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MEDIA & INFORMATION

LITERACY
MODULE
UBIQUITOUS LEARNING

Media and Information in Education


What is Ubiquitous Learning?
 Is defined as an everyday learning environment that is supported by mobile and embedded computers
and wireless networks in our everyday life (Ogata et al. 2009).
 It is aimed to provide learners with content and interaction anytime and anywhere (Hwang et al.).
 In simpler form, it is learning at any time, at any place.
Characteristics of Ubiquitous Learning
1. Permanency Learning materials are always available unless purposely deleted.
2. Accessibility Access from everywhere as personally required.
3. Immediacy Wherever a student is, he/she can immediately access learning
materials.
4. Interactivity Online collaboration with teachers and/or peers
(chat/blogs/forums/teleconferencing).
5. Situated Instructional Learning in context (on-site).
Activities
6. Adaptability Getting the right information at the right place for the right student.
MASSIVE ONLINE OPEN CONTENT
MOOC is an online course that has open access and interactive participation by means of the Web.
MOOCs provide participants with course materials that are normally used in a conventional education
setting - such as examples, lectures, videos, study materials, and problem sets.
ADVANTAGES
 No tuition fees
 Open access, exposing top-level professors at schools that would otherwise be unavailable to
much of the World's population
 Open courses for all interested, regardless of location, resulting in a more diverse student base

CURRENT AND FUTURE TRENDS


1. Wearable Technology
 Also known as "wearables", is a category of electronic devices that can be worn as accessories,
embedded in clothing, implanted in the user's body, or even tattooed on the skin.
 The devices are hands-free gadgets with practical uses, powered by microprocessors and
enhanced with the ability to send and receive data via the Internet.
EXAMPLES OF WEARABLE TECHNOLOGIES
 In Louisville, Kentucky, wearable devices made by AIR Louisville are being used to monitor local air
quality, measure pollutants, and identify hotspots for residents with respiratory problems.
 Cyrcadia Health has developed iTBra, an intelligent patch that can detect early signs of breast
cancer and transmit the information to a lab for analysis.
 Wearable medical alert monitors are extending greater mobility and independence to the elderly and
impaired.
 Smart tattoos that contain flexible electronic sensors are being developed to monitor heart and brain
activity, sleep disorders, and muscle function. While these are temporary, even inks are being
explored!
 A smartwatch for people with Parkinson's disease tracks symptoms and transmits the data so that
more personalized treatment plans can be developed.
 Child monitoring devices equipped with Global Positioning System (GPS).
 StretchSense is a fabric sensor that is the perfectly field-ready solution for naturally measuring sports
movements. A wearable technology helps the athletes to get qualified input about vital data during
work-out.
 Wearable medical devices help patients allows people to keep track of their health while avoiding
unnecessary visits to the doctor and save cost at the same time.
 Valedo Back Therapy is a device that is attached to the person’s back and the smart sensors can store
data.
 The world of gaming has been undergoing massive changes, and the tools that are used are becoming
as unobtrusive as never imagined before. Virtuix Omni is a virtual reality system with a complete
body experience approach.
OTHER EXAMPLES OF WEARABLE GADGETS
 Smart jewelry, such as rings, wristbands, watches, and pins.
 Body-mounted sensors monitor and transmit biological data for healthcare purposes.
 Fitness trackers, often in the form of wristbands or straps, that monitor thing like physical activity
and vital signs.
 Smart clothing with built-in technology that can perform a variety of tasks including fitness or
health monitoring, interacting with phones, and other devices.
 Artificial Intelligence hearing aids that can filter out unwanted noises and automatically adapt for
best performance in the user’s current environment.
2. 3-D Environment
 Often referred to as virtual reality or interactive 3D and have a figurative appearance. Much like
our own world, this type of world allows interaction with other (networked) beings as well as
manipulation of objects (Loeffler & Andersen 1994).
EXAMPLES OF 3-D ENVIRONMENT TECHNOLOGY
 3D Printing or additive manufacturing is a process of making three-dimensional solid objects from
a digital file. Example: If you already watched the Marvel Cinematic Universe Movies, some of the
combat materials in the movies are 3D printed like Thor’s Hammer and Captain America’s Shield.
 3D Films - a three-dimensional stereoscopic film (also known as three-dimensional film, 3D film, or
S3D film). It is a motion picture that enhances the illusion of depth perception, hence adding a third
dimension. Examples of 3D Films, Avatar (2009), How to Train Your Dragon (2010), Gravity
(2013), and more.
 Augmented reality (AR) - headsets that integrate digital information into a display of the user’s
environment and mixed reality (MR) headsets that integrate physical reality and digital content in a
way that enables interaction with and among real-world and virtual objects. (VR headsets, at the far
end of the virtuality continuum, entirely replace the user environment with digital information.)
Examples are Gucci try-on shoes in AR., Toyota vehicle demo, and more.
 Holograms – a hologram is an image created by a photographic projection of a recording of a light
field rather than an image formed by some sort of lens.
3. Haptics Technology
 Haptics is a feedback technology (using computer applications) that takes advantage of the
user’s sense of touch by applying force, vibrations, and/or motions. Simple haptics is used in
smartphones, game controllers, joysticks, and steering wheels. Haptics is gaining widespread
acceptance as a key part of virtual reality systems, adding the sense of touch to previously visual-
only solutions. There are many possibilities for Haptics to be applied to gaming, movies,
manufacturing, medical, and other industries.
 Imagine your doctor operating on you in the Philippines from his computer in Canada or feeling
the texture of clothing for sale on the internet or interacting with a hologram.
 Haptics technology has the potential to create new industries in the future.
4. Gamification Technology
 With the increase in the use of gaming amongst the younger generation, game design thinking is
now being applied to non-gaming (business) applications to make them more fun and engaging. It
has been called one of the most important trends in technology by several industry experts. It can
potentially be applied to any industry and almost anything to create fun and engaging
experiences, converting customers (users) into players.
 Gamification is radically changing the way companies do business, increasing engagement with
customers, employees, and stakeholders to levels never seen before.
5. Eye Tracking Technology
 Eye-tracking technology measures eye positions and movements which are analyzed through
computer applications. Future technology could contain thousands of tiny imaging sensors built
into it.
6. Voice and Tone Recognition Technology
 Voice and tone recognition be used to confirm a person’s identity, not only that, but tone
recognition can also be used to detect a person’s health or emotional state. This technology will
increase opportunities in security and healthcare services.
7. Contextual Awareness Technology
 Combining hard sensor information such as where you are and the conditions around you,
combined with soft sensors such as your calendar, your social network, and past preferences –
future devices will constantly learn about who you are and how you live, work, and play. As your
devices learn about your life, they can begin to anticipate your needs.
Example: Imagine your personal computer advising you to leave home 15 minutes early or take a
different route to avoid a traffic jam on your way to work. Another is, consider a “context-aware” remote
control that instantly determines who is holding it and automatically selects the Smart TV preferences for
that person.

