Realubit Mil 2ndqrev

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MEDIA INFORMATION LITERATURE

Second Quarterly Exam Reviewer


STEM Lavoisier | Ms. Kristine Joy Lee | SEM 1 2023
REALUBIT, S.E.
4. SOCIAL (Citizen Engagement
SESSION 1: and Social Change)
THE OPPORTUNITIES, a. tourism
CHALLENGES, AND POWER OF i. promotion
MEDIA AND INFORMATION ii. strengthening
society
b. communication
OPPORTUNITY
i. information
● situations that make it possible for dissemination
someone to do something ii. awareness
c. freedom of expression
OPPORTUNITIES i. shape the public’s
opinion
1. ECONOMIC (Business and
Marketing)
a. film productions or CHALLENGES
entertainment shows ● something new and difficult
i. social media ● requires great effort and
marketing determination
b. mobile communication
apps or internet CHALLENGES
i. cost-efficient
mechanism 1. ILLEGAL CONTENT
c. advertising and public - bullying/hate speech
relations - terrorism
i. platform for - torrenting
discourse - sexually explicit content
- illegal drugs
2. POLITICAL (Platforrm for
Discourse) 2. CYBER CRIMES
a. news around the clock - phishing
i. 24/7 access to - identity theft
news - hacking
b. impact of polls - child pornography
i. social media - grooming
accelerated this
c. interactions w/ politicians 3. LACK OF VERIFICATION OF
i. bigger platform CONTENT
for discourse - content available through
the internet is not always
3. EDUCATION (Information verified by an
Dissemination or Public independent source
Awareness)
a. highly audio and visual 4. INCITEMENT OF
evolution HARM/FRAUD
i. integration of - the encouragement of
multimedia another person to
b. in sites using video commit a crime
i. educational
representation
MEDIA POWER
c. the perspectivity
framework ● concentration of symbolic power in
media
● TV, radio, press
1. EMPHASIS
- importance/value given
MEDIA POWER to a specific part of the
text
1. BUSINESS STRATEGY a. make the text
2. ONLINE bold
BANKING/TRANSACTIONS b. italization
3. HEALTH CARE AND PUBLIC c. heavier weight
HEALTH d. darkened or
lightened
e. enlarged
SESSION 2:
IMPLICATIONS OF MEDIA AND 2. APPROPRIATENESS
INFORMATION TO AN INDIVIDUAL - how fitting or suitable it is
AND TO SOCIETY for the audience

MEDIA AND INFORMATION LITERACY 3. PROXIMITY


● transformative factor to a person - how near or how far the
who possesses it elements are from each
● empowers people to be real agents other
of change in the society ● when two things
● enables people to engage with are closely
media and other information related, bring
providers develop critical thinking them closely
and life-long learning skills to together
socialize (UNESCO)
4. ALIGNMENT
- text position
IMPLICATIONS - left, center, right, or
justified
1. improve quality of life
2. greater political participation
5. ORGANIZATION
3. promoting economic
- conscious effort in
opportunities
organizing text elements
4. improvement of learning
environment
6. REPETITION
5. makes individuals more
- consistency of elements
cohesive
- unity of design

7. CONTRAST
- elements which differ
SESSION 3:
from each other
DIMENSIONS OF TEXT
- creates visual interest
INFORMATION AND MEDIA

TEXT COLOR EMOTION GUIDE


● simple and flexible format of
presenting information 1. RED
● handwritten, printed, or on-screen - excitement
- youthful
- bold
DESIGN PRINCIPLES AND
ELEMENTS 2. ORANGE

2
○ 94% page visits are
- friendly
received by posts with
- cheerful
images
- confidence
○ 60% are more likely to click
on a business with images
3. YELLOW
○ 12% average growth in
- optimism
traffic for businesses who
- clarity
market with infographics
- warmth
○ 93% of the engaging posts
on Facebook include
4. GREEN
images
- peaceful
- growth
- health TYPES OF VISUAL MEDIA

5. BLUE 1. PHOTOGRAPHY
- trust 2. VIDEO
- dependable 3. SCREENSHOTS
- strength 4. INFOGRAPHICS
5. DATA VISUALIZATIONS
6. VIOLET 6. COMIC/CARTOON STRIPS
- creative 7. MEMES
- imaginative 8. VISUAL NOTE-TAKING
- wise

7. WHITE VISUAL DESIGN PRINCIPLES


- balance
- neutral 1. CONSISTENCY
- calm - making similar elements
look the same

SESSION 4: 2. CENTER OF INTEREST


VISUAL MEDIA AND INFORMATION - first attracts attention
- important elements
- can be achieved by:
VISUAL MEDIA AND INFORMATION a. contrast of values
● materials, programs, applications, b. more colors
and the like c. placement
● used for formulating new
information with the use of visual 3. BALANCE
images - visual equality
● PURPOSES: - can be symmetrical,
○ to gain attention asymmetrical, or radial
○ to create meaning balance
○ to facilitate retention
● STATISTICS: 4. HARMONY
○ 40% of people respond - visually satisfying effect
better with visual of combining similar
information elements
○ 90% of information - all parts of the image
transmitted to the brain is complement each other
visual
■ visuals are 5. CONTRAST
processed 60,000x
faster

