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Quarter 2 MIL Reviewer
Quarter 2 MIL Reviewer
In motion media, each picture is a frame and that motion Advantages of motion media and information:
is created by rendering or showing consecutively several • It captures motion in a manner that can be viewed
frames per second. Twenty-four (24) frames per second repeatedly
makes for a smooth animation. The series of graphics or • It can show processes in detail and in sequence
images follow a sequence to create a story. This sequence • Simulations allow for safe observation
is called a storyboard. • It can cut across different cultures and groups
• It allows scenes, history, events and phenomenon to be
Motion media can be produced formally and informally. recreated
Informally produced motion media are created by • It enables learning with emotions
individuals often for personal use. Formally produced
motion media are created by professionals.
It also includes formats, types and sources. Limitations of motion media and information:
• Compared to other forms of visual media, the viewer
According to format cannot always interrupt the presentation.
- Animations- animated gifs (Graphic Interchange • It is often times more costly than other forms of visual
Format), Flash, Shockwave, Dynamic HTML media.
- Video formats/Video Codecs – motion media use large • Other data may be presented best using still images.
resources. Codecs compresses and decompresses video Examples are graphs, diagrams, maps.
• It is subject to misinterpretation
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user's inputs in turn affect the program's outputs.
Design principles of motion media and information Interactive media engage the user and interact with him or
revolve around the following essential elements: her in a way that non-interactive media do not. Websites
• Speed can be constant or variable. The tone of the and video games are two common types of interactive
movement can be highlighted by the speed coupled with media. Interactive websites refer to an Internet page that
music. A fast movement gives vigor and vitality, uses different kinds of software to create a interaction
intensifying emotions. A slow movement connotes between users and its content.
lethargy, solemnity or sadness.
• Direction can indicate a movement from one direction to Interactivity refers to the communication process that
another. It can also refer to the growing or shrinking of an takes place between humans and computer software. The
object. As objects move, the background must remain in most constant form of interactivity is typically found in
scale with the object. games, which need a continuous form of interactivity with
• Motion Path refers to the route that the object will take. the gamer. Database applications and other financial,
It shows the change in direction of a movement. It is engineering and trading applications are also typically
important to note the triggers to the change in direction of very interactive.(Definition taken from Investopedia). One
an object. These triggers are often key objects or events in area where interactivity is most useful is in online
a story. training. Interactivities in this area allow learners to
• Timing can be objective or subjective. Objective timing interact with the course in terms of action and/or thinking.
can be measured in minutes, seconds, days, etc. Subjective
timing is psychological or felt. Objective timing is used to Interactive media platform includes the following:
produce subjective timing. Timing can be used to clarify Mobile apps - a software application developed
or intensify the message or the event. Using a pause can specifically for use on
help time the events. small, wireless computing devices such as smart phones
and tablets, rather than desktop or laptop computers.
These elements when used with other forms of media and 3D TV - a television display technology that enables a
information such as audio, visual and people media create threedimensional effect, so that viewers perceive that an
movement that convey different emotions, impact and image has depth as well as height and width, similar to
results. objects in the real world.
Video games - (multi-player) a game played by
Design principles in creating movement. electronically manipulating images produced by a
• Speed, direction and timing should depict natural laws of computer program on a television screen or other display
physics. This included trajectories, impact on objects and screen. Multi player games allow two or more players to
reactions of the environment. play with one another or play together.
• Timing affects recall. Fast movement sends much Role-playing games - (RPG) a game in which players
information Slow movement provides emphasis and assume the roles of characters in a fictional setting.
lasting recall. Players take responsibility for acting out these roles within
• Transitions are used to switch between scenes. Having a a narrative, either through literal acting or through a
clear start and finish in your motion path or scenes. Using process of structured decision-making or character
neutral colors at the start or end of a scene is a good development Massively
method for creating the right mindset.
