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54 views9 pages

Name of Learner: - Quarter 1: Week 6 Section: - Date

mil

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fajardodvn
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Media and Information Literacy

Name of Learner:_______________________ Quarter 1: Week 6


Section:_______________________________ Date:____________

DIFFERENT RESOURCES OF MEDIA AND INFORMATION: TEXT, VISUAL, AUDIO, MOTION,


MANIPULATIVE AND MULTIMEDIA

I. Background Information for Learners

Media and information increase every day and it becomes so abundant that it can be found
anywhere, anytime especially in the booming era of data and information explosion. Becoming
media and information literate individuals will test our patience on how we deal with information and
misinformation. This week, we will focus on the different resources of media and information Text,
Visual, Audio, Motion, Manipulative and Multimedia.

TEXT INFORMATION AND MEDIA

Text – a simple and flexible format of presenting information or conveying ideas whether hand-
written, printed or displayed on-screen. 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).

Typeface (also called font, font type, or type) refers to the representation or style of a text in the
digital format.

Design Principles and Elements

a. Emphasis - When trying to make a point or highlighting a message, you can make the text
bold, italicized, have a heavier weight, darkened or lightened (depending on your
background color) or enlarged.
b. Appropriateness - refers to how fitting or suitable the text is used for a specific audience,
purpose or event.
c. Proximity - refers to how near or how far are the text elements from each other.
d. Alignment - refers to how the text is positioned in the page. This can be left, right, center or
justified.
e. Organization - Organization ensures that while some text elements are separated from
each other, they are still somehow connected with the rest of the elements in the page.
f. Repetition- concerns consistency of elements and the unity of the entire design. Repetition
encourages the use of repeating some typefaces within the page.
g. Contrast- creates visual interest to text elements. When you place a white text on a very
light yellow background, contrast is not achieved and the text will be difficult to read, but
when you put a white text on a dark brown background, contrast is created.

VISUAL INFORMATION AND MEDIA

Visual media and information – 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 notetaking, etc.
 Purpose of visual information – the primary purpose of visual information is to gain attention,
create meaning, and facilitate retention.

Visual Design Elements

a. Line – describes a shape or outline.


b. 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.
c. Value – the degree of light and dark in a design.
d. Texture – the way a surface feels or is perceived to feel.
e. Color – determined by its hue (name of color), intensity (purity of the hue), and value
(lightness or darkness of hue).
f. Form – a figure having volume and thickness. An illusion of a 3-dimensional object can be
implied with the use of light and shading.

AUDIO INFORMATION AND MEDIA

Audio – Sound that is recorded, transmitted and/or reproduced.


Audio media - Media communication using audio or recordings to deliver and transfer information
using sound.

Types of Audio Information

a. Radio broadcast - live or recorded audio sent through radio waves to reach a wide
audience.
b. Music - vocal and/or instrumental sounds combined in such a way as to produce beauty of
form, harmony, and expression of emotion.
c. Sound recording - recording of an interview, meeting, or any sound from the
environment.
d. 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.
e. 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.

Characteristics of Sound

a. Volume – intensity of a sound.


b. Tone – the audible characteristic of a sound.
c. Pitch – how high or low a sound is.
d. Loudness – refers to the magnitude a sound is heard.

Purposes of Audio Media

a. Give instruction or information


b. Provide feedback
c. To personalize or customize
MOTION INFORMATION AND MEDIA

Motion media – a visual media that gives the appearance of movement. It can be a collection of
graphics, footage or video. It is combined with text, audio or interactive content to create multimedia.

Types of Motion Media

According to format:

a. Animations - animated gifs (Graphic Interchange Format), Flash, Shockwave, Dynamic


HTML
b. Video formats/Video Codecs - motion media use large resources. Codecs compresses and
decompresses video files. Examples are H.26N series, Quicktime, DivX, MPG, MP4

According to purpose: Education, entertainment, advertising


According to source: Personal, social media, media companies
According to audience: private or public; directed or general

Elements of Motion Media

a. Speed can be constant or variable. The tone of the movement can be highlighted by the
speed coupled with music. A fast movement gives vigor and vitality, intensifying emotions.
A slow movement connotes lethargy, solemnity or sadness.
b. Direction can indicate a movement from one direction to another. It can also refer to the
growing or shrinking of an object.
c. Motion Path refers to the route that the object will take. It shows the change in direction of
a movement.
d. Timing can be objective or subjective. Objective timing can be measured in minutes,
seconds, days, etc. Subjective timing is psychological or felt. Timing can be used to clarify
or intensify the message or the event.

Design Principles in Creating Movement

a. Speed, direction and timing should depict natural laws of physics.


b. Timing affects recall. Fast movement sends much information Slow movement provides
emphasis and lasting recall.
c. Transitions are used to switch between scenes. It is important to know which type of
transition to use as this sets the tone for the next event and should provide a smooth
connection from one event to another.
d. Sound and color add depth and meaning to movement.
e. Cartooning your graphic and text provides dynamic movement. This can be done by using
the following movements: stretching, rotating, squashing
f. Blurring can be used in different ways. In animation, blurring can provide the illusion of fast
movement. In videos, it is often used to censor information for security or decency.

MANIPULATIVES / INTERACTIVE INFORMATION AND MEDIA

Interactivity – 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.
Interactive Media – 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.

Different Platforms of Interactive Media:

a. 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.
b. 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.
c. 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.
d. 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.
e. Interactive websites (pools, surveys, exams, exercises)
f. 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.
g. 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. Relate this topic to their output in the previous activity.