3
- offers change in value, DIMENSIONS OF AUDIO
creating a visual discord INFORMATION AND MEDIA
- shows difference
- can be used as a CHARACTERISTICS
background to bring
objects out and forward 1. VOLUME
- used to create an area of - intensity of sound
emphasis
2. TONE
6. DIRECTIONAL MOVEMENT - audible characteristic
- a visual flow through - adds character/color
- suggestion of motion in a - can be conveyed
design through:
a. modulation
7. RHYTHM b. manner of
- movement in which some delivery
elements recur regularly c. choices of words
- flow of objects - has nothing to do with
volume
8. PERSPECTIVE
- illusion of depth and 3. PITCH
space on a 2D surface - how high or how low
- relationship between - enhances the audience’s
different objects seen in experience
space - has something to do with
branding
9. DOMINANCE
- gives interest 4. LOUDNESS
- counteracting confusion - magnitude of sound
and monotony
- applied to one or more of
the elements to give PURPOSES
emphasis
1. give instructions or information
2. provide feedback
STILL LIFE PHOTOGRAPHY 3. personalize or customize
● focuses on capturing inanimate
objects
● typically done in studio setting ELEMENTS
● involves carefully arranging objects
to create visually appealing images 1. DIALOGUE
- speech, conversation,
voice-over
SESSION 5:
AUDIO INFORMATION AND MEDIA 2. SOUND EFFECTS
- any sound other than
dialogue
AUDIO INFORMATION AND MEDIA - enhances realism
● uses live/recorded audio materials
● PURPOSE: 3. MUSIC
○ communicating and - vocal or instrumental
delivering information sounds

4
5. SOUND AND COLOR
SESSION 6: - adds meaning to motion
MOTION INFORMATION AND MEDIA
6. BLURRING
- provides the illusion of
MOTION INFORMATION AND MEDIA
fast movement
● moving text and graphics on a - can also be used for
display censoring
● PURPOSE:
○ disseminating information
to an audience PURPOSES OF MOVEMENT
● EXAMPLES:
○ film 1. CREATING DYNAMIC SCENES
○ series - considered as the
○ animation viewer’s eyes on a story
○ video games - makes the scene more
○ digital marketing/ads interesting
○ AR and VR
○ social media content 2. INFLUENCING AUDIENCE’S
EMOTIONAL REACTIONS
FORMS OF MOTION MEDIA
3. DIRECTING AUDIENCE’S
1. FORMAL ATTENTION
- created by professionals - camera movements can
hide audience’s vision
2. INFORMAL and pull them away from
- for personal use certain on-screen
elements

ELEMENTS OF MOTION MEDIA 4. CONTROLLING REVEALS


- camera movements
1. SPEED provide narrative
- fast movement: vigor and information and reveal
vitality, intensifying new subjects
emotions
- slow movement: lethargy,
solemnity, sadness SESSION 7:
MANIPULATIVE MEDIA
2. DIRECTION
- movement from one
MANIPULATIVE MEDIA
direction to another
- growing or shrinking ● tools that aid in hands-on learning
● can be physical objects or
3. TIMING computer programs
- used to clarify or intensify ● can be manipulated in order to
the message or event grasp an idea, understanding, and
- using a pause can help mastery of concepts
time the events ● EXAMPLES:
○ objects
4. TRANSITION ○ activities
- switching between ○ programs
scenes ○ applications

5
PEOPLE BEHIND MANIPULATIVE - geared clock
MEDIA - trumpo/top
- molecular model
1. JOHANN HEINRICH - patintero
PESTALOZZI - field trip
2. FRIEDRICH FROBEL - lego
3. MARIA MONTESSORI
4. JEAN WILLIAM PIAGET 2. DIGITAL OR VIRTUAL
MANIPULATIVE
- computer-aided
TYPES OF MANIPULATIVE MEDIA - encourages interactive
learning
1. TRADITIONAL OR CONCRETE - ADVANTAGES:
MANIPULATIVE - appealing and
- does not require any catchy
digital component to - enjoyed in the
function comforts of home
- any concrete or physical - flexible and has
object many variations
- can be moved, - learning by
assembles, and discovery
disassembled to show a - EXAMPLES:
concept - simulators
- TYPES: - interactive maps
- REAL OBJECTS - video games
- the most
accessible
and CHARACTERISTICS OF
involving MANIPULATIVE MEDIA
material
- MODELS 1. INFORMATIVE
- can be 2D - useful/interesting
or 3D information
- FIELD TRIPS
- can be 2. INTERACTIVE
done - communication between
outside people and digital
the content/devices
classroom
- first-hand 3. IMMERSIVE
- ADVANTAGES: - deeply engaging
- learning while
playing
- multi-sensory SESSION 8:
input MULTIMEDIA
- physical
interaction
- collaboration MULTIMEDIA
- abstract ● combination of the different types
reasoning of media
- EXAMPLES:
- pattern blocks BASIC ELEMENTS
- chess

6
1. text
2. graphics (visual)
3. animation (visual)
4. audio
5. video (motion)

best of luck! <3


-kae

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