• Sound and color adds depth and meaning to movement. Multiplayer Online
• Cartooning your graphic and text provides dynamic Role Playing Game (MMORPG) - any story-driven online
movement. This can be done by using the following video game in which a player, taking on the persona of a
movements: stretching, rotating, squashing character in a virtual or fantasy world, interacts with a
• Blurring can be used in different ways. In animation, large number of other players. Interactive websites
blurring can provide the illusion of fast movement. In (pools, surveys, exam)
videos, it is often used to censor information for security
or decency. Virtual reality and immersive environments the computer-
• Always review the purpose of the movement. Movement generated simulation of a three dimensional image or
is not added for the sake of it. environment that can be interacted with in a seemingly
real or physical way by a person using special
Quarter 2 Lesson 6: Manipulative/Interactive Media electronic equipment, such as a helmet with a screen
and Information inside or gloves fitted with sensors.
Interactive Media is a method of communication in which Social media websites or online services where users
the program's outputs depend on the user's inputs, and the (actual people) are
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the creators and consumers of the content, and where Furthermore, another concept related to Interactive media
social interactions is the Manipulative Media. In an article of Manipulative
(commenting, liking, posting, talking) are the main Media by Tabura, M., Robles, R., et al. The following
features of content. Examples are Facebook, Twitter, concepts were discussed.
Instagram, Snapchat, Vine, etc.
WHAT IS MANIPULATIVE MEDIA?
Ways of interacting with the Internet: MANIPULATIVE MEDIA
a. Online shopping - compare prices; compare features of —Manipulatives in the context of education are physical
similar items; add to cart; choose payment type; track tools of teaching, engaging students visually and
delivery; get advice from experts; search products; check physically with objects such as coins, blocks, puzzles,
local availability; get product recommendations. markers,etc.
b. Online gaming - choose a game; play with computer; —The use of manipulatives is constructivist because
play with others; choose a level, in-game, customization, students are actively engaged in discovery during the
etc learning process. A teacher provides the materials along
c. Online classes - interact with content; interact with with a basic directions, but students should be allowed to
instructors; interact explore the materials and ask questions before and during
with classmates. the lesson”
d. Chat group - chat; search groups; search friends;
translate language. TYPES OF MANIPULATIVE MEDIA
e. News and information - exchange information; give TRADITIONAL MANIPULATIVE MEDIA
reaction; news on demand; monitor views. —Traditional Manipulative Media is actually being used
f. Videos - choose your own adventure; get multimedia in certain schools, wherein they use different materials
content; experience game elements. that the students can use to have a hands-on experience
regarding the lesson.
Types of interactivity and their purposes: VIRTUAL AND DIGITAL MANIPULATIVE MEDIA
a. Click on images —With the dawn of the digital age, education should keep
b. Hotspot - a special region to act as a trigger to another up with the interests of the 21st century learners. And in
web page. The hotspot could be a circle, triangle, order to do so, education have been merged with
rectangle or polygon. technology in such a way that students can learn more
c. Rollover - an image or portion of an image that changes with the aid of these devices.
in appearance when the mouse cursor moves over it.
d. Tabs - clicking on them displays a relevant content with
an appropriate graphic. ADVANTAGES AND DISADVANTAGES OF
e. Timeline - a menu slide that branches to different MANIPULATIVE MEDIA
events. TRADITIONAL MANIPULATIVE MEDIA
f. Numbers/processes - the number of clicks and the time ADVANTAGE
spent in an interactive function provide data points. -Hands on learning
g. Slideshow - non-linear interactive slideshow where the -Increase confidence & motivation for learning type
pathway through the show is determined by the user's learning
interaction with it. -Opportunity for collaboration
h. Frequently asked questions (FAQs) -Multisensory
i. Flip cards - a card that when clicked flips to display a -Variation in learning
description and other information. DISADVANTAGE
-Not available for everyone
Emerging interactive media: -Dis interest on discussion
Interactive television also known as ITV or iTV. A form -Expensive
of media convergence, adding data services to traditional
television technology. Throughout its history, these have VIRTUAL AND DIGITAL MANIPULATIVE MEDIA
included on-demand delivery of content, as well as new ADVANTAGE
uses such as online shopping, banking, and so forth. ITV -Hands on learning
enables the viewer to issue commands and give feedback -Increase confidence & motivation for learning
information through an electronic device called a setup -Plenty of resources
box. The viewer can select which program or movie to -Engaging
watch, at what time, and can place orders in response to -Attention grabber
commercials. New setup boxes also allow access to email -Flexible and easy access
and e-commerce applications via the internet. -No clean up needed
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DISADVANTAGE Easy to create. Static media is created once and publish to
-Not available for everyone multiple channels. It does not need any maintenance. Easy
-Distraction to control. People who view static media can’t change it.
