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Media and
Information
Literacy
Quarter 2 – Module 11:

Evaluating Creative Multimedia


Form

Introductory Message

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What I Need to Know
This module was designed and written with you in mind. It is here to help you
master the Evaluating Creative Multimedia Form . The scope of this module
permits it to be used in many different learning situations. The language used
recognizes the diverse vocabulary level of students. The lessons are arranged to
follow the standard sequence of the course. But the order in which you read them
can be changed to correspond with the textbook you are now using.

The module focus on learning outcome, namely:

LO 1 – Evaluate a creative multimedia form. (MIL-11/12MM-IVij-26)

After going through this module, you are expected to:

a) Determine the use of media in creative way; and


b) Assess how meaning is strengthen in creative multimedia
Form.

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Definition of Terms

Archives
A place in which public records or historical materials are kept.
Digital Library
A special library with a focused collection of digital objects that can include text,
visual material, audio material, stored as electronic media formats along with
means for organizing, storing and retrieving the files and media contained in the
library collection.

Digital museum

A collection of digitally recorded images, sounds files, text documents, and other
data of historical, scientific, or cultural interest that are accessed through
electronic media.

Electronic Portfolio
A record of things that the owner has done over a period of time in an electronic
format.

Museum
A building in which interesting and valuable things are collected and shown to the
public.

Theatre
A building or outdoor area in which plays and other dramatic performances are
given.

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Lesson
Evaluating Creative
20 Multimedia Form
Media and other information providers play a central role in information and
communication processes. Nowadays, media become the common outlet of
selfexpression and creativity. Its huge influence spreads speedily across the globe.
The connection between technological advances and people’s connectivity created a
huge impact on the lives of today’s generation. This module covers all the above-
mentioned concepts.

What’s In

Being literate with the use of media is an important skill that needs to be developed
in order to evaluate the reliability, validity, usability and accuracy of an information
retrieved from various media sources. Each media source presents, produces, and
distributes information in either formal or informal way.

In addition, evaluating information coming from a more creative form brings critical
thinking skills into a higher level.

To learn more of the lesson, let us take a look on the next activity.

Notes to the Teacher


Stress to the students how media innovations bridge learning in a
creative way.

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What is It

MULTIMEDIA FORM

As defined, multimedia is a combination of text, graphic, audio, animation and video


that is delivered interactively to the user by electronic or digitally manipulated
means. However, other forms can also be used to present an information such as
museums, theatre and electronic portfolio. The above mentioned forms were first
used in the 20th century as a platform of information delivered in a creative way. As
time passed by, bringing technology allows people to experience first-hand
information. Electronic portfolio (E-portfolio) is a record of things that the owner
has done over a period of time. (UNESCO, 2011). CLEMSON University published an
article titled “The What, Why and How of ePortfolios” (2020), which states the
following:
An ePortfolio is a collection of work (evidence) in an electronic format that showcases
learning over time.

An ePortfoloio may contain all or some of the following:

Files of various formats (text, pictures, video, etc.)


Evidence related to courses taken, programs of study, etc.
Writing samples (which might include several drafts to show development and
improvement)
Projects prepared for class or extracurricular activities
Evidence of creativity and performance
Evidence of extracurricular or co-curricular activities, including examples of
leadership
Evaluations, analysis and recommendations

Types of ePortfolios

Showcase/Professional ePortfolios — These ePortfolios are primarily a way to


demonstrate (showcase) the highlights of a student’s academic career.

Learning ePortfolios — These portfolios are typically created by a student as part


of a course as a way to demonstrate learning and the learning process. These
portfolios are often shared with other students to elicit peer feedback. Learning
portfolios support the idea of formative feedback as an essential part of the learning
process.

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Another creative media form in today’s time is the Digital museum, a platform that
utilizes computer and information technology on which cultural relics and
historical collections can be preserved and displayed in digital format.
An article titled “Media Technology and Museum Display: A Century of
Accommodation and Conflict” (n.d) by Alison Griffiths included the following
information on digital museums.

Since the mid-1980s, electronic media have assumed an ever greater presence in
museums of science, technology, natural history, and art.[1] For the most part,
museum directors and curators have embraced new interactive technologies for
their promise to democratize knowledge, to offer contextual information on exhibits,
and to boost museum attendance. Corporate sponsors and donors of museum
technology are interested in new media for their own reasons; with their logos
emblazoned on interactives kiosks and published gallery guides, corporations have
been increasingly active in sponsoring shows, specific gallery spaces, or donating
equipment.[2] Museum visitors, especially children and young adults,[3] have
frequently responded enthusiastically to interactive exhibits, even coming to expect
them as an integral part of the museum experience.[4] Curators supporting the new
technology argue that interactive CD-ROM stations offers flexibility and new
solutions to the problem of representing complex ideas and processes; as Kathleen
McLean argues: "They can activate an otherwise static exhibition with sound and
moving images; provide a variety of view points; engage visitors in multi-layered
activities; and encourage and support interaction among people in an
exhibition."[5]

Digital technologies have found a home in the modern museum in the forms of
interactive touch-screen kiosks, CD-ROMs, computer games, large-screen
installations and videowalls with multiple images, digital orientation centers,
"smart badge" information systems, 3-D animation, virtual reality, and increasingly
sophisticated museum web sites.[6] Such technologies have changed the physical
character of the museum, frequently creating striking juxtapositions between
nineteenth-century monumental architecture and the electronic glow of the
twentyfirst-century computer screen. Via the World Wide Web, the museum now
transcends the fixities of time and place, allowing virtual visitors to wander through
its perpetually deserted galleries and interact with objects in ways previously
unimagined.

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Tokyo Museum Animal Museum (Australia)

Source:https://www.smithsonianmag.com/smart Source:https://museumsvictoria.com.a
m
-news/interactive
-digital-art-museum-opens- elbournemuseum/wh
u/ s-on/wil
/
tokyo-180969439 at d

ePortfolio Motion Theatre

Source:https://www.pinterest.ph/amp/pin Source:https://www.franzandfriends.tw/en
/IMT.html415738609325364208

The images above depict how media integrate into different platform in disseminating
information.

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