Download as pdf or txt
Download as pdf or txt
You are on page 1of 6

MEDIA INFORMATION LITERACY

FOURTH QUARTER LEARNING PACK

I. Text Media and Information


What is Text?
• Text is a simple and flexible format of presenting information or conveying ideas whether
hand-written, printed or displayed on-screen.
• Text is very powerful as well in disseminating information, providing direction and giving
suggestions.
• Text is available in different sources whether it is formal (news articles, published books,
newspapers, magazines, advertisements, research works, etc.) or informal (blogs, personal
e-mails, SMS or text messages, online messengers, social media platforms, etc).
• Formal text-based materials are created and distributed by established institutions (such as
publishing companies, news agencies, etc.) and go through a rigorous process of editing or
evaluation and are usually governed by censorship of the state.
• Informal text-based materials, on the other hand, come from personal opinions or views on
different issues, processes, etc.
• Text can be as short such as a single sentence or phrase, or they can be as lengthy as news
articles or investigative reporting. No matter how brief or lengthy, however, a text is always
carefully written with the intent of sending a very specific message to the target audience.
• In our exposure to text media and information, we can either be a consumer or a producer
of content. As a consumer, these are the questions that you need to ask with regards to the
content of text media and information:

1. Who or what institution is sending this message?


2. What techniques are used to attract and hold attention?
3. What is the language used by the writer?
4. What views are represented? Are they balanced?
5. How might the message be interpreted in different ways?
6. What is omitted, slurred or added in the message?

• As a producer of text media and information, we need to review the media and information
design framework: target audience, author or sender, key content, purpose, form/style and
format.

Text as visual
• Typeface (also called font, font type, or type) refers to the representation or style of a text in
the digital format.
• A typeface is usually comprised of alphabets, numbers, punctuation marks, symbols and
other special characters. When fonts are installed in the computer, they usually come in file
formats such as True Type Font (.ttf), Open Type Font (.otf), etc.
• In the absence of images or drawings, text is the easiest way of communicating to your
audience. The use of various font types can express different emotions or meaning.
II. Visual Information and Media

What is Visual media and information?


These are materials, programs, applications and the like that teachers and students use to
formulate new information to aid learning through the use, analysis, evaluation and production of
visual images.

Types of visual media


photography, video, screenshots, infographics, data visualization (charts and graphs), comic
strips/cartoons, memes, visual note-taking, etc.

Formally and informally produced visual media


These are visual media produced by formal organizations such as schools, government, and
established media/publishing outfits are considered formally produced. Other visual media are
considered informally produced.

Purpose of visual information


the primary purpose of visual information is to gain attention, create meaning, and facilitate
retention.

Visual design elements


Visual Elements are the building blocks or basic units in the construction of a visual image.
1. Line – describes a shape or outline. It can create texture and can be thick or thin. Lines may
be actual, implied, vertical, horizontal, diagonal, or contour lines.
2. Shape – usually a geometric area that stands out from the space next to or around it, or
because of differences in value, color, or texture. Shape may also be organic.
3. Value – the degree of light and dark in a design. It is the contrast between black and white
and all the tones in between. Value can be used with color as well as black and white.
Contrast is the extreme changes between values.
4. Texture – the way a surface feels or is perceived to feel. Texture can be added to attract or
repel interest to a visual element. Visual texture is the illusion of the surfaces peaks and
valleys, resulting in a feeling of smoothness or roughness in objects.
5. Color – determined by its hue (name of color), intensity (purity of the hue), and value
(lightness or darkness of hue).
6. Form – a figure having volume and thickness. An illusion of a 3-dimensional object can be
implied with the use of light and shading. Form can be viewed from many angles.

III. Audio Information and Media

Types and Categories of Audio Information


• Radio broadcast - live or recorded audio sent through radio waves to reach a wide audience.
• Music - vocal and/or instrumental sounds combined in such a way as to produce beauty of
form, harmony, and expression of emotion. It is composed and performed for many
purposes, ranging from aesthetic pleasure, religious or ceremonial purposes, or as an
entertainment product.
• Sound recording - recording of an interview, meeting, or any sound from the environment.
• Sound clips/effects - any sound, other than music or speech, artificially reproduced to
create an effect in a dramatic presentation, as the sound of a storm or a creaking door.
• Audio Podcast - a digital audio or video file or recording, usually part of a themed series,
that can be downloaded from a website to a media player or computer.

