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Media and Information Literacy


Activity Sheet
Quarter 4 – MELC 4c
Describing the Different Dimensions
of Manipulative and Multimedia
Information and Media

REGION VI – WESTERN VISAYAS


Quarter 4, Week 6
Learning Activity Sheets (LAS) in Media and Information Literacy

Name of Learner: _____________________ Grade and Section: __________________


Date: ______________________________

MEDIA AND INFORMATION LITERACY ACTIVITY SHEETS


Describing the Dimensions of Manipulative and Multimedia Information and Media

I. Learning Competency (MELC)


Describe the dimensions of manipulative and multimedia information and media

II. Background Information for Learners

MANIPULATIVE INFORMATION AND MEDIA


Definition of interactive media and interactivity:
a. 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. Interactive media engage the user and interact with him or her in a way that
non-interactive media do not. Websites and video games are two common types of
interactive media. (Definition taken from Investopedia via
http://www.investopedia.com/terms/i/interactive-media.asp)
b. 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. (Definition taken from Technopedia via
https://www.techopedia.com/definition/14429/interactivity)
c. One area where interactivity is most useful is in online training. Interactivities in this
area allow learners to interact with the course in terms of action and/or thinking.

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. Massively Multiplayer Online Role Playing Game (MMORPG) - any story-driven
online video game in which a player, taking on the persona of a character in a virtual
or fantasy world, interacts with a large number of other players.
f. Interactive websites (pools, surveys, exams, exercises)
g. 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.
h. 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.

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
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.

Some of the types of interactivity and their purposes:


a. Click on images
b. Hotspot - a special region to act as a trigger to another web page. The hotspot could
be a circle, triangle, rectangle or polygon.
c. Rollover - an image or portion of an image that changes in appearance when the
mouse cursor moves over it.
d. Tabs - clicking on them displays a relevant content with an appropriate graphic.
e. Timeline - a menu slide that branches to different events.
f. Numbers/processes - the number of clicks and the time spent in an interactive
function provide data points.
g. Slideshow - non-linear interactive slideshow where the pathway through the show is
determined by the user's interaction with it.
h. Frequently asked questions (FAQs)
i. Flip cards - a card that when clicked flips to display a description and other
information.

Emerging interactive media:


a. Interactive television - also known as ITV or iTV. A form of media convergence,
adding data services to traditional television technology. Throughout its history, these
have included on-demand delivery of content, as well as new uses such as online
shopping, banking, and so forth. ITV enables the viewer to issue commands and give
feedback information through an electronic device called a setup box. The viewer can
select which program or movie to watch, at what time, and can place orders in
response to commercials. New setup boxes also allow access to email and e-
commerce applications via internet.
b. Allow viewers to participate in games shows - viewers compete with on-screen
contestants
c. Select alternate endings to their favorite program
d. Encourage children to interact with educational programs

MULTIMEDIA INFORMATION AND MEDIA


Dave Marshall defines multimedia as “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.”

While traditional or analog media still co-exist with computer-controlled media, Savage
and Vogel (2009) assert that the contemporary definition of multimedia is mostly in the
digital form. Moreover, both trending and emerging forms of multimedia are described
as ubiquitous, interactive, massive, and immersive.

Selection Criteria
In evaluating a multimedia product, there are two major aspects that are of prime
importance: technology and content. Below are selection criteria that can be used to
evaluate multimedia:

Uses of Multi-media
• Entertainment and Fine Arts (movies and animation, interactive multimedia, others)
• Education (computer-based training courses, edutainment (blend of education and
entertainment, others)
• Engineering, Mathematical and Scientific Research (modelling, simulation, others)
• Industry (presentation for shareholders, superiors and coworkers, employee training,
advertising and marketing, others)
• Medicine (virtual surgery, simulation, others)
• Multimedia in Public Places (stand-alone terminals and kiosks in hotels, railway
stations, shopping malls, museums, and grocery stores; digital bulletin boards; others)

III. Accompanying DepEd Textbook and Educational Sites


Department of Education Philippines. (2013). K to 12 Basic education curriculum
senior high school – core subject curriculum guide. DepEd Phils.
The Commission on Higher Education in collaboration with the Philippine Normal
University. (2016). Teaching Guide for Senior High School Media and
Information Literacy. The Commission on Higher Education
IV. Activity Proper
Exercise 1: Answer the following Crossword Puzzle.

