool. She found Wix and she was able to put
up her own website in just an hour.
Sample Empowerment No. 2
The student council wants to create a video for their
upcoming fundraising project. When they asked for
help from videographers, they were surprised at the
cost given to them. Thus, instead, the council decided
to find video creation tools online. They tried Powtoon
and were able to produce a multimedia video in a day.
Sample Empowerment No. 3
A businessman is running late for a meeting. To find the
fastest route from his office to his home, he uses Waze
and he is able to tell his estimated time of arrival to the
people waiting for him in the office.
EMPOWERMENT THROUGH ICT
Empowerment is also a strategy that aims to give
individuals the tools and resources necessary to take
initiative, gather, and analyze information or situations,
thus making informed decisions to solve problems and
improve service or performance.
In 2000, the Information Literacy Competency
Standards for Higher Education enumerated the
competencies for information literacy:
▪ Determine the nature and extent of information
needed
▪ Accesses the needed information effectively and
efficiently
▪ Uses information effectively to accomplish a
specific purpose
▪ Understands many of the economic, legal, and
social issues surrounding the use of information,
and accesses and uses information ethically and
legally
▪ Evaluates information and its sources critically and
incorporates selected information into his or her
knowledge base and value system
In 2002, the International ICT Literacy Panel defined
technology literacy as “the ability to use digital
technology, communication tools, and/or
networks to define an information need, access,
manage, integrate and evaluate information,
create new information or knowledge and be able
to communicate this information to others.”
ICT AND SOCIETY
Study the list shown. What other examples can
you add for each aspect?
1. Source of learning, teaching, and research
materials
2. Online learning communities
3. Recording and computation of grades
4. Managing records and other administrative
purposes
5. Online marketing
6. Convenient business transactions
7. Online payment gateways
8. Social networking sites
9. Instant messaging and video calls
10. Forum and webinars (web seminars)
11. Online booking and reservation
12. Online tracking of reservation
ICT skills: will develop advanced skills and knowledge.
Communication skills: the ability to convey
information to another effectively and efficiently.
Analytical skills: the ability to collect and analyze
information, problem solve and make decisions.
ICT Literacy Checklist for Students
Students should be familiar with basic
concepts of ICT.
Students should feel confident about using
computers.
Students should be able to use graphics
appropriately.
Students should be familiar with using
computer to communicate.
Students should be aware of how ICT
changes jobs.
Students can build and use robots to
perform experiments.
Students should be able to use computers
in art.
Students should be able to use computers
in dance and music.
Students should be able to use computers
for modelling and simulation.
Students should be able to use a simple
statistical package.
Students should be able to use suitable
graphics tools.
Students should be able to create and play
music using hardware and software.
A PEEK IN THE PAST
The checklist has exposed the demand that every
student must have the capability to use technology for
a variety of purposes and for a wide range of domains.
The focus of technological advancement today is
actually on (1) integration of technology knowledge and
skills on the 4Cs of 21st century skills and (2) students’
college readiness.
Do you think that these two were also the goals for
technology innovation and development in the past?
Study the organizer shown and review the factors that
have influenced changes in ICT.
4CS 0R 21ST CENTURY SKILLS
1. Critical Thinking is all about solving problems.
2. Creativity is the practice of thinking outside the
box.
3. Collaboration is the practice of working together
to achieve a common goal.
4. Communication is the practice of conveying ideas
quickly and clearly.
EVOLUTION OF THE WEB
In 1989, Tim Berners-Lee, a British scientist, invented
the World Wide Web. Simply known as the Web, it is an
open-source information space where documents
(formatted and annotated using HTML and other Web
sources) are identified by Uniform Resources
Locators (URLs) interlinked using hypertext links, and
accessed via the Internet.
A big leap came with version 2 of the Web, or Web 2.0
in 2004, as defined by tech mogul Tim O’Reilly and
Dale Dougherty, though the term was originally
coined by Darcy DiNucci in 1999. Web 2.0 had no
update on technical specifications, but rather on the
cumulative changes in the way Web pages were made
and used. Web 2.0 was the Read-write Web, Web of
Interaction, or Participative Web. A Web 2.0 site
allowed users to interact and collaborate with each
other through social media dialogue where they could
create user-generated content in a virtual community.