Different ways of storing audio media:


• Tape - magnetic tape on which sound can be recorded.
• CD - a plastic-fabricated, circular medium for recording, storing, and playing back audio,
video, and computer data.
• USB drive - an external flash drive, small enough to carry on a key ring, that can be used with
any computer that has a USB port.
• Memory Card - (aka flash memory card or storage card) is a small storage medium used to
store data such as text, pictures, audio, and video, for use on small, portable, or remote
computing devices.
• Computer hard drive - secondary storage devices for storing audio files.
• Internet/Cloud - websites or file repositories for retrieving audio files, and more precisely
the files are stored in some datacenter full of servers that is connected to the Internet.

Different audio file formats:


• MP3 (MPEG Audio Layer 3) - a common format for consumer audio, as well as a standard of
digital audio compression for the transfer and playback of music on most digital audio
players.
• M4A/AAC (MPEG-4 Audio/Advanced Audio Coding) - an audio coding standard for lossy
digital audio compression. Designed to be the successor of the MP3 format, AAC generally
achieves better sound quality than MP3 at similar bit rates.
• WAV - is a Microsoft audio file format standard for storing an audio bitstream on PCs. It has
become a standard file format for game sounds, among others.
• WMA (Windows Media Audio) - is an audio data compression technology developed by
Microsoft and used with Windows Media Player.

IV. Motion Media and Information


A. Motion Media
• In motion media each picture is a frame and that motion is created by rendering or showing
consecutively several frames per second.
• 24 frames (pictures) or more per second makes for a smooth animation.; videos, film,
slides also make use of frames.
• the series of graphics or images follow a sequence to create a story. This sequence is often
called a storyboard which shows a set of components (audio, visual, videos, etc) changing
in time to create a story or a message.

B. Motion media can be produced formally and informally. Informally produced motion media
are created by individuals often for personal use. Formally produced motion media are
created by professionals who follow industry standards in creating, editing and producing
motion media. Formal production of animations involve the following steps:
• writing the story - writers and directors create the story board
• script is written and dialogue is recorded
• animators sketch major scenes; inbetweeners fill in the gaps
• background music and background details are added
• drawings are rendered

V. Manipulatives / Interactive Media


Interactive Media
It is a method of communication in which the program's outputs depend on the user's inputs, and
the user's inputs in turn affect the program's outputs. Interactive media engage the user and
interact with him or her in a way that non-interactive media do not. Websites and video games are
two common types of interactive media

Interactivity
It is the communication process that takes place between humans and computer software. The
most constant form of interactivity is typically found in games, which need a continuous form of
interactivity with the gamer. Database applications and other financial, engineering and trading
applications are also typically very interactive.

Platforms of interactive media


1. Mobile apps - a software application developed specifically for use on small, wireless
computing devices such as smartphones and tablets, rather than desktop or laptop
computers.
2. 3D TV - a television display technology that enables a three-dimensional effect, so that
viewers perceive that an image has depth as well as height and width, similar to objects in
the real world.
3. Video games (multi-player) - a game played by electronically manipulating images
produced by a computer program on a television screen or other display screen. Multiplayer
games allow two or more players to play with one another or play together.
4. Role-playing games (RPG) - a game in which players assume the roles of characters in a
fictional setting. Players take responsibility for acting out these roles within a narrative,
either through literal acting or through a process of structured decision-making or character
development.
5. Massively Multiplayer Online Role Playing Game (MMORPG) - any story-driven online video
game in which a player, taking on the persona of a character in a virtual or fantasy world,
interacts with a large number of other players.
6. Interactive websites (pools, surveys, exams, exercises)
7. Virtual reality and immersive environments - the computer-generated simulation of a three
dimensional image or environment that can be interacted with in a seemingly real or
physical way by a person using special electronic equipment, such as a helmet with a
screen inside or gloves fitted with sensors.
8. Social media - websites or online services where users (actual people) are the creators and
consumers of the content, and where social interactions (commenting, liking, posting,
talking) are the main features of content. Examples are Facebook, Twitter, Instagram,
Snapchat, Vine, etc.
FINAL OUTPUT IN MEDIA INFORMATION AND LITERACY
FOURTH QUARTER

TITLE: MICROSOFT POWERPOINT INTERACTIVE GAME

OBJECTIVE: Create an interactive game in PowerPoint that incorporates text, visuals, audio,
motion, and interactivity to engage players.

INSTRUCTIONS:
1. Planning and Conceptualization
• Define the theme, objectives, and target audience for your interactive presentation.
• Brainstorm ideas for incorporating text, visuals, audio, motion, and interactivity to enhance
engagement and communication.