-Dependence on them All they can do is share it or comment about it. This is an
advantage for websites representing regulated industries
Quarter 2 Lesson 7: Multimedia Information and who must review and approve all the content they publish.
Media Focused message. Static media is good for sending
messages to your customers, or for presenting ads. This
“Multimedia means that computer information can be includes content that conveys a focused and consistent
represented through audio, video, and animation in message.
addition to traditional media. If we divide the multimedia Cons:
into its component part, we will get multi-meaning more Boring. Static media may be good enough for your
than one, and media - meaning form of communication. A website first-time visitors. Returning visitors will be bored
field concerned with the computer-controlled integration with seeing the same page again, and your site quickly.
of text, graphics, drawings, still and moving images No interaction. Here is rarely interaction between the user
(video), animation, audio, and any other media where and the website when media is static. Not mobile-friendly.
every type of information can be represented, stored, Static media like long texts or PDF files are difficult to
transmitted, and processed digitally”. (Dave Marshall, view on a mobile screen.
2001)Multimedia and Information is comprised of various
elements as follows: The advantages and disadvantages of Dynamic media
Pros:
Elements of Multimedia Personalized experience. This is with dynamic media,
1. Text personalized content
2. Audio adjusted to your user’s online behavior will encourage
3. Video repeat visits and subscribers. Website promotion. Search
4. Animation engines, like Google, will promote websites with fresh
5. Image and dynamic content. Flexibility. A dynamic media which
customized the website content according to the user’s
The above mentioned elements are classified into Static device.
and Dynamic Media. Interactive. It is a website using dynamic media which
Web Development & Technology Resources published an responds to user behavior by presenting multimedia
article by Amy Lee, content, including video and audio, that is relevant to their
titled “Dynamic and Static Media: What’s the interests.
Difference?” reports the following: Cons:
Higher costs. Dynamic media has costs related to the need
There are two categories of media based on the way in to continuously produce high-quality media content.
which content is displayed on a website: Organizational changes. Switching from static media to
Static media—this refers to content that doesn’t change. dynamic media requires organizational change. Requires
For example, an analysis tools. When dynamic media is used, you will
advertisement in a newspaper or magazine is static, need to monitor your website activity to optimize it for
because it remains as printed. It will be the same every conversion rates. Furthermore, Multimedia system has
time we view it. Static media can also refer to those parts four characteristics:
of your website that rarely change. It may include landing - Multimedia systems must be computer-controlled
pages, homepages and white papers. - Multimedia systems are integrated
Dynamic media—content that is constantly updated and is - The information they handle must be presented digitally
interactive. It appears on websites, online forums and - The interface to the final presentation of media is usually
social media feed. A website is considered dynamic when interactive
it is frequently updated or changed. Dynamic media can In evaluating a multimedia product, two major aspects
facilitate interaction between users and a business or that are of prime
product. Social networking websites like Facebook and importance: technology and content.
Twitter all use dynamic media to gain feedback from their
users so they can improve their experience and make them Below are selection criteria that can be used to evaluate
spend more time on their applications and websites. multimedia:
CONTENT
The advantages and disadvantages of Static media Target Audience
Pros: Who are the possible users?