GENERALIZATION
Trends serve a long-term and lasting effect to change something. Different developments nurtured
from the past will help the future move forward on its goals and even intensifying it more to new stages
that would dominate and help the improvements of different areas in our society.
Ubiquitous provide learners the opportunities to learn in their own environment, in context, using
different kinds of materials that they can relate their work and living experiences with. This kind of
learning helps different learners to stand on their own, this also helps them in generating new ideas that
were formed in the context of their new learning and discoveries in the world of information.
Massive Online Open Course brings knowledge to those who may not have access and who may
not afford the cost of higher education. These courses not only help them in learning and gaining new
knowledge thus MOOC helps them become competent learners whose aim is to utilize new learnings the
best way possible.
Different technological device advances and shape today’s daily life and in the future – the way we
relax, interact, communicate, and conduct different things. From virtual worlds, avatar emotions, artificial
intelligence, computer-generated storytelling, 3D environment, haptics technology, eye technology,
gamification, interactive 360 holographic images, mixed reality, stress disorder virtual therapies and so
much more. Media and Information will continue to advance, empower, and transform every aspect of
our life.

WHAT IS MEDIA LITERACY?


Media Literacy means understanding and using the media of mass communication in a pro-active, non-
passive, assertive way.
 It requires an informed, critical understanding of the nature of the media, the media of technologies,
and the impact of media on society and culture.
 It is a fundamental life skill essential for a vigorous democracy.
WHAT IS INFORMATION LITERACY?
Information Literacy is a set of abilities requiring individuals to “recognize when information is needed
and have the ability to locate, evaluate and use effectively the needed information.”
 It is also increasingly important in the contemporary environment of rapid technological change and
proliferating information resources.
 Enables people to interpret and make informed judgments as users of information and media, as well
as to become skillful creators and producers of information and media messages in their own right.
TYPES OF INFORMATION LITERACY
Tool literacy - The ability to use print and electronic resources including software.
Resource literacy - The ability to understand the form, format, location, and access methods of information
resources.
Social-structural literacy - Knowledge of how information is socially situated and produced. This
component is especially significant with Web 2.0 social networking sites ranging from wikis and blogs to
social bookmarking sites.
Research literacy - The ability to understand and use information technology tools and searching strategies
to carry out research.
Publishing literacy - The ability to produce a text or multimedia report of the results of research.
WHAT IS LITERATE INDIVIDUAL?
Being a literate person today means more than being able to read and write. In a world diverse with
cultures, print texts, media, and technologies, a literate person needs to possess certain specific
capabilities. Individuals can be benefited from being media and information literate. Through media and
information literacy, individuals can attain the following:
1. Improved Quality of Life
 To achieve a healthy lifestyle, it becomes easy for a literate person to research online or read
books, and magazines on ways to stay fit.
 People or the netizens can evaluate the information.
 Raise awareness
 Prevents foolishness
 Business/Job opportunities
 Easy life
 Improved information literacy skills
 Enhance communication skills
 Even when health is compromised, being information literate can save one’s life through intensive
research online and through medical journals on how to go through a medical odyssey.
2. Greater Political Participation
 Being updated on current events and being aware of what happens around the community will
enable people to vote wisely and choose good leaders.
 Politically engaged
 Politically active
 Politically smart
 Politically concern
 Responsible citizen
 The literate person can weigh things wisely because of his/her knowledge of what is good for
society.
 The person is empowered to make intelligent choices and will voice out his or her concerns if the
government fails to provide its services to people.
3. Better Economic Opportunities
 There is an endless list of opportunities for the literate person because most of the work
descriptions include digital knowledge and workmanship.
 Economically aware
 Knowledgeable
 Great chance of employment
 Great change of self-employment
 Have a nice choice of business
 Advertisements
 It is no longer tradition that one goes out of the house and goes to work
4. Improved learning Environment
 A well-learned person will have higher access to what’s best in the community.
 Easy way of learning
 Technologically smart
 Broader knowledge
 Technology literate
 Increase educational interest.
 Fun learning
 The advent of mobile phones makes communication faster and easier. Likewise, the interaction
among members in the community is more interactive due to the presence of literate members
accompanied by gadgets
5. More cohesive social units
 Socially active
 Easy communicating process
 Be able to identify different groups of people in a society
 Socially aware
 Raise respect for culture;
 and linguistic diversity
6. Others
 Discover and explore beautiful places.
 Interest
 Job purposes

1. Literate individuals demonstrate independence with text.


 They can, independently, with little guidance from teachers and peers, comprehend varied, complex
print and digital texts, communicate and build on others' ideas, and understand and apply academic
and discipline-specific vocabulary and conventions of English. They know how to use strategies and
employ them when necessary to comprehend texts and apply literacy knowledge and skills.
2. Literate individuals build strong content knowledge.
 They acquire and share knowledge of subject matter through reading, writing, and speaking as well as
research and study. They read and understand discipline-specific texts and become experts in the
content.
3. Literate individuals respond to varying demands of audience, task, purpose, and discipline.
 They set and adjust their communication in relation to audience, task, purpose, and discipline. They
understand how words affect meaning in writing and in speech, depending on the audience and the
purpose, and how different disciplines call for providing different types of evidence.
4. Literate individuals comprehend as well as critique.
 They understand and can explain what writers, speakers, and visual and mixed media creators are
saying through their texts, but they also know how to analyze and examine these texts critically. They
question an author's assumptions and biases and evaluate the veracity and logical reasoning of the
claims.
5. Literate individuals value evidence.
 They can cite evidence to support their interpretation of the text, both verbally and in writing. They
also communicate their reasoning effectively and know how to evaluate the reasoning and arguments
of others.
6. Literate individuals use technology and digital media strategically and capably.
 They employ technology thoughtfully and effectively and can determine which media are best suited
for their communication goals. They also synthesize information found through various media and
technologies.
7. Literate individuals come to understand other perspectives and cultures.
 They encounter perspectives and ways of life that are different from their own through reading,
writing, and listening, and they are able to work and communicate effectively with peers of diverse
backgrounds. Through reading multicultural literature, they have new experiences that expand their
cultural understanding and sensitivity.
What an Informed & Literate Person Must Possess?

GENERALIZATION
Today, media and information are omnipresent, if not always omnipotent or omniscient. No longer
restricted to print and broadcast delivery, news and information are now accessible anywhere, at any time,
to billions of people around the globe. Media of all kinds, across all the platforms, have become so
integrated into modern life that their presence and influence are not always noticeable.
The importance of being a media and information literate person is very crucial nowadays because
we are living in the 21st century which revolves around the rapid growth of technologies such as
television, computers, cellphones, radios, and other media for information. Being literate about media and
information will give us an advantage in our modern world today especially in terms of giving and
gathering information knowing best most of the false and accurate information in different kinds of
mediums especially in media. A country with citizens that is media and information literate will gain
more advantage compare to other countries which stay in the traditional way of being literate such as
referring to libraries, archive, newspaper and etc., Mostly in terms of good governance and accountability.
Some other benefits are to improve the quality of life, improved learning environment, and more cohesive
learning units.