2. Slide Design
• Start with a visually appealing slide layout that complements your theme.
• Use text boxes to add descriptive text, instructions, and dialogue. Keep text concise and
easy to read.
• Insert high-quality images, graphics, and icons to reinforce key points and enhance visual
appeal.
• Consider using audio narration or background music to set the mood and evoke emotions.

3. Adding Audio
• Insert audio files (e.g., MP3, WAV) onto slides to provide additional context, narration, or
sound effects.
• Use the "Insert" tab > "Audio" to add audio files from your computer or online sources.
• Adjust the playback options to control when the audio starts and stops, and whether it
plays automatically or on click.

4. Incorporating Motion:
• Apply animations and transitions to objects on slides to create dynamic movement and
visual interest.
• Use entrance, exit, and emphasis animations to reveal text, images, and other elements
gradually.
• Experiment with motion paths to make objects move along predefined paths across the
slide.
• Customize animation timing and effects using the "Animations" tab.

5. Adding Interactivity:
• Use hyperlinks to navigate between slides or external content (e.g., websites, documents).
• Create action buttons to trigger specific actions, such as advancing to the next slide or
launching a video.
• Utilize triggers to activate animations, audio, or other elements based on user interaction
(e.g., clicking on an object).
• Incorporate interactive elements like quizzes, polls, or games using PowerPoint's form
controls or third-party add-ins.
6. Testing and Refinement:
• Playtest your presentation to ensure that all multimedia elements work as intended and
enhance the overall experience.
• Solicit feedback from peers or mentors and make necessary adjustments to improve clarity,
usability, and engagement.
• Pay attention to the pacing and timing of audio, animations, and interactivity to maintain a
smooth flow throughout the presentation.

SUBMISSION:
The submission deadline for this output is no later than May 16, 2024. The link will be provided by
the subject teacher.

GRADING RUBRIC:
The output will be graded based on each element using the rubric below:

Criteria Excellent (30) Good (20) Fair (15) Poor (10)


Text Clarity The text is clear, concise, and Most text is clear and relevant, Some text lacks clarity or The text is confusing,
and Relevance highly relevant to the topic. It with minor inconsistencies or coherence, making it disorganized, or irrelevant,
effectively communicates lapses in clarity. Information is somewhat difficult to leading to misunderstandings or
information with accuracy generally accurate and well- understand. Some misinterpretations. Information
and precision. communicated. inaccuracies may be is inaccurate or poorly
present. communicated.
Visual Visual elements are Most visual elements are well- Visual elements are Visual elements are either
Integration and seamlessly integrated and integrated and contribute to present but not fully absent or poorly integrated,
Appeal enhance engagement. They engagement, although some integrated, resulting in detracting from the overall
are visually appealing, areas could be improved for limited engagement or presentation quality and failing
reinforce key points better cohesion. Overall, distraction. Some to engage the audience
effectively, and contribute to visuals are appealing and elements may be effectively.
the overall presentation enhance the presentation. unnecessary or poorly
quality. executed.
Motion and Motion and animation effects Motion and animation effects Motion and animation Motion and animation effects
Animation are used judiciously to are present and contribute to effects lack coherence or are poorly executed or
Effects enhance the presentation's visual interest, although some may be overused, unnecessary, leading to
visual appeal and transitions may be abrupt or resulting in distraction or confusion or disinterest. They
engagement. They are excessive. Overall, they confusion. Some effects detract from the overall
purposeful, smooth, and enhance the presentation but may detract from the presentation quality and fail to
contribute to the narrative could be refined for better presentation's engage the audience effectively.
flow. coherence. effectiveness.
Audio Audio elements are Audio elements are present Audio elements are Audio elements are poorly
Integration and seamlessly integrated and and contribute to the present but lack integrated or unnecessary,
Effectiveness enhance the presentation's presentation's effectiveness, coherence or may be detracting from the
impact. They are used although some adjustments distracting. Some presentation's effectiveness and
effectively to convey mood, may be needed for better adjustments are needed potentially causing confusion or
atmosphere, or additional balance or timing. Overall, to improve timing or annoyance.
information without they enhance the auditory clarity.
overshadowing other experience.
elements.
Interactivity Interactive elements are Interactive elements are Interactive elements lack Interactive elements are poorly
and User thoughtfully designed and present and contribute to user coherence or may be designed or non-functional,
Engagement enhance user engagement. engagement, although some confusing for users. Some hindering user engagement and
They provide opportunities areas could be improved for adjustments are needed detracting from the overall
for audience participation better usability or to improve usability or presentation experience.
and create a dynamic, intuitiveness. Overall, they functionality.
immersive experience. enhance the presentation's
interactivity.

You might also like