Professional Documents
Culture Documents
Literacy
Quarter 2 – Module 6:
Manipulative and Multimedia
Dimensions of Information
and Media
Media and Information Literacy
Alternative Delivery Mode
Quarter 2 – Module 6: Manipulative and Multimedia Dimensions of Information
and Media
First Edition, 2020
Republic Act 8293, section 176 states that: No copyright shall subsist in any work
of the Government of the Philippines. However, prior approval of the government agency or
office wherein the work is created shall be necessary for exploitation of such work for profit.
Such agency or office may, among other things, impose as a condition the payment of
royalties.
Borrowed materials (i.e., songs, stories, poems, pictures, photos, brand names,
trademarks, etc.) included in this module are owned by their respective copyright holders.
Every effort has been exerted to locate and seek permission to use these materials from
their respective copyright owners. The publisher and authors do not represent nor claim
ownership over them.
This module was collaboratively designed, developed and reviewed by educators both
from public and private institutions to assist you, the teacher or facilitator in helping
the learners meet the standards set by the K to 12 Curriculum while overcoming
their personal, social, and economic constraints in schooling.
This learning resource hopes to engage the learners into guided and independent
learning activities at their own pace and time. Furthermore, this also aims to help
learners acquire the needed 21st century skills while taking into consideration
their needs and circumstances.
In addition to the material in the main text, you will also see this box in the body of
the module:
As a facilitator you are expected to orient the learners on how to use this module.
You also need to keep track of the learners' progress while allowing them to
manage their own learning. Furthermore, you are expected to encourage and assist
the learners as they do the tasks included in the module.
ii
For the learner:
The hand is one of the most symbolized parts of the human body. It is often used to
depict skill, action and purpose. Through our hands we may learn, create and
accomplish. Hence, the hand in this learning resource signifies that you as a learner
is capable and empowered to successfully achieve the relevant competencies and
skills at your own pace and time. Your academic success lies in your own hands!
This module was designed to provide you with fun and meaningful opportunities for
guided and independent learning at your own pace and time. You will be enabled to
process the contents of the learning resource while being an active learner.
Answer Key
At the end of this module you will also find:
1. Use the module with care. Do not put unnecessary mark/s on any part of the
module. Use a separate sheet of paper in answering the exercises.
2. Don’t forget to answer What I Know before moving on to the other activities
included in the module.
3. Read the instruction carefully before doing each task.
4. Observe honesty and integrity in doing the tasks and checking your answers.
5. Finish the task at hand before proceeding to the next.
6. Return this module to your teacher/facilitator once you are through with it.
If you encounter any difficulty in answering the tasks in this module, do not
hesitate to consult your teacher or facilitator. Always bear in mind that you are
not alone.
We hope that through this material, you will experience meaningful learning
and gain deep understanding of the relevant competencies. You can do it!
What I Need to Know
OBJECTIVES
1
What I Know
Identify the dimensions involved in the following multimedia content. Check the
corresponding boxes.
However, we forget that long before the development of the internet, the world was
already in our fingertips, right from the very start of a person’s consciousness, and
the world comes in the form of toys. Isn’t it that children learn the basics of living
while playing, and toys are the most essential tool that allows them to feel that
sense of control, hone their creativity and widen their imagination? Even a folded
paper boat that a child sets afloat in a puddle of water becomes a massive ship
sailing the Pacific Ocean, created by the best engineer in the world. Forgive me for
being too poetic, but the concept of toys is just like any other manipulatives,
traditional or digital, for the young or for the old. They let you hold on to reality,
allow you to take control, and gain information.
This might look like a trip to a toy store, but then, everybody needs time to play.
Sort the toys to their proper bins. Take note, the bins are not labelled, so it is up to
you to determine how you will classify these toys. Enjoy!
IMAGE REFERENCES
1. "Lego ZBlocks" by sayamindu is
licensed under CC BY-SA 2.0
2. "Japan Bisque dolls" by Dressy Doll
is licensed under CC BY-NC-ND
2.0
3. "Rubic's Cube" by faruqseu is licensed
under CC BY 2.0
4. "soft toy crocodile and teddy bear" by
Steve A Johnson is licensed under CC
BY 2.0
5. "Crayon Fence" by chrismetcalfTV is
licensed under CC BY 2.0
6. "Jigsaw puzzle (detail)" by James E. Petts
is licensed under CC BY-SA 2.0
7. "finished puzzle box" by matthewvenn
is licensed under CC BY-SA 2.0
8. "Play-Doh (Flash)" by GIANTsqurl is
licensed under CC BY 2.0
9. "Wooden Hammering Toy" by
What’s New
So how did you go with the activity? Were you able to classify the toys well? There
may be various answers here, but let me share how I did it. I classified the toys based
on their purpose, which I categorize as follows:
1. Simulators – those that allow you to practice an actual task (taking care of
babies, as in the case of dolls, and pretending to be a carpenter, as in the case
of the toy hammer;
2. Builders – those that allow you to create something out of plain material, as in
the case of clay, and Lego; and
3. Puzzles – those that allow you to solve a code, as in the case of the jigsaw puzzle
and Rubik cube
I hope you can share your work with your teacher. Take note, answers may vary, but
everything points out to one thing: there is so much more in toys than play.