People spend the greater part of their leisure time with media. Nearly everyone uses the internet
and social media daily, often via mobile devices. We can all be both consumers and producers of content
for other users. Nowadays we are not just merely users of media, but we are the so-called people media.
PEOPLE MEDIA
 People Media refers to persons that are involved in the use, analysis, evaluation, and production
of media and information.
 An assembly of people with a common interest where they become the main means of mass
communication.
Characteristics of People Media
 Tech Savvy - proficient in the use of technology, especially computers
 Credible - able to be believed, capable of being believed; plausible. Worthy of confidence; reliable.
 Flexible - knows how to use a range of technology; able to change or to do different things
 Charismatic - appeals to the senses of different people
 Updated - in the know of the latest information
 Articulate - expressing oneself easily in clear and effective language
PEOPLE AS MEDIA
 We call them the media itself. Since these persons serve as the medium for another person to learn or
acquire different knowledge.
 They are well-oriented to media sources and messages and able to provide information as accurate
and reliable as possible.
1. OPINION LEADERS
 They are persons who are highly exposed to and actively
using the media.
 They are the source of viable interpretation of messages
for lower-end media users.
 Below is the Two-step flow communication, which
presents how opinion leaders act as the medium of
information.
2. CITIZEN JOURNALISM
 Citizen Journalism or also known as collaborative media, participatory journalism, democratic
journalism, guerrilla journalism, or street journalism, is based upon public citizens playing an active
role in the process of collecting, reporting, analyzing, and disseminating news and information.
 They are people without professional journalism training but still can use the tools of modern
technology and the internet to create, augment or fact-check media on their own or in collaboration
with others to provide news and information.
 They use different platforms in disseminating information
 Remember that Citizen Journalism is a type of journalism that is conducted by people who are not
professional journalists.
3. SOCIAL JOURNALISM
 Journalists who are using social media to make their content available to more people.
 It is a media model consisting of a hybrid of professional journalism, contributor, and readable
content. The format relies on community involvement, audience engagement, social newsgathering
and verification, data and analytics, and relationship-building.
4. CROWDSOURCING
 The practice of obtaining needed services, ideas, or content by soliciting contributions from a large
group of people and especially from the online community.
 Crowdsourcing also involves obtaining work, information, or opinions from a large group of people
who submit their data via the Internet, social media, and smartphone apps. People involved in
crowdsourcing sometimes work as paid freelancers, while others perform small tasks on a voluntary
basis.
 Some examples of Crowdsourcing are Waze, Food Panda, and other companies that offer the same
service, Uber, TripAdvisor.

PEOPLE IN MEDIA
 Media Practitioners
 They provide information coming from their expert knowledge or firsthand experience of events.
 They are the people behind another form of media. They use other forms of media such as text
media, visual media, multimedia, and others in disseminating information and imparting knowledge.
1. PRINT JOURNALISM
 a profession or practice of reporting about, photographing, or editing news stories for newspapers
and other types of print media.
2. PHOTOJOURNALISM
 the process of storytelling using the medium of photography as your main storytelling device. While
a journalist will use their pen and paper to tell stories, a photojournalist will use their camera to
capture the visual representation of a story.
3. BROADCAST JOURNALISM
 type of news reporting presented to the public electronically or by radio instead of being published in
newspapers. Media in broadcast journalism includes television, radio, and the Internet.
4. MULTIMEDIA JOURNALISM
 the practice of contemporary journalism that distributes news content either using two or more
media formats via the Internet or disseminating news reports via multiple media platforms.

GENERALIZATION
There is a need to understand people's media and information because people are considered the
most important media. Without people, there will be no information available in any kind of media.
People and media should be considered equally important because people create media and
whatever information we have depends on the kind of expertise a person has. On the other hand, the
information we get from media must be filtered and checked for its credibility, usability and be
responsible for disseminating any information.
People in media hold a great responsibility because they cater to a bigger audience through the
different media they are channeled through. They should have not only the necessary expertise in the field
that they are specializing in but also the skill for proper communication. People as media are not
exempted from these responsibilities. They should also be responsible as well as have the proper
knowledge and passion for their craft because they have a direct impact on the learners.

TEXT
 A simple and flexible format of presenting information or conveying ideas whether hand-written,
printed, or displayed on-screen. (Source: MIL TG by CHED)
 Any “human-readable sequence of characters” that can form intelligible words. (Rouse,2015)
Formal Text Informal Text
A series of fact checks and can be subjected to Personal opinions can be seen in emails, blogs, short
government scrutiny and censorship. message services (SMS), chat boards, and online
News reports, books, magazines, newspapers, messengers from various social networks.
advertisements, research, and many other sources.
TYPES OF TEXT
1. HYPERTEXT
 serve to link different electronic documents and enable users to jump from one other in a
nonlinear way.
 https://www.youtube.com/ is a hyperlink or link that will bring you to YouTube.
2. PLAINTEXT / UNFORMATTED TEXT
 fixed-sized characters having essentially the same type of appearance.
 A good example of Plain text/Unformatted text is the code text of a programming language since
you can't alter its appearance whether the font or its size.
3. FORMATTED TEXT
 appearance can be changed using font parameters (bold, underline, italic, size, font color, etc.)
CALIBRI TIMES NEW ROMAN Script Decorative

TYPEFACE
 Also called font, font type, or type
 Refers to the representation of the style of a text in the digital format
 Usually comprised of alphabets, numbers, punctuation marks, symbols, and other characters.
TYPES OF TYPEFACES
1. Serif
 Connotes formality and readability in a large number of texts.
 Usually used for the body text of books, newspapers, magazines, and research publications.
 Give a classic or elegant look when used for title or Heading.
 Ex: Times New Roman, Garamond, Baskerville
2. Sans Serif
 Brings a clean or minimalist look to the text
 Used for the clear and direct meaning of text such as road signage, building directory, or nutrition
facts in food packages.
 Give a modern look and is used primarily in webpage design.
 Arial, Helvetica, Tahoma, Verdana, Calibri
3. Slabs Serif
 Carries a solid or heavy look to the text
 Can be used for large advertising sign on a billboard
 Rockwell, Playbill
4. Script
 Draws much attention to itself because of its brush-like strokes.
 Must be used sparingly and not to be used in large body text.
 Usually used in wedding invitation cards or other formal events.
 Edwardian, Vladimir, Kunstler
5. Decorative
 Caters to a wide variety of emotions (such as celebration, fear, horror, etc.) or themes (such as
cowboys, circus, holidays, summer, kiddie, etc.)
 Chiller, Jokerman, Curlz MT

In your own perspective, what do you think is/are the importance of using appropriate font/s in a text-
based design?
COMMON FILE DESCRIPTION
FORMATS
TXT (text) Unformatted text document by an editor as notepad on Windows platform.
DOCX (document) A native format for storing documents created by MS Word package.
Contain a rich set of formatting capabilities.
RTF (Rich Text Cross-platform document exchange; default format for Mac OS X’s default
Format) editor TextEdit
PDF (Portable Developed by Adobe Systems for the cross-platform exchange of
Document Format) documents, supports image and graphics
PS (PostScript) A page description language used mainly for desktop publishing