Different ways of interacting with the Internet:

a. Online shopping - compare prices; compare features of similar items; add to cart; choose
payment type; track delivery; get advice from experts; search products; check local
availability; get product recommendations.
b. Online gaming - choose a game; play with computer; play with others; choose a level, in-
game customization, etc.
c. Online classes - interact with content; interact with instructors; interact with classmates.
d. Chat - group chat; search groups; search friends; translate language.
e. News and information - exchange information; give reaction; news on demand; monitor
views.
f. Videos - choose your own adventure; get multimedia content; experience game elements.

MULTIMEDIA INFORMATION AND MEDIA

Multimedia information – A combination of different media format such as text, audio, graphics,
drawings, photos and videos where every type of information can be represented, stored,
transmitted and processed digitally. (ex. documentaries)

Advantages:

 It is multi sensorial. It uses a lot of the user’s senses while making use of multimedia, for example
hearing, seeing and talking.
 It is integrated and interactive. All the different mediums are integrated through the digitization
process. Interactivity is heightened by the possibility of easy feedback.
 It is flexible. Being digital, this media can easily be changed to fit different situations and
audiences.
 It can be used for a wide variety of audiences, ranging from one person to a whole group.

Disadvantages:

 Information overload. Because it is so easy to use, it can contain too much information at once.
 It takes time to compile. Even though it is flexible, it takes time to put the original draft together.
 It can be expensive. Multimedia makes use of a wide range of resources, which can cost you a
large amount of money.
 Takes up too much storage. Large files like video and audio has an effect of the time it takes for
your presentation to load. Adding too much can mean that you have to use a larger computer to
store the files.

II. Learning Competency with codes

Describe the different dimensions of text information and media. MIL11/12TIM-IVb-3


Describe the different dimensions of visual information and media MIL-11/12VIM-IVc-7
Describe the different dimensions of audio information and media. MIL-11/12AIM-IVd-11
Describe the different dimensions of motion information and media. MIL11/12MIM-IVef15
Describe the different dimensions of manipulatives / interactive media. MIL-11/12MPIM-IVgh-19
Describe the different dimensions of multimedia information and media. MIL11/12MM-IVij-23

III. Instructions
A. FILL ME UP
Direction: Fill-up the diagram below showing the relationship of the words inside the box, then write
a short paragraph for brief explanation.
Diagram:
WORDS
1.
1. People 5. Visual
2. Multimedia 6. Manipulative
2.
3.
3. Audio 7. Motion
4. Text
7.
4. 5.
Explanation:
6. ____________________________________________________
____________________________________________________
____________________________________________________
____________________________________________________

Criteria 2 3 4 5 Score

Addressing the The answer poorly The answer is The answer is focused The answer is focused,
question/Topic addresses topic and focused on topic and on the topic and purposefully and reflects clear,
includes irrelevant includes few loosely includes relevant ideas. accurate, and concise ideas.
ideas. related ideas
Clarity of Answer lacks clarity, Answer displays basic Answer displays basic Answer displays basic knowledge,
Thought emits significant facts, knowledge but lacks knowledge and relevant clarity of thought, depth of
or is incomplete. completeness. insights. reflection and insight.
B. WHO AM I?

Direction: Based on Text and visual media design principle, make an infographic about yourself.
Use any computer software if available. If not, make a draft on a long bond paper by drawing and
designing your own infographics. Once you are done, answer the table below.
Below is an example of infographic design.

COMPONENT GUIDE QUESTIONS ANSWER


Target Who is the intended
Audience audience?
Author Who made the infographic?
Purpose What is the purpose?
Key Content What is the topic/message?
What are the facts?
Form/style How was the information
presented?
Did it make use of
appropriate design
elements and principles?
Medium / Is this the best platform to
Format use? Why?

RUBRICS FOR SCORING INFORGRAPHICS


C. COMPLETE ME
Direction: Complete the crossword puzzle below.

D. DRAW ME!
Direction: On a separate long bond paper, create a simple story board about bullying. Follow the
format below. Inside the box, draw the key scenes and on the lines below, write the details.

__________________________________________ __________________________________________
__________________________________________ __________________________________________
__________________________________________ __________________________________________
__________________________________________ __________________________________________
__________________________________________ __________________________________________
__________________________________________ __________________________________________
______________________________ ______________________________
______________________________ ______________________________

__________________________________________ __________________________________________ __________________________________________ __________________________________________


__________________________________________ __________________________________________ __________________________________________ __________________________________________
__________________________________________ __________________________________________ __________________________________________ __________________________________________
______________________________ ______________________________ ______________________________ ______________________________
RUBRICS FOR SCORING STORY BOARD

IV. Reflection:

A. What I’ve learned and enjoyed in the lesson:

______________________________________________________________________________
______________________________________________________________________________
________________________________________________________________________

V. References:

Pimentel, Christopher. Teaching Guide for Senior High School Media and Information Literacy.
https://www.academia.edu/39154647/Teaching_Guide_for_Senior_High_School_MEDIA_AND_IN
FORMATION_LITERACY_CORE_SUBJECT
Robins, W. (2008). The Non-Designer’s Design Book: Design and Typographic Principles for the
Visual Novice. Peachpit Press.
Parekh, R. (2006). Principles of multimedia. Tata McGraw-Hill Education.
Wilson, Carolyn; Grizzle, Anton; Tuazon, Ramon; Akyeampong; Kwan; Sheung, Chi-Kim (2011).
Media and Information Literacy: Curriculum for Teachers. UNESCO Press ISBN 978-92-3-104198-
3 (EN); 978-959-18-07; 978-959-18-0787-8 (ES)
https://worksheets.theteacherscorner.net/make-your-own/crossword/crossword.php

Prepared by:

RINA JANE M. CABALLERO


SST-I
ANSWER KEY:

A.

C.

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