Every child has this particular toy that he/she would go crazy about. My favorite is
Lego. Through these tiny building blocks, my first ambition to become an architect
blossomed. (I did not become an architect, but that is another story). For me,
creating Lego houses was a pleasant experience. I got to design my little dream
houses and imitate structures I found in books. It might sound funny, but I haven’t
outgrown my love for Lego, and even to this day, my reaction upon getting hold of
these blocks is automatic. I will build a house.
I play other games too, and now, I have a confession to make: I was an addict – a
Pokemon Go addict. I just could not help it. Pokemons are cute and plenty and I just
couldn’t resist catching them all. I did not engage in Pokemon battles (even if there
was an arena a walking distance away from our house), but I spent so much time
and money loading my smart phone, walking and commuting to reach
PokeStations, gain mileage to hatch eggs, and search for wild Pokemons together
with my trainer- avatar in the augmented world. Unfortunately, (but fortunately)
my phone hanged, thus ending my Pokemon quest and my addiction.
Why don’t you share your experience on your favorite toys, both traditional and
digital? Here is a matrix for you to fill up:
MY FAVORITE MANIPULATIVES
TRADITIONAL DIGITAL
(A childhood toy or non-digital (A game app and the likes)
manipulative)
WHAT IS THE IMPACT OF THESE ON ME?
What is It
Manipulative Media
The idea that manipulatives can be used for educational purposes dates back to the
18th century, when Swiss educator Johann Heinrich Pestalozzi asserted that
learning takes place through the use of sense and physical contact. Friedrich
Froebel, the creator of the world’s first kindergarten in 1837, supported
Pestalozzi’s idea and made sure that his school are filled with play objects for his
pupils. These objects that Froebel packaged as a set of “20 gifts” were designed to
help children recognize and appreciate patterns and forms found in nature. Maria
Montessori developed this concept and came up with materials to help children
develop their sensory abilities, put them in control of the learning process, enable
them to learn through personal investigation and exploration. Lastly, Jean Piaget
theorized that children must first construct knowledge through concrete
operations before moving to formal operations. (Resnick, Martin, Berg, Borovoy,
Colella, Kramer, and Silverman, 1998)
Classification of Manipulatives
Manipulatives can be classified into two: the traditional and the digital.
Traditional Manipulatives are those that does not require any digital component to
function.
In 1996, a Japanese invented the Tamagotchi, a virtual pet simulation game. It was
meant for leisure, but the effect went beyond its goals. This is one clear proof of the
power of manipulatives to “manipulate one’s behavior.”
Read this article from the New York Times, published in 1997. As you go along,
think about your personal engagements with similar apps. Have you ever felt the
same way the “Tamagochi parents” felt, or are virtual pets today designed
differently?
A dog may be man's best friend, but a virtual pet can be a child's worst
nightmare. Children who are nurturing the tiny Tamagotchi cyberpet, a
popular Japanese digital toy that went on sale in the United States three
weeks ago, are discovering that virtual death can be nearly as traumatic as
the real thing.
Christine Glickman said her son, Keith, 9, "cried hysterically and went
crazy" when his Tamagotchi expired. Susan Gliedman described her
daughter Mia, also 9, as "extremely sad and depressed" over the demise of
her cyberpet.
The pet hatches from an egg on a liquid-crystal screen the size of a watch
face, set in a case like an egg. It requires continuous care, feeding and
attention, much as a real pet does. It expires if left unattended for more
than five or six hours during the day. Bandai, the manufacturer, says the
toy does not actually die. Instead, its life cycle ends when it sprouts wings
and, the packaging says, "returns to its home planet" millions of miles
away.
Try telling that to a teary-eyed child who has spent days caring for the toy,
who has watched it hatch from an egg and then assumed responsibility for
helping it to grow into a lively, healthy digital creature.
The toy has three control buttons and numerous icons for the many kinds
of care it needs. The creature must be fed, played with and disciplined. It
needs medicine when it is sick, and the caretaker must clean up its
droppings. It sleeps during the night, and it beeps during the day when it
wants attention. There is even a happiness meter to give feedback on the
owner's parental skills.
