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NURTURE / NAMNAM

Lesson
Principles of Interactivity and Rich Content
1
Interactivity

Interactivity is said to be the communication process between human and computer


software. A web browser is a common interactive program that most people deal with because
during the online session, web browser is the only interactive application that the user deals with.
Game is the most constant form of interactivity because from time to time it needs continuous
human interaction. Nowadays, there are abundant online games, quiz and test software, and
courseware available on the web that offers and maximizes interactivity. Currently, the whole
world is hooked with Pokemon Go, Dota, and clash of clans which are the most popular example
of online games that utilizes interactivity. These games consist of multimedia and actions /
commands that facilitates interactivity which provides a full online user experience.
Interactive means that the user or audience has control over the program or presentation.
Principles of Interactivity
1. Embed rich media artifacts, as reference points, directly in the virtual discussion space to
stimulate in-depth and meaningful discussion among the participants.
2. Allow each user to have his or her own full control on the embedded artifacts so that he or
she can pinpoint specificities of those artifacts, share those specificities with others, and
ask others to discuss those specificities.
3. Involve one or more moderators in forum or chat to help only organize concurrent
discussion threads but also encourage the participants to attend to critical features of
practice, to propose alternatives, to comment on alternatives, to talk about tactics, and so
forth.
4. Consider the user’s technology experience when assigning chat and forum conditions:
forums may be more suitable than chat for users with less experience in using technology.
5. Consider the user’s teaching experience when assigning chat and forum.

Principles of Interactive Multimedia


Multimedia are those with rich graphical and textual elements along with video and/or
sound. It may be hosted or delivered by a CD ROM, website, projector (movie) or other form of
delivery like an iPhone. It is typically user-centered and has the ability to be browsed and/or
navigated.
Specifically, multimedia is:
• Typically defined by user control
- User controls path via navigation
- User controls time in program and exit time
• Media is more illustrative and metaphorical
- Communicates messages through graphics
• Addresses multiple modalities, or type of information transfer
• Usually has an orienting effect for user
- Providing help
- Illustrating navigation and program features
• Linear or non-linear
- Linear like a page turner, non-linear with random features
• Promotes encoding of stimulus by dual coding
- Dual coding means bringing information in on two channels at the same time; increases
transfer to long-term memory
- Involves graphics (one coding) and text (one coding) or other combination of media
formats
• Promotes active learning through use of multimedia
How then can you engage your participants online?

Tip: Imagine clients as your audience/stakeholder.

TEST / TALAB
You’ve Got an Idea. On the given categories below, give at least 3 examples and provide their
URL.
1. Video and audio websites
2. Online games
3. Online tests/courseware

REINFORCE / RUBDOB
Forced Relationship. Fill up the diagram below by distinguishing the similarities and differences
of DOTA and MOBILE LEGEND. Then, answer the questions on the proceeding section.

DOTA MOBILE LEGEND

1. What do you think are the principles of interactivity depicted in the online game stated
above?

2. What are the interactive media utilized on the online games? Explain each.

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