File selection when saving an MS Word Document

TEXT INFORMATION
 Nonfiction writing is written with intention of informing the reader about a specific topic.
CHARACTERISTICS
 A text is any media product we wish to examine
 A text Is effortful to comprehend
 A text has its limitations too
 Images can communicate everything at once
PARTS OF THE TEXT
1. Titles – allows the reader to identify the overall topic of the text and understand the main idea.
2. Headings – allow the reader to identify specific topics and also divide the text into sections.
3. Bold Print and Italic – use to signal the reader that the word is important.
4. Charts, Tables, and Graphs – used to organize large amounts of info to small space.
5. Illustration – helps the reader to understand the information in a visual way.
6. Caption – used to explain the illustration
TYPES FORMATS SOURCES
Brochures Documentary Books
Magazines News article Magazines
Textbooks Interviews Newspaper
Instruction manuals Advertisement Articles
Newspaper article Images
Encyclopedia
ADVANTAGES
1. Availability – printed materials are already available on a variety of topics in many different formats.
2. Flexibility – they are adjustable for many purposes and may be used in any lighted environment.
3. Portability – they are easily transported to another place without the aid of a machine or electricity.
4. User-friendly – easy to use, no extra effort to search.
5. Economical – inexpensive to produce or purchase.
PURPOSES
 To bring in better communication and understanding between the public and government.
 To help the people know what is happening in the country about the economy, social and political
situation.
LIMITATIONS
The text also has limitations.
 The most obvious drawback of text as a knowledge-building and communication tool is that it lacks
the inherent expressiveness of speech.
 A transcript may accurately record the spoken words, but the strategic and emotive qualities and
impact of speech are diminished on the page.
VALUE
 New information - informational text contributes to readers' understandings of a wide range of
topics.
 Varying Formats - reading informational text provides students exposure to the content presented.
This exposure presents text variety and offers Ex: graphs, charts, primary sources, brochures,
manuals, and other documents.
 Analytical Thinking - reading the information in presentations other than the narrative requires that
readers practice different skills of interpretation and analysis.
 Motivation - kids want to know the how and why behind things. That is why the informational text is
necessary as it feeds kids one by one informed about what is happening around them
VISUAL TEXT (TEXT AS VISUAL)
A text we view.
 The images work together to create meaningful patterns, symbols, ideas, and messages for the
reader.
 The words and images word to create meaning
 Movie poster, Film, video games, Photographs, Music Videos, Advertisements, Paintings, Picture
Books, Invitations
Selection Criteria for Text Information
A text we view.
 The news should be shocking and surprising
 It should be fresh
 The news should involve the well-known person in the public eye
 Time publication

TEXT DESIGN PRINCIPLES AND ELEMENTS


The Design Principles and Elements refer to the different types of parts that can be used in the
creation of any given composition or text design. These principles and elements can be combined and
arranged in a variety of ways to create an endless variety of text designs. They may seem like obvious
categorizations but understanding them is important to enhancing your ability to utilize them in your next
design projects. Each design principle and element are discussed in detail below but for now, let us
quickly identify the elements of design.
1. Emphasis
the importance or value given to a part of the text-based
content.
Ways in which you can give emphasis:
 make the text bold
 italicized
 have a heavier weight
 darkened or lighten
 enlarged
2. Appropriateness
 describes how fitting or suitable the text is used for a specific audience, purpose, or event.

3. Proximity
 is how near or far the text elements from each other. Meaning to say, when two things are closely
related, bring them close together.


4. Alignment
 how the text is positioned on a page. Left, Centered, Right, Justified

5. Organization
 conscious effort to organize the different text elements in a page. It ensures that while some text
elements are separated from each other, they are still somehow connected with the rest of the
elements on the page.

6. Repetition
 consistency of the different elements. It creates unity in the entire design by repeating some typefaces
used within the design.
7. Contrast
elements are different from each other to create visual
interest.
Ways in which you can use to create contrast:
 white text on a dark background
 large font with a small font
 serif and sans serif
 thin elements with wide elements
 cool color and warm color

GENERALIZATION
Considering the many indigenous, ethnic, tribal, and people groups in the Philippines, not to
mention the other languages such as “jejemon,” “konyo,” taglish, etc. make written communication
challenging. Text media and information provide a baseline to make dissemination more accurate and
more efficient and much faster to keep up with the trend. Text media and information are also important
in data gathering and preserving/documenting written oral works, and language translation. Text media
and information lowers the risk of error since the material can be reviewed before release.
Text Media is very important since this is one of the basic media and one of the oldest forms. The
different design principles and elements of text media help us in different ways on how we will
communicate and express our thoughts to others. It also implies that text is one of the most important
elements in the effectiveness of the communication process.

VISUAL MEDIA AND VISUAL INFORMATION


Visual Media
 Refers to 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.
Visual Information
 Entails the use of visual media in the form of photographs, motion pictures, video recordings, graphic
arts, visual aids, and other displays that use pictorial representations.
Two Categories of Visuals
1. Images- pictures that depict some real-world situation typically captured by a camera
2. Graphics- pictures are drawn or painted that depict any fictitious scenario

GRAPHICS AS USED IN LEARNING OR INSTRUCTION


TYPES FEATURE DEFINITION
Illustration Depiction of Visual elements, using various media
Photographic Captured image, using photographic or digital technologies
Static Art
Computer-generated- a faithful reproduction of reality, using various
Modeled
media
Animation Series of Images that simulate motion
Video Series of images, captured as they occur
Dynamic Art
An interactive three- dimensional world that dynamically changes as
Virtual reality
the user moves through and views it

COMMUNICATION FUNCTIONS OF VISUAL INFORMATION AND MEDIA


1. Decorative
 crafts concerned with the design and manufacture of beautiful objects that are
also functional. It adds interest to the visual and improves the aesthetic appeal

2. Representational
 Representational visuals are the most common visuals seen in training
modules. As the name suggests, representational visuals are intended to depict
the actual appearance of content. They are appropriately used to present
concrete concepts and information related to job tasks.
3. Mnemonic
 The visual that works by associating an image with characters or objects
whose name sounds like the item that must be memorized.
4. Organizational
 They establish qualitative relationships among the key concepts of the course.

5. Interpretive/Interpretative
 Interpretive visuals help learners in understanding the concepts or principles.
6. Transformational
 Transformational graphics are used to depict the movement or changes over
time and are often used in combination with representational visuals to
illustrate procedures and processes.
7. Relational
 Relational visuals establish quantitative relationships. Some common
examples include bar graphs and pie charts. Instead of dumping paragraphs
filled with numbers and percentages to show information, relational visuals
can be effectively used to present the same in a clear and precise manner.