ACROSS
1. the communication
process that takes place
between humans and
computer
3. the computer-generated
simulation of a three-
dimensional image or
environment
6. a special region to act as
a trigger to another web
page
8. a menu slide that
branches to different events
9. clicking on them displays
a relevant content with an
appropriate graphic
10. non-linear interactive
slideshow where the
pathway through the show is
determined by the user's
interaction with it
DOWN
2. an image or portion of an
image that changes in
appearance when the mouse cursor moves over it
4. a method of communication in which the program's outputs depend on the user's inputs
5. a television display technology that enables a three-dimensional effect
7. a card that when clicked flips to display a description and other information

Exercise 2: Answer the following Crossword Puzzle.

ACROSS
2. author of the multimedia product
3. this comprises the text, sound, images,
animation of the multimedia
5. the possible users of media

DOWN
1. objectives of the multimedia product
4. the field concerned with the computer-
controlled integration of text, graphics,
drawings, still and moving images (video),
animation, audio, and any other media
Exercise 3:
Supply the missing word that is defined in each number. Choose your answer from the
list.

analog media FAQs RPG social media


hotspot interactivity MMORPG online gaming
online shopping 3D TV timeline mobile apps

______________1. 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
______________2. is related to and stems from the term interaction used by
sociologists, which is the actions of at least two individuals who exchange or interplay
______________3.  a form of electronic commerce which allows consumers to directly
buy goods or services from a seller over the Internet using a web browser 
______________4.  playing a video game (ubiquitous  in an online platform) that is
either partially or primarily played through the Internet or any other computer
network available
______________5. is a type of application software designed to run on a mobile device,
such as a smartphone or tablet computer to provide users with similar services to those
accessed on PCs
______________6. 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
______________7. any story-driven online video game in which a player, taking on the
persona of a character in a virtual or fantasy world, interacts with a large number of
other players
______________8. a list of questions and answers relating to a particular subject,
especially one giving basic information for users of a website
______________9.  typically a graphic design showing a long bar labelled with dates
paralleling it to display of a list of events in chronological order
______________10. a computer-based technology that facilitates the sharing of ideas,
thoughts, and information through the building of virtual networks and communities

Exercise 4:
Write TRUE if the statement is correct and write FALSE if the statement is wrong.
______________1. Multimedia is useful in the field of Engineering, Mathematical and
Scientific Research through modelling, simulation, and others.
______________2. Online shopping is the fastest, easiest and the most reliable way to
shop.
______________3. Social media gives a voice to who your brand is.
______________4. Keep your personal information private when playing online games.
______________5. Parental guidance is advised for very young children playing online
games.
______________6.
______________7. You don’t have to worry about reputation management in social
media as long as your products are likeable, relatable and are delivered on time.
______________8. Online gaming is safe for kids. In fact, it actually teaches them to be
clever.
______________9. It’s okay to create hate posts when you are angry. The social media
is after all, an outlet for emotions.
______________10. Video games are designed to minimize the hurdles to repeat play
and maximize enjoyment. 

Remember:

The emergence of interactive/manipulative and multimedia has changed the way


we communicate – life has become easier and faster, allowing us not only to be
more efficient and more flexible, but this phenomenon has also given us more
choices and options to go about our daily lives. However, as consumers and
producers of interactive and multimedia dimensions of information and media, we
must fully understand that the perks of using these technologies have equally
massive disadvantages as they can be misuse and are subject to threats and
abuse.

V. Reflection
In not less than 5 sentences, write the advantages and the disadvantages of interactive
multimedia media.
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VI. Answer Key

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