These included social networking sites, blogs,
folksonomies, wikis, video sharing sites, hosted
services, Web applications, and mashups.
Web 3.0 is historically known as the Semantic Web or
Web of Data as Tim Berners-Lee coined it. The
Semantic Web is an extension of Web 2.0 by virtue of
the standards of the World Wide Web Consortium
(W3C). As stated by the W3C, “The Semantic Web
Provides a common framework that allows data to be
shared and reused across application, enterprise, and
community boundaries.”
To some Internet experts, Web 3.0 worked as a
personal assistant. When you type “tourist spot
destination under PHP 10,000 on a Web 3.0 search
engine, the results might include a list of fun activities
or great restaurants along with the results themselves.
A Web 3.0 search engine could find not only the
keywords in your search, but also interpret the context
of your search.
The more you browse the Web, the more information
about you is stored. Your search results include your
preference based on your browsing history, the songs
you like to hear, the food you like to hear, the food you
like to eat, and the places you want to see, among
others.
WEB 1.0/2.0/3.0 SUMMARY
Crawl Walk Run
Web 1.0 Web 2.0 Web 3.0
Read-Only Read-Write Portable & Personal
Company Focus Community Focus Individual Focus
Home Pages Blogs/Wikis Livestreams/Waves
Owning Content Sharing Content Consolidating
Content
Web Forms Web Applications Smart Applications
Directories Tagging User Behavior
Page Views Cost Per Click User Engagement
Banner Advertising Interactive Behavioral
Advertising Advertising
Britannica Online Wikipedia The Semantic Web
HTML/Portals XML/RSS RDF/RDFS/OWL
LATEST TECHNOLOGY TRENDS
Gartner, Inc., a leading information technology research
and advisory company, highlighted the Top 10
Strategic Technology Trends of 2017at their Gartner
Symposium last 2016 in Orlando, Florida. What follows
is an infographic summarizing the 2017 trends they
identified based on three themes, namely, intelligent,
digital, and mesh.
AI and Adv
Virtual and
anced Machine Intelligent Apps Intelligent Things
Augmented Reality
Learning
Mesh App and
Blockchain and Conversational Service
Digital Twin
Distributed Ledgers System Architecture
(MASA)
Digital Technology Adaptive Security
Platforms Architecture
AI and Advanced Machine Learning – this is
composed of many technologies (deep learning, neural
networks, and natural-language processing) that make
smart things “intelligent.”
Intelligent Apps – virtual personal assistants, like
Siri and Google Home, that perform some human
assistance functions, making tasks easier.
Intelligent Things – This refers to the physical things
that are imbued (or instilled) with machine learning
capabilities through rigid programming.
Virtual and Augmented Reality – this refers to the
immersive technologies that are now dominating the
market. Basic virtual reality is now accessible to
consumers through different wearable VR boxes that
are cheap, and smartphones capable enough of running
VR apps downloaded through app stores.
Digital Twin – this refers to the dynamic software
model of a machine or a thing or system that uses data
from various sensors to do autonomous actions such as
comprehension, reaction, and improvement of
operations. This includes a combination of metadata
and analytics.
Blockchain and Distributed Ledgers – according to
Gartner, Inc., a blockchain is “a type of distributed
ledger in which value exchange transactions (in bitcoin
or other tokens) are sequentially grouped into blocks.
Each block is chained to the previous block and
recorded across a peer-to-peer network, using
cryptographic trust and assurance mechanisms.
Conversational System – We have Siri on our Apple
devices and Cortana for Windows devices helping us as
Virtual Personal Assistants.
Mesh App and Service Architecture (MASA) –
According to Gartner, Inc., MASA “enables users to
have an optimized solution for targeted endpoints in
the digital mesh (e.g., desktop, smartphone,
automobile) as well as a continuous experience as they
shift across these different channels.”
Digital Technology Platforms – these are the
platforms that enable a digital business. The following
platforms are identified by Gartner: information
systems, customer experience, analytics and
intelligence, the Internet of Things (IoT), and business
ecosystems.
Adaptive Security Architecture – Constant
processing of information requires better, ultra-efficient
architectures to handle the demand. Field
Programmable Gate Arrays (FPGAs) fuel the
advanced system architecture which allows systems to
run at ultra-fast speeds and almost mimicking the
human brain.
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