THE POWER OF VISUAL CONTENT


a. 40% of people will respond better to visual information than plain text
b. Publishers who use infographics grow in traffic an average of 12% more than those who do not.
c. 80% of what is seen is retained.
d. Conversions increase by 86% when videos are used on a landing page.
e. 20% of words on a web page is read by the average user.
f. Landing pages with videos are 40 times more shareable.
TYPES OF VISUAL MEDIA PURPOSE OF VISUAL INFORMATION
 Photography  gain attention
 Video  create meaning,
 Screenshots  and facilitate retention
 Infographics
 Data visualization (charts and graphs)
 comic strips/cartoons
 memes
 visual notetaking

COMMON IMAGE FILE FORMATS


1. .JPEG (Joint Photographic Experts Group) 2. GIF (Graphics Interchange Format)
File Extensions: .jpg or .jpeg File Extensions: .gif
 Common file format for digital photos and  Animation feature
digital graphics  used for web graphics with not many colors
 Standard format  used for small icons
 Great for making small file sizes for visuals  used for simple images like line drawings,
 Compatible across MAC and PC as well as color borders, and simple illustrations
mobile devices, web browsers, and image
editors
3. PNG (Portable Network Graphics) 4. TIFF (Tagged Image File Format)
File Extensions: .png File Extensions: .tiff
 Raster graphics file format  Image format file for high-quality graphics
 Transparency feature  Used if images are being edited and layers are
 Can go on any background and still maintain needed
the appearance  High-quality digital photography
 Used for logos, flat areas of colors, transparent  Image file format preferred for scanning
images photographs and other complex imagery
5. BMP (Bitmap Picture)
File Extensions: .bmp, .dib
 handles graphic files within the Microsoft Windows OS.
 Large and uncompressed but images are rich in color
 Used for images that will be sent to print
 Best used if images’ layers are to preserve

ADVANTAGES DISADVANTAGES
 Presenting information visually is an easy way  Using visual information may be very limiting
to relay information because it makes use of because of the cost of preparation.
universal cues or signs that people are familiar  The lack of familiarity of the audience to some
with. cues and signs conveyed by the visual
 Visual information can simulate oral information may lead to misinterpretations.
communication since people may still need to
explain the data that is contained in the visual
presentation
 The use of visual information enhances
resourcefulness and creativity.

TEXT DESIGN PRINCIPLES AND ELEMENTS


The Design Principles and Elements refer to the different types of parts that can be used in the
creation of any given composition or text design. These principles and elements can be combined and
arranged in a variety of ways to create an endless variety of text designs. They may seem like obvious
categorizations but understanding them is important to enhancing your ability to utilize them in your next
design projects. Each design principle and element is discussed in detail below but for now, let us quickly
identify the elements of design.
DESIGN ELEMENTS
1. Point or Mark
 A single dot or mark that has position but is otherwise limited.
 It is a single entity and alone it can act as a focal point or a stopping point in a
composition.
 For example, a target or dartboard has a single point as its focus. Together
several points can have a leading effect where the eye naturally attempts
to "connect the dots" to create a line or form. This is known as the Gestalt
grouping principle.
2. Line
 A line is essentially a series of connected points. There are characterized by
their length, direction, and weight.
 Lines can be straight or wavy, long, or short, heavy, or soft, architectural, or
organic.
 As such, they can be utilized in a variety of ways in a composition. They can
be used to create perspective, outline a landscape, frame a composition, etc.
3. Shapes
 Are essentially closed lines.
 Are two dimensional and forms are three dimensional
 The basic two-dimensional shapes are squares, rectangles,
and triangles with the related three-dimensional forms being
cubes, bricks (the technical name is a rectangular prism), and
pyramids.
 An infinite number of other shapes exist of course, whether they are fluid
organic shapes or rigid abstract shapes.
4. Form
 are essentially three-dimensional shapes.
 the basic two-dimensional shapes are squares, rectangles, and triangles with
the related three-dimensional forms being cubes, bricks (the technical name is
a rectangular prism), and pyramids.
 An infinite number of other forms exist of course, whether they are fluid
organic forms or rigid abstract geometric forms.
5. Texture
 the appearance of surface material.
 the main differentiation between textures is that it is either rough or smooth.
 Textures suggest what a form/shape is made of and can be created using
points, lines, shapes, or colors. Unlike the other elements, the texture is both a
visual and tactile element.
6. Color and Value
 Color, also called hue, is how the eye perceives reflected light. There are
many different theories about color that are covered in more depth in the
section on color theory.
 What I will explain here are the three main components of a color: hue, value,
and saturation.
 Hue is where color is positioned on the color wheel. Technically the hue
is the color which is a design element.
 Value is the darkness or lightness of color and is a design element.
 Saturation is the intensity of a color.

7. Space
 Believe it or but in a design what you do not add can be just as important as
what you do. What I am talking about is empty space. Space is mainly used to
frame an item or object in a composition. By leaving space around something
the viewer is better able to isolate and concentrate on it without the distraction
of any other overlapping or intersecting objects.
 Space around items allows them to be 'read' more easily.

DESIGN PRINCIPLES
1. Contrast
 the difference between various elements within a design, that makes them stand out
from each other.

2. Balance
 depicts equilibrium having a formal and informal balance in any of the types such as
horizontal, vertical, or radial balance.
 Balance can be symmetrical (equal weight on either side of a centerline) or
asymmetrical (with items of different weights laid out in relation to a line that may or
may not be centered.
3. Emphasis
 will highlight focus and dominance in artwork using colors, shapes, values, and other
techniques. Conversely, it can be used to minimize how much an element stands out.

4. Proportion
 is the size and scale of a design that will determine the relationship of objects, parts,
and the whole. Larger elements tend to be seen as more important while smaller ones
are less so.

5. Hierarchy
 refers to the importance of elements within a design. The most important elements
should be appeared to be the most important, and vice versa.

6. Repetition
 provides an active movement and unity in the image. It reinforces an idea or
perception. It can be done via things like using the same format for headers, reusing
the same colors, images, or similar choices.
7. Rhythm
 takes place when colors, shapes, forms, spaces, lines, and textures are rendered
repeatedly, thus creating a visual movement in the artwork. It can be used to create a
variety of emotions, including calmness (regular rhythms) and excitement (irregular
rhythms)
8. Pattern
 can refer to the repetition of design elements. They can also refer to set standards for
how certain elements are designed (such as top navigations)

9. White Space
 or negative space, refers to areas of a design that have no design elements. This space
is important for making design uncluttered as well as for making various elements
stand out.

10. Movement
 is the way a person’s eyes travel over a design. The most important element should
lead to the next most important and so on.
 This can be done via positioning, emphasis, and other design principles.
11. Variety
 creates visual interest in a design. It can be created via typography, color, images,
textures, and virtually any other design elements. It prevents designs from becoming
monotonous and boring.
12. Unity
 is the coherence of the artwork and the relationship between the elements from
within. Each element should have a clear visual relationship with the other elements
to help communicate a clear, concise message.

