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Learning Area Empowerment Technology Grade Level 11/12

W4 Quarter Fourth Date


I. LESSON TITLE Multimedia and ICTs
II. MOST ESSENTIAL LEARNING Explore the principles of interactivity and rich content in the context of Web
COMPETENCIES (MELCs) 2.0 and the participation of the user in the online experience.
(CS_ICT11/12-ICTPT-IIk-14)
III. CONTENT/CORE CONTENT Multimedia and ICTs covering the topics of:
1. Rich content in the online environment and the user experience.
2. multimedia and interactivity
3. Web 2.0, Web 3.0, and user participation in the web.
IV. LEARNING PHASES AND LEARNING ACTIVITIES
I. Introduction (Time Frame: 30 minutes)
Since we live in a technology-driven age, we have used digital media in our everyday lives. The first reaction of the
multimedia interface is seen as we open our cell phone, perhaps using biometrics such as finger scans, facial recognition, or
perhaps by pressing the power button. You are engaging in interactive media while you play a gaming program on a computer
or a cell phone.
The interactive multimedia and its concepts will be the subject of this lecture. You will gain an understanding of the
development of immersive digital content and its relevance to ICT as the topic progresses.

LET US HAVE A SIMPLE SELF ASSESSMENT.


Provide your own thoughts or observations on the situation.
Locate at least one website portal or digital program, and then list the elements or contents that you noticed.

D. Development (Time Frame: 1 hour)


MULTIMEDIA
Multimedia is a term that refers to a set of computerized elements such as moving graphics, digital text, and audio. The film
industry makes extensive use of multimedia. It's particularly useful for creating visual effects in films and video games. Interactive
games became possible thanks to the use of graphics in the entertainment industry. In the larger world of ICT, it's critical to use
various variations of multimedia to produce material that piques people's attention.

Types of Rich and Multimedia Contents:


 Videos – Various web portals may take a video and view or expose it to the rest of the world. (For example, YouTube).
 Sound, Music, or Audio – This is one of the video's components that will help to improve the video's output. Some apps
allow you to capture and write sound, as well as share it with others. (For example, Soundcloud).
 Online games are one of the most effective ways to increase digital quality. It can now be accessed through browsers,
allowing users to play even though the software is not available on their computers. Adventure Quest, Farmville, and Candy
Crush are few examples of this.
 Online Tests – This multimedia performance is widely found in online type surveys and tests that automatically deliver a
report to the customer until completed. (Personality and IQ Tests Online).
 Courseware – This is an online course that mimics a simulated classroom. E-learning and Learning Management Systems,
for example.
 Podcasts - An episodic sequence of audio or text files streamed digitally (e.g., Stuff You Should Know, TED Talks, The Starters,
Ear Biscuits) (e.g., Stuff You Should Know, TED Talks, The Starters, Ear Biscuits).
 Vodcasts - An episodic compilation of content streamed digitally (e.g., YouTube series/shows like Video Game High School,
Good Mythical Morning).
Multimedia and Interactivity
Interactive Multimedia. It is a communication mechanism in which the user's answer is required. The outcome can be
determined by the user's interaction and inputs. It enables people to interact with other people or groups. The key goal of this
is to communicate and connect with the customer in the process.

Key points of Interactive Multimedia:


 Engage and communicate with users in ways that non-interactive media does not.
 Social media, augmented reality, and smartphones are examples of digital media.
 The Internet boom of the 1990s, as well as improved technologies such as smartphones, ushered in the age of interactive
media.
 The applications of digital technology are numerous, ranging from education and networking to video gaming.

Elements of Interactive Media:


 Moving images and graphics
 Animation
 Digital Text
 Video
 Audio

Examples of Interactive Multimedia


People are constrained by interactive technology in this modern age. You will find examples of this type of contact
anywhere you look.
 Online social networking. Interactive technology includes websites such as Facebook, Twitter, and Instagram. These
websites use graphics and text to allow users to exchange images and personal information, talk, and play games.
 Computer games. These are an additional form of interactive media. Controllers are used by players to respond to visual
and audio cues on the screen created by a computer program.
 Virtual reality, abbreviated as VR. VR provides consumers with a fully interactive environment, enabling them to immerse
themselves in an environment that is almost identical to reality. It utilized a specific headset. (e.g. 3D and 4D movies).
 Augmented Reality – our own universe becomes a context through which artifacts, pictures, or other related objects are
put. All we see in real life, and wearing a headset might not be purely appropriate (e.g. pokemon Go)
 Apps are short for 'applications,' because these are programs that can be downloaded for your handheld smartphone,
whether it is an iPhone or an Android phone – these can be free or cost a few pounds. Apps exist for nearly all, from
monitoring your sleeping habits to assisting you in discovering new cities.
 Training videos are videos used by businesses to offer situational presentations in an immersive environment in order to
educate employees in the company's activities. These training videos are often accessible on the company’s e-learning
platform.

Multimedia for events. Touchscreen monitors, virtual reality, motion sensor lights, and iPads are examples of event
technology that can be incorporated into a space. Instead of delivering a heavy sales pitch, interactive screens are a great
way to encourage visitors to engage at an exhibition or event by effectively presenting the company's product.