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What aspects of the users are to be considered? (persons Evidence related to courses taken, programs of study, etc.
with disability, Writing samples (which might include several drafts to
language barrier, reading level, culturally-sensitive, etc.) show development and improvement)
Sender / Author
Who is the author of this multimedia product? Projects prepared for class or extracurricular activities
How credible is the author? Evidence of creativity and performance
Key content Evidence of extracurricular or co-curricular activities,
What is the tone (authoritative, informative, encouraging, including examples of leadership
enticing, etc.) Evaluations, analysis and recommendations
of the multimedia product? Types of ePortfolios
Is the information correctly presented? Showcase/Professional ePortfolios — These ePortfolios
Purpose are primarily a way to demonstrate (showcase) the
Does it meet the objectives of the topic? highlights of a student’s academic career.
TECHNOLOGY Learning ePortfolios — These portfolios are typically
Form / Style created by a student as part of a course as a way to
What are the elements (text, sound, images, animation, demonstrate learning and the learning process. These
etc.) used? portfolios are often shared with other students to elicit
Do the elements help in conveying the message? peer feedback. Learning portfolios support the idea of
Do the elements follow the different principles of design? formative feedback as an essential part of the learning
Is it pleasing to the eyes? process.
Do the sound and video run smoothly together? Another creative media form in today’s time is the Digital
Medium / Format museum, a platform that utilizes computer and
Is the selected format commonly used? information technology on which cultural relics and
Is it easy to use? historical collections can be preserved and displayed in
Does it allow the user to cancel or return to an action? digital format.
Are the instructions easy to use?
An article titled “Media Technology and Museum
In addition, Multimedia is used in various way including Display: A Century of Accommodation and Conflict”
the advertisement, art, education, entertainment, (n.d) by Alison Griffiths included the following
engineering, medicine, mathematics, business, and information on digital museums. Since the mid-1980s,
scientific research. Study the information provided below electronic media have assumed an ever greater presence in
as to the uses, advantages, and limitations of multimedia. museums of science, technology, natural history, and art.
[1] For the most part, museum directors and curators have
Quarter 2 Lesson 8: Evaluating Creative Multimedia embraced new interactive technologies for their promise
Form to democratize knowledge, to offer contextual information
on exhibits, and to boost museum attendance. Corporate
MULTIMEDIA FORM sponsors and donors of museum technology are interested
As defined, multimedia is a combination of text, graphic, in new media for their own reasons; with their logos
audio, animation and video that is delivered interactively emblazoned on interactives kiosks and published gallery
to the user by electronic or digitally manipulated means. guides, corporations have been increasingly active in
However, other forms can also be used to present an sponsoring shows, specific gallery spaces, or donating
information such as museums, theatre and electronic equipment.
portfolio. The above mentioned forms were first used in [2] Museum visitors, especially children and young adults,
the 20th century as a platform of information delivered in [3] have frequently responded enthusiastically to
a creative way. As time passed by, bringing technology interactive exhibits, even coming to expect them as an
allows people to experience first-hand information. integral part of the museum experience.
Electronic portfolio (E-portfolio) is a record of things that [4] Curators supporting the new technology argue that
the owner has done over a period of time. (UNESCO, interactive CD-ROM stations offers flexibility and new
2011). CLEMSON University published an article titled solutions to the problem of representing complex ideas
“The What, Why and How of ePortfolios” (2020), which and processes; as Kathleen McLean argues: "They can
states the following: activate an otherwise static exhibition with sound and
An ePortfolio is a collection of work (evidence) in an moving images; provide a variety of view points; engage
electronic format that showcases learning over time. visitors in multi-layered activities; and encourage and
support interaction among people in an exhibition."
An ePortfoloio may contain all or some of the following: [5] Digital technologies have found a home in the modern
Files of various formats (text, pictures, video, etc.) museum in the forms of interactive touch-screen kiosks,
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CD-ROMs, computer games, large-screen installations
and videowalls with multiple images, digital orientation
centers, "smart badge" information systems, 3-D
animation, virtual reality, and increasingly sophisticated
museum web sites.
[6] Such technologies have changed the physical character
of the museum, frequently creating striking juxtapositions
between nineteenth-century monumental architecture and
the electronic glow of the twentyfirst-century computer
screen. Via the World Wide Web, the museum now
transcends the fixities of time and place, allowing virtual
visitors to wander through its perpetually deserted
galleries and interact with objects in ways previously
unimagined.
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