GENERALIZATION
Visual message design is a symbol with meaning. There will always be a need to understand the
importance of visual media and information. Almost 65% of us are visual learners which means that we
learn most from the images that we see and the process of information in our brain is faster than those
textual contents. Moreover, the use of media in teaching attracts the attention of students. Therefore, the
use of visual media and information in school should be used effectively.
Visual media is defined as the sources of data or information in the form of visual representation.
Visual media consist of images or pictures used to represent a certain thing that is easier to understand
and easier to create using the different visual design principles and elements. But inside a classroom, the
most used visual media are pictures, videos, and infographics. The use of visual media makes a creative
approach to the learners. Admit it or not, we use to listen to the reporters in front when they are showing
pictures and the visual presentation is creative. 21st-century learners are more into photography than
textual context. We are more interested in a certain talk or conversation when there are interesting images
or videos that can easily catch our attention. Consequently, the use of visual presentation is a lot easier
than writing or typing textual content. Visual information is presenting information in terms of visual
presentation. This includes graphs, tables, diagrams, and charts.
Visuals can be used in any subject. It has been widely used than textual data. Presenting information
through visuals gains more audience and makes it more interesting. Therefore, the use of visual media
and information is important not just in academic matters, but also in everyday life.

What Is Audio?
Audio
 Sound, especially when recorded, transmitted, or reproduced. (retrarep-ed)
 The term used to describe any sound or noise in a range the human ear is capable of hearing.
There are 2 types of audio
1. Analog 2. Digital
 Traditional audio devices are analog because  In the computer, audio is processed by
they handle soundwaves in an analogous form. converting an analog signal into a digital code
using PCM (Phase Change Memory)
What is audio media?
Audio Media
 Media communication that uses audio or recordings to deliver and transfer information through
the means of sound.
 May refer to audio formats.
 May refer to analog tape cassettes and digital CDs, computer files containing audio, in any
number of digital formats.
 It was founded in 1994 as a digital recording studio by Selvakumar, a well-known musician and
personality in the Indian Film industry.
TYPES OF AUDIO INFORMATION (Audio Channels)
1. Audio Broadcast 2. Music
 live or recorded audio sent through radio  vocal or instrumental sounds combined in such
waves to reach a wide audience. a way as to produce beauty of form, harmony,
and expression of emotion.
3. Sound Recording 4. Sound Clips/ Effects
 recording of an interview, meeting, or any  any sound artificially reproduced to create an
sound from the environment. effect in a dramatic presentation (ex. sound of a
storm, or a door)
5. Audio Podcast
 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 a computer.

Nowadays, there are many ways to store your AUDIO INFORMATION


1. Cassette Tapes  magnetic tape on which sound can be recorded.
 A plastic-fabricated, circular medium for recording, storing, and
2. Compact Disk (CD)
playing back audio, video, and computer data.
 An external flash drive, small enough to carry on a key ring, that
3. USB DRIVE "Flash Drive"
can be used with any computer that has a USB Port.
 Is a small storage medium used to store data such as text,
pictures, audio, and video, for use on small, portable, or remote
4. MEMORY CARD “Flash
computing devices.
Memory Card/ Storage
card”

5. Computer Hard Drive  Secondary storage devices for storing audio file.
 websites or file repositories for retrieving audio files, and more
6. INTERNET/ Cloud precisely the files are stored in some datacenter full of servers
that is connected to the Internet.

CHARACTERISTICS OF AUDIO MEDIA


 Ideal for extending voice and music
 Costs are relatively inexpensive (compared to video)
 Good for the less literate (or aural learners/auditory learners)
 Good for the listener’s imagination
 Good for evoking emotional responses

AUDIO FILE FORMATS


MP3 (MPEG Audio  A common format for consumer audio, as well as a standard of digital
Layer 3) audio compression for the transfer and playback of music on most
digital audio players.
M4A / AAC (MPEG4  An audio coding standard for lossy digital audio compression. Designed
Audio / Advanced to be the successor of the MP3 format, AAC generally achieves better
Audio Coding) sound quality than MP3 at a similar bit rate
WAV (Waveform  is a Microsoft audio file format standard for storing an audio bitstream
Audio File Format) on PCs.
 It has become a standard file format for game sounds, among others
WMA (Windows  is an audio data compression technology developed by Microsoft and
Media Audio) used with Windows Media Player

UNITS OF SOUND
Decibels Hertz Phon
Noise of Sound measurement Unit of sound frequency Unit of subjective loudness

CHARACTERISTICS AND PURPOSES OF SOUND


1. Volume – the intensity of a sound.
2. Tone – the audible characteristic of the sound.
3. Pitch – is how high or low a sound is.
4. Loudness – refers to the magnitude of the sound heard.
PURPOSE OF A SOUND
 Give instruction or information
 Provide feedback
 To personalize/ customize
ELEMENTS OF SOUND DESIGN
1. Dialogue – speech, conversation, voice-over.
2. Sound Effects – any sound other than the music or dialogue.
3. Music – vocal or instrumental sounds (or both) combined in such a way as to produce beauty of
form, harmony, and expression of emotion.
4. Silence – means the nonexistence of music or conversation.
PRINCIPLES OF SOUND DESIGN
1. Mixing – the combination, balance and control of multiple sound elements.
2. Pace – time control, editing, order of events (linear, non-linear, or multi-linear)
3. Stereo Imaging – Using the left and right channels for depth. This refers to the aspect of
sound recording and reproduction.
4. Transition – how you get from one segment or element to another.

Types of Transitions
1. Segue 2. Cross-fade
 one element stops, the next begins (“cut” in the  one element fades out, the next fades in, and
film). they overlap on the way
3. V-Fade 4. Waterfall
 first element fades to inaudible before the  as the first element fades out, the second
second element begins. element begins at full volume. Better for voice
transitions, than for effects.

LISTENING VS. HEARING


LISTENING HEARING
 Psychological and internal process where  Physiological progression that begins from the
the brain starts to decode the sound signals eardrums until it reaches the brain.
and makes meaning from it.  The act of perceiving sound by the ear
 Requires concentration so that your brain
processes meaning from words and sentences.
 LISTENING leads to learning.

GENERALIZATION
Having a video project can eat up all your time, but no matter how beautiful the pictures are, it is still
disgusting to know that audio can be poorly recorded. According to Fiona Reid (2015) in her article, the
importance of Good Audio, “A wonderful visual experience on the other hand, is almost pointless without
a clear audio to go along with it. Imagine a video where someone is explaining how to make pancakes.
They would start with all the ingredients, mixing them in a bowl and frying them in a pan; seems …
right? But without the audio, you miss important information like what the specific ingredients are, what
temperature the pan should be and what the best flipping technique is. If you heard only the audio then
you would probably have a better idea of how to make pancakes than if you were shown the silent video.”
If the audio is used for teaching language, the recording to mixing to rendering has to be clean since
this would be the primary reference, it should have some space to offer some time for the listener to
repeat or respond to questions, as in a dialogue, Format in saving should be considered since at times, a
particular format couldn’t include extreme range, If the audio is used to draw out creative writing, then,
care should be taken in song selection and choice of proper sound system- Same goes for audio used to
feature composers’ works, music history and trends, western and non-western history, early childhood
education, sped, music and movement, music therapy, etc., Other considerations (for audio production):
Proper labelling, dating, filing, etc. needed especially for editing, credits and acknowledgements, and the
teacher has firm grasp of how to care and to use the available gadget/equipment.
In short, regardless of having a perfect video production, the viewers will keep analyzing the motion
picture if the sounds are not clear (Reid, 2015).
Generally, students enjoy listening to music so using audio media to capture their attentions and/or
to motivate them would be very effective. There are a lot of audio related activities that will help students
learn better because audio recall memories, enhance brain activity and stimulate the brain (Molyneux,
2007). The topic is very useful in developing the listening skills of students (especially for language
learning) and supports distance learning.