Learning task 1: Activity Drill 1


One of Facebook's latest functionality is the incorporation of 360-degree images, which you can shoot and record with
your phone or tablet.
Identify one subject related to nature, favorite sites, activities, or all of your interests, and then generate 360-degree
images of it on your Facebook account. Put it on Facebook and share it with your friends.
Note: while doing this activity make sure that you follow the data privacy guidelines and cybercrime law guidelines you had learned
from the previous quarter of this course.

Please click the link for the Grading Rubric: http://bit.ly/etechQ4W1R1

E. Engagement (Time Frame: 1 hour)


Learning Task 2: Scientific Review
Critique review:
Based on the lesson, name one of the software applications that has an immersive multimedia feature, such as a game,
web-based program, online tests, or others. Then supply the data needed below.
 Name of Application or website:
 Name of Developer or founder:
 Features of the Application or website:
 Discussion: how the interactive multimedia applies on it.

Please click the link for the Grading Rubric: http://bit.ly/etechQ4W1R2


A. Assimilation (Time Frame: 30 minutes)
Learning Task 3:
Answer the following questions in two or more sentences. (4 points each problem)
1. How does interactive multimedia contribute in the digital era?
2. Do you think interactive multimedia has an impact in the development of web-based application? Explain your
answer.

Please click the link for the Grading Rubric: http://bit.ly/etechQ4W1R3

Learning Task 4: Formative Assessment Time Frame: 30 minutes)


1. Quizizz Version: The teacher may create his/her own Quizizz assessment and share the link to the students
2. Zipgrade Application Version

INSTRUCTIONS: Read everything comprehensively; Choose the letter of your best answer.
Using Zipgrade answer sheet, shade the circle that corresponds the letter of your answer; No erasures.
1. This form of interactive multimedia makes use of the physical world as a
context within which objects, photographs, or other related objects are
positioned.
A. Social Networking Website B. Video Games C. Virtual Reality D. Augmented Reality
2. This interactive multimedia includes the Facebook, Twitter, and Instagram.
These sites use graphics and text to allow users to share photos and
information about themselves, chat, and play games.
A. Social Networking Website B. Video Games C. Virtual Reality D. Augmented Reality
3. An interactive multimedia which players use controllers to respond to visual
and sound cues on the screen that are generated by a computer program.
A. Social Networking Website B. Video Games C. Virtual Reality D. Augmented Reality
4. This interactive multimedia gives users a completely immersive experience,
allowing them to delve into a world that is an almost carbon copy of reality.
And it is used a specific headset
A. Social Networking Website B. Video Games C. Virtual Reality D. Augmented Reality
5. IT is a method of communication in which the program's outputs depend on
the user's inputs which affect the program's outputs.
A. Multimedia B. Interactive multimedia C. Media D. Augmented Media
6. This is an example of multimedia content in which online survey forms and
tests automatically display the results when finished.
A. Online Class B. Online Test C. Online Games D. Courseware
7. This is multimedia content that have an online course that simulate the
classroom online.
A. Online Class B. Online Test C. Online Games D. Courseware
8. This multimedia content is an episodic series of audio or text files streamed
online.
A. Online Class B. Online Test C. Podcasts D. Vodcasts
9. This multimedia content is an episodic series of video streamed online.
A. Online Class B. Online Test C. Podcasts D. Vodcasts
10. It is usually a mixture of computerized elements such as moving graphics, digital text and sound.
A. Multimedia B. Interactive Media C. Augmented Media D. Virtual Media

VI. REFLECTION (Time Frame: 30 MINUTES)


 Communicate your personal assessment as indicated in the Learner’s Assessment Card.
Personal Assessment on Learner’s Level of Performance
Using the symbols below, choose one which best describes your experience in working on each given task. Draw it in
the column for Level of Performance (LP). Be guided by the descriptions below:
 - I was able to do/perform the task without any difficulty. The task helped me in understanding the target content/ lesson.
 - I was able to do/perform the task. It was quite challenging, but it still helped me in understanding the target content/lesson.
? – I was not able to do/perform the task. It was extremely difficult. I need additional enrichment activities to be able to
do/perform this task.
Learning Task LP Learning Task LP Learning Task LP Learning Task LP
Number 1 Number 3 Number 5 N/A Number 7 N/A
Number 2 Number 4 Number 6 N/A Number 8 N/A

VII. REFERENCES AND KEY TO REFERENCES:


CORRECTION https://www.investopedia.com/terms/i/interactive-media.asp
https://madhavuniversity.edu.in/role-of-multimedia-in-information-
technology.htmlhttps://www.iberdrola.com/innovation/virtual-reality

KEY TO CORRECTION: Learning Task 4 dabcbbbcda


Prepared by: Alejandro D. Tatlonghari Checked by: Erlito B. Orlinga
Samson G. Melitante Delsife D. Canta
Rizamia E. Calipay
Joyce E. Advincula
Evelyn J. Sublay
Angelo Carlo Gulanes

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