Dr. Sylvia Rimm, a psychologist and author of "Dr. Sylvia Rimm's Smart
Parenting" (Crown), said, "We try to bring up kids to be caring and loving,
and those are the ones who are hurt the most by this toy."
Tamagotchi, which means "cute little egg," entered the world last
November in Japan. Bandai, which also makes the Mighty Morphin Power
Rangers and knows something about mass marketing, says more than
four million Tamagotchis have been sold in Japan.
The toy was introduced in the United States at F.A.O. Schwarz on May 1
and is now at Toys "R" Us and other stores. F.A.O. Schwarz said it sold
30,000, at $17.99 each, in its stores in the first three days. QVC, the
television retailer, says it sold 6,000 in five minutes.
In Japan, where mothers tend to stay home, they often look after the
Tamagotchi during the school day.
Will Tamagotchi become a post-Beanie Babies craze? "It's safe to say it's
going to be very successful, but we don't know yet if it's going to be a
megasuccess," said Sean McGowan of Gerard Klauer Mattison, a securities
research and brokerage firm in Manhattan. "To be up there with Beanie
Babies, kids will have to collect them." (The Tamagotchi is on a key ring,
another hot item with schoolchildren.)
"It was too much work -- like a real child," her mother said.
Some high schools around the country already teach how demanding a
baby can be by giving teen-agers real eggs to carry around for a week: the
egg must go everywhere, and it is the student's job to make sure it doesn't
break.
"I can see the Tamagotchi as a teaching tool about pregnancy for young
women and men," Dr. Rimm said. "It could help them understand reality."
Today, there are much more virtual pets developed, but I believe none has had an
impact like that of the 1996 Tamagotchi design. People have learned their lesson:
trends come and go and innovations are born day by day, but in the end, we have to
keep in mind that technology is made for the good of the people.
Hunt, Nipper and Nash (2011) probed the advantages and disadvantages of
concrete and visual manipulatives in education. Here are their findings:
ADVANTAGES DISADVANTAGES
Simpler, more moveable Limited
Tactile (concrete) experience Not very challenging
adds a dimension of learning
Fosters creativity
Process is traceable
Allows trial and error
Units are easier to distinguish,
making the whole easier to
see
Easier to relate to real-world
applications
Less expensive than
digital technology
Requires more thinking
Self-paced
Multi-sensory approach
increases memory retention
Clarifies misconceptions and
builds connections concepts
and representations,
encouraging more precise
and
richer understandings
Feedback is immediate Cannot be actually touched
VIRTUAL MEDIA
Take note that this was the scenario almost a decade ago in a particular
setting about a particular function of manipulatives. This does not reflect the whole
idea of the effectiveness of concrete and visual manipulatives. In fact, there are
many other factors that can affect a person’s perception on the effectiveness of this
media, and in the case of many living the Philippines, the most relevant factor to
consider is the digital divide.
What’s More
Multimedia
We are almost in the middle of the school year, and you have realized the need for
interactive media in your studies. Do you belong to the small fraction that is
capable of learning through interactive digital platforms, or are you part of the
majority who cannot maximize the power of internet connectivity? Think about
your experiences in using interactive manipulatives and answer the questions that
follow.
What I Can Do
Identify the PRIMARY dimension of the following apps. Write text, visual, audio,
motion or manipulative. Practically, all this apps are manipulatives, but two needs
intensive manipulation to be enjoyed.
1 Spotify
2 Instagram
3 Twitter
4 Talking Tom
5 Gmail
6 Viber
7 Wattpad
8 Mobile Legends
9 YouTube
10 Pinterest
Assessment
RUBRIC
Commission on Higher Education (2016). Teaching Guide for Media and Information Literacy.
Creative Commons AttributionNonCommercial-ShareAlike 4.0 International License
Hunt, A.W., Nipper, K.L. Nipper, and Nash, L.E. (2011). “Virtual vs. Concrete Manipulatives
in Mathematics Teacher Education: Is One Type More Effective Than the Other?”
Current Issues in Middle Level Education 6(2), 1-6.
https://files.eric.ed.gov/fulltext/EJ1092638.pdf
Lawson, C. (1997). Tamagotchi: Love It, Feed It, Mourn It. The New York Times.
https://archive.nytimes.com/www.nytimes.com/library/cyber/week/052297gadge
t.html
Resnick, M., Martin, F. Berg, R. Borovoy, R. Colella, V. Kramer, K. and Silverman, B. (1998)
“Digital Manipulatives: New Toys to Think With.” MIT Media Laboratory. Retrieved
from https://web.media.mit.edu/~mres/papers/chi-98/digital-manip.html.
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