Motion information is relevant to the masses, particularly in the digital age today. This is the type
of media that the youth are currently exposed to nowadays, with all the television and films that are out
today, not to mention the growing number of videos that can be viewed online through streaming sites.
An advantage of motion information is that it taps text, audio, and visual information which allows it to
provide more for the audience. People can see, read and hear the message.
One can never deny the power of motion information to gather a wide audience, thanks to its
aesthetics. The use of motion media nowadays is highly effective in attracting a large number of
audiences. It is for this reason that many companies look upon television and online videos as prospective
media for their advertisements, as they are aware of the number of viewers.

MOTION MEDIA
 It is a form of media that has the appearance of moving text and graphics on a display. Its purpose
is to communicate information in multiple ways (Roblyer, 2006).
 It is also an integrated sight-and-sound kinetic media (Shelton, 2004)
 Is visual media that gives the appearance of a movement.
 Can be a collection of graphics, footage, videos. It is combined with audio, text, and /or
interactive content to create multimedia.
MOTION INFORMATION
 Motion information is basically information that comes in the form of moving text or graphics.
Media that makes use of such methods are basically called motion media.
 Unlike the forms of media mentioned earlier, motion media incorporates sight, sound, and
movement altogether.
FORMS OF MOTION MEDIA
1. Informal – created by individuals often for personal use.
2. Formal – created by professionals who follow industry standards in creating, editing, and producing
motion media.
TYPES OF MOTION MEDIA
According to Format
1. Animation – Animated GIFs (Graphic Interchange Format) Flash, Shockwave, Dynamic HMTL.
2. Video Formats/ Video Codecs – MP4, DivX, MPG, 3GP, AVI, MKV, etc.
According to Purpose
1. Education
2. Advertising
3. Gaming
According to Source
1. Personal
2. Social Media
3. Media Companies
According to Audience
 Private/ Public
 General/ Directed
CHARACTERISTICS OF MOTION MEDIA
1. It communicates a message to large, heterogeneous, and anonymous audiences;
2. It communicates the same message to mass audiences simultaneously, sometimes in public, other
times in private;
3. It embodies messages that are usually impersonal and transitory;
4. It is multisensory such that the audience’s sight and hearing are stimulated in concert. Such as a
combination of sensory stimuli forms a complex synergism that can significantly enhance
communication. This powerful double-barreled combination of dual-sense stimulation contributes
in large measure to the compelling influence of motion media;
5. It is a formal, authoritative channel of communication. Accordingly, its power in informing and
entertaining lies in the communicator’s ability to control visual and aural stimuli;
6. It is instrumental in behavior and attitude modification – that is, attitude formation, change,
conservation, and canalization (directing a performed attitude to a new direction);
7. It confers status upon issues, persons, organizations, or social movements.

DIFFERENT MOTION FORMATS


1. Film
 also called a movie or motion picture, is a series of still or moving images.
 Short Film – a trailer of a short film, ninety seconds about a surveillance expert taking on an
assignment that might be his downfall.
 Documentary Film – telling were commercialized and fast food comes from.
 Animation – a scene from the animated film
2. Motion Pictures in Television
 Television (TV) is a telecommunication medium for transmitting and receiving moving images that
can be monochrome (black-and-white) or colored, with or without accompanying sound.
a. Commercial Advertisements on TV
b. Philippine Drama
c. Reality Shows
d. Game Shows
e. Talk Shows
f. Television News
3. Interactive Video
 usually refers to a technique used to blend interaction and linear film or video.
 "Customizable “Online Interactive Videos – Customizable videos allow the user to adjust some
variables and then play a video customized to the users’ particular references. However, the user
does not actually interact with the video while it is playing.
 "Conversational “Online Interactive Videos – Conversational videos allow the user to interact
with a video in a turn-based manner, almost as though the user was having a simple conversation
with the characters in the video.
 "Exploratory “Online Interactive Videos – Exploratory videos allow the user to move through.
 Others (i.e., phone gaming, computer games, cinema) – Live stream is a live streaming video
platform that allows users to view and broadcast video content using a camera and computer
through the internet. it offers a free ad-supported service ad multi-tiered premium service.
ADVANTAGES OF MOTION MEDIA
1. Motion – better mastery of procedures, as opposed to stagnant images.
2. Processes – operations where sequential movement is needed can be shown.
3. Safe Observation – observing phenomena that might be dangerous to view directly.
4. Skill Learning – videos can be viewed over and over, so repeated observation of skills is possible.
5. Dramatization – recreations of history and personalities; observing and analyzing human relations
problem.
6. Affected Learning – films for shaping personal and social attitudes; documentaries and propaganda
films to affect attitudes.
7. Problem Solving – open-ended dramatizations can leave viewers to solve problems themselves.
8. Cultural Understanding – appreciation for other cultures by seeing video depictions of them.
9. Establishing Commonality – people with different backgrounds can discuss topics after watching a
video.
LIMITATION OF MOTION MEDIA
 Fixed Pace – cannot be interrupted, still.
 Phenomena – motion media is sometimes unsuitable to other topics such as those involving a map, a
wiring diagram, etc.
 Misinterpretation – in documentaries and dramatizations especially, intended messages are quite
deep and complex. Because of that, young viewers who lack maturity tend to misinterpret the
message.
 Cost – equipment and materials for motion media are expensive (e.g. DVD player, TV, etc.)
DESIGN PRINCIPLE AND ELEMENTS
 Capture and keep the audience’s attention by being interesting.
 Must be interesting enough to watch multiple times as commercials can be played repeatedly
throughout the program.
 Must be able to tell a compelling story.
 Keep the family of the message conscious.
CREDIBILITY OF MOTION MEDIA
Determining the Credibility of Motion Media:
 Validity of Information
 Source
 Relationship of the Author to the event
Technical Methods to Detect Fake/Tampered Video
 The smoothness of the Video – This is often detected when movements are not smooth; when
action seems to jump from one position to another as if some action was missing.
 Lighting Coverage Matches – One way to detect lighting matches is to look at the shadows; the
source of light determines the size and direction of the shadow.
 Scale and Size Consistent – Scale refers to how the size of the objects in reference to one another
is near the real thing.
If the picture is reduced or enlarged by a certain percent then all of the objects should be resized by that
percent. Objects that are far away are usually smaller than objects that are nearer.

ELEMENTS OF MOTION MEDIA


1. Speed – A fast movement gives vigor and vitality, intensifying emotions. A slow movement
connotes lethargy, solemnity, or sadness.
2. Direction – Indicates a movement from one direction to another. It can also refer to the growing
or shrinking of an object.
3. Timing – Can be objective or subjective. Objective timing can be measured in minutes, seconds,
days, etc. Subjective timing is psychological or felt.
4. Transition – used to switch between scenes.
5. Sound and Color – add meaning to the motion.
6. Blurring – in animation, blurring can provide the illusion of fast movement. In videos, it is often
used to censor information for security or decency.

GENERALIZATION
Motion media and information is important because this is the type of media that our students are
involved in very much. Our students can easily grasp the lesson by using motion media since this form of
media taps not only visual or audio but texts are also included in this form of media.
In considering the choice of motion media, appropriateness to the lesson must be considered aside
from using it to enhance learning. In chemistry, for instance, dangerous chemical reactions can be
viewed/observed by using multimedia or video. Also, many chemical reactions are easily understood by
using animations.
Motion media is also very appropriate to use to teach topics such as nanotechnology and also in
nuclear chemistry. Aside from the concepts that can be understood well with the aid of motion media, it
also creates very much available teaching tools for chemistry teachers.
Motion media is important because the movement of the combination of texts and graphics
communicates information in multiple ways. It is multisensory in such a way that it stimulates the
audience's sight and hearing.
The emotion media should produce a better engagement of pupils in the topic presented, it should
promote a deeper level of understanding to the pupils, it should improve students’ cognitive capacities of
learning from the video.
Motion media can be used in History subjects, Language Arts, Reading (Story Telling).
I want to share my thoughts about motion media minimizing the role of the teacher. Motion media
can be best used in distant learning. Motion media should not be used alone in the classroom setup,
teachers would still need to analyze, synthesize and evaluate the videos that will be presented to the class.

MULTIMEDIA INFORMATION AND MEDIA


 Refers to 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 a
combination of different types of media.

What is Multimedia?
It was derived from the words Multi means “many/multiple” and Media the distribution of tool and
information presentation.
 Is the art of using more than one medium of expression or communication.
 It is the use of a variety of artistic or communicative media.
 Multimedia means that computer information can be represented through audio, video, and
animation in addition to traditional media (examples text, graphics/drawings, images).
 Multimedia is the field concerned with the computer-controlled integration of text, graphics,
drawings, still and moving images (Video), animation, audio, and any other media where every
type of information can be represented, stored, transmitted, and processed digitally.
Multimedia is a rich medium that accommodates numerous instructional strategies. Multimedia
addresses many of the challenges of instruction in both the academic and corporate environments. It is
accessible over distance and time and provides a vehicle for consistent delivery. Multimedia can provide
the best medium with which to communicate a concept.

What is the effect of using Interactive Multimedia in disseminating different kinds of information?

ELEMENTS OF MULTIMEDIA
1. Text
 Text is the most widely used and flexible means of presenting information on-screen and
conveying ideas.
 Text files contain textual data and may be saved in plain text or rich text formats. While most text
files are documents created and saved by users, they can also be used by software developers to
store program data. Examples of text files include word processing documents, log files, and
saved email messages
 These are written or printed materials that tend to give or share ideas and information.
2. Graphics
 These are two-dimensional figures or illustrations.
 Could be produced manually (by drawing, painting, carving, etc.) or by computer graphics
technology.
 They are used in multimedia to show more clearly what particular information is all about
(diagrams, pictures, posters, and more.)
 Graphics convey different ideas in a way that is not only effective but also beautiful.
3. Audio
 They are produced by vibration, as perceived by our sense of hearing.
 In multimedia, audio could come in the form of speech, sound effects, and music scores.
 Audio engages audiences: it helps deliver information, increases the production value, evokes
emotional responses, emphasizes what is on the screen, and is used to indicate mood.
4. Animation
 The illusion of motion created by the consecutive display of images of static elements.
 In multimedia, the animation is used to further enhance/enriched the experience of the user to
further understand the information conveyed to them.
 Animations make us be able to tell stories and communicate emotions and ideas in a unique,
easy-to-perceive way that both small children and adults can understand. Animation has helped
connect people throughout the world in a way that sometimes writing and live-action films
cannot.
5. Video
 The technology used in capturing, recording, processing, transmitting, and reconstructing moving
pictures.
 Video is more towards photo-realistic image sequence / live recording as in comparison to
animation.
 Videos let you establish authority and a more personal feel for your message. You will be far
more likely to connect on an emotional level with your audience if you use video versus another
content type.

ADVANTAGES DISADVANTAGES
 Multimedia enhances the effect of text o Non-interactive – if one-way, no feedback.
presentations o Complex to create if you are not
 Improves the quality of presentation and retains knowledgeable.
the attention of the audience. o Time-consuming.
 It can be used for educational as well as o The use of multimedia is expensive video files
entertainment purposes. can be large and a long download time may
 It is quick and easier to operate for the leave some students with nothing to do.
instructor. o Sometimes, diverts students’ attention to the
 Multimedia presentations can be modified very pictures, sounds, or relevant material presented
easily. in multimedia.
 Multimedia is Entertaining as well as o Sometimes, excessive information about
Educational. certain topics leads to cognitive overload and it
 Through participation in multimedia activities, becomes difficult for the students to understand
students can learn real-world skills related to all the information presented to them.
technology. o It can be incredibly difficult for teachers to
 They will know the value of teamwork and the
monitor all the students, and some may play
importance of effective collaboration
games or surfing the web instead of focusing
techniques.
on the work at hand.
 It helps the learners to express and represent
o One concern with computers is that they can
their prior knowledge and provides them with
many learning opportunities. reduce learning demands on students. With
 It provides a non-threatening environment for a access to the web comes millions of pieces of
learner to study at their own pace. information, many of which contain answers to
 The teacher is no longer the center of attention common problems from school. Students can
as the source of information, but rather plays use computers to do less work or even cheat.
the role of facilitator, setting project goals and o As technology rapidly evolves, compatibility
providing guidelines and resources, moving between different devices can also be a
from student to student or group to group, problem when trying to move or play
providing suggestions and support for student multimedia content. Even a simple
activity. malfunction, server error, or changes between
formats, as anyone who frantically struggled to
connect a computer to an incompatible
projector before a presentation knows all too
well, can delay a presentation, or permanently
damage the information contained in the
format.

GENERALIZATION
Multimedia provides opportunities that represent, and express knowledge and it allows different
individuals to function as designers using different tools for analyzing the world. Accessing and
interpreting information, organizing professional knowledge, and representing what we to others can also
encourage deep reflective thinking and create personally meaningful learning opportunities.
Multimedia is a medium where it can combine different uses from all the other media. It is best
used to cater needs of students where it needs a differentiated approach in learning. The use of
multimedia should be considered, including the use, effectiveness, appropriateness of the multimedia
used. It can be best used in almost all disciplines/ subjects to boost and promote the effectiveness of
learning.

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