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LEARNING PLAN

SUBJECT: TLE 10 LESSON NO.: 2 SCHOOL YEAR: 2023-2024


GRADE: 10 TOPIC: Introduction to GRADING: 1st Quarter
Multimedia
AUTHOR: Joevel F. Quezon
DURATION: September 11-
October 11, 2023
CONTENT STANDARDS
The learner demonstrates understanding and underlying principles of multimedia and its components

PERFORMANCE STANDARDS
The learner demonstrates understanding of the impact of multimedia in daily life

LEARNING COMPETENCIES
The learner …
 Defines multimedia and its components
 Identify the features and applications of multimedia
 Explains how each multimedia form influence industries or aspects of daily life
ESSENTIAL QUESTION AND ENDURING UNDERSTANDING (EQ AND EU)
EQ: How does the convergence of different media forms contribute to the creation of engaging and
impactful multimedia content?
EU: Understanding how different types of media work together in multimedia helps create engaging
experiences on digital platforms.
RESOURCES
 Multimedia System, Introduction to Multimedia, WordPress 2023, Retrieved September 11, 2023,
https://maiaangel03.wordpress.com/author/maiaangel03/
 Introduction to Multimedia, Multimedia and Animation, Maharana Pratap Polytechnic 2020,
https://mppolytechnic.ac.in/mp-staff/notes_upload_photo/CS154Chp1-
Introductiontomultimedia.pdf
 Multimedia Introduction, Definition of Multimedia, TutorialsPoint,
https://www.tutorialspoint.com/multimedia/multimedia_introduction.htm

EXPLORE

This unit is about: Introduction to Multimedia


Consider this question: How does multimedia impact our daily life and our sharing
of information?

Map of Conceptual Change:


Topic: Introduction to Multimedia
What I know What I need to learn What I have learned

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Video: What is Multimedia?
https://www.youtube.com/watch?v=xS4go60EJEI

To give us a headstart for this lesson, let’s watch this YouTube video.

Multimedia has become an inevitable part of any presentation. It has found a


variety of applications right from entertainment to education. The evolution of
internet has also increased the demand for multimedia content.

So without further ado, let’s proceed with our lesson on Multimedia.


LEARNING
COMPETENCY FIRM-UP
LC1 Defines First of all, what is Multimedia and what is it all about?
multimedia and
its components Let’s break up the terms for a better and clearer understanding.

Learning Multi - means more than one, or multiple


Targets: Media - means conveying information, or distribution tools and information of text,
audio, video, image, voice, graphic, and more.
I can define
multimedia Multimedia is a representation of information in an attractive and
terminologies interactive manner with the use of a combination of text, audio, video,
graphics and animation. In other words, we can say that Multimedia is a
computerized method of presenting information.

I can Components of Multimedia


enumerate the • There are five common components of multimedia:
components of
multimedia 1. Text
• Characters that are used to create words, sentences, and paragraphs.
• Text can easily be overlooked, but it is still the most fundamental element and
most effective way to communicate in multimedia.

2. Audio
• It is music, speech, or any other sound.
• Sound can enhance your website design and social media platforms.
• It is a multimedia application that uses dialogue, recorded narration, music and
sound effects.
• These are called the audio or sound elements.

3. Video
• Photographic images that are played back at speeds of 15 to 30 frames a second
and the provide the appearance of full motion.
• Video is a visual multimedia application that combines a sequence of images to

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form moving pictures and sound.

4. Graphics
• A digital representation of non-text information, such as a drawing, chart, or
photograph.
• Graphics are an important part of multimedia because humans are visually
oriented.
• Images including photographs, illustrations, drawings, clip art, icons or any other
non-text elements on a website or in social media are an example of graphics.

5. Animation
• Flipping through a series of still images. It is a series of graphics that create an
illusion of motion.
• Animated elements are common multimedia applications.
• Animation is a series of images put together to give the effect of movement.

I can compare Advantages of multimedia


the advantages • It can be used to help the student and teacher to teach as well as to learn the
to given topics easily.
disadvantages • It can be used to spread knowledge all over the world in a low cost.
of multimedia • It can be used for any subjects and for anyone.
• Multimedia system is generally very interactive. So, it is interesting and easy to
use.

Disadvantages of multimedia
• Lost in cyberspace.
• Lack of structure.
• Non- interactive – if one way, no feedback.
• Complex to create.
• Time consuming.

Scaffold for TRANSFER 1


Activity 1 (Individual Work)
Instructions: Answer the following questions and discuss with explanations it in the
whole class.
1. What element/s of multimedia do you use the most?
2. Which element/s do you enjoy for leisure and relaxation?
3. Which element/s do you find most challenging/complicated?
4. As a student, how important is using multimedia to you?
5. Do you have any recommendation/new ideas to improve or create a new
multimedia element?

Features of Multimedia
LC2 Identify the Multimedia presentations may be viewed in person on stage, projected,
features and transmitted, or played locally with a media player.
applications of  A broadcast may be a live or recorded multimedia presentation. Broadcasts
multimedia and recordings can be either analog or digital electronic media technology.
 Digital online multimedia may be downloaded or streamed. Streaming
Learning multimedia may be live or on-demand.
Targets:
Multimedia games and simulations may be used in a physical environment
I can identify with special effects, with multiple users in an online network, or locally with an
features of offline computer, game system, or simulator. Enhanced levels of interactivity are
multimedia made possible by combining multiple forms of media content but depending on
what multimedia content you have it may vary, online multimedia is increasingly
becoming object-oriented and data-driven, enabling applications with collaborative

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end-user innovation and personalization on multiple forms of content over time.
Examples of these range from multiple forms of content on web sites like:
 photo galleries with both images (pictures) and title (text) user-updated
 to simulations whose co-efficient
 events
 illustrations
 animations or videos are modifiable, allowing the multimedia “experience” to
be altered without reprogramming.

I can simulate Applications of Multimedia


real life Multimedia finds its application in various areas including, but not limited to,
application of advertisements, art, education, entertainment, engineering, medicine,
multimedia mathematics, business, scientific research and spatial, temporal applications. A
few application areas of multimedia are listed below:

 Creative industries
Creative industries use multimedia for a variety of purposes ranging from
fine arts, to entertainment, to commercial art, to journalism, to media and
software services provided for any of the industries listed below. An individual
multimedia designer may cover the spectrum throughout their career. Request for
their skills range from technical, to analytical and to creative.

 Commercial
Much of the electronic old and new media utilized by commercial artists is
multimedia. Exciting presentations are used to grab and keep attention in
advertising. Industrial, business to business, and interoffice communications are
often developed by creative services firms for advanced multimedia presentations
beyond simple slide shows to sell ideas or liven-up training. Commercial
multimedia developers may be hired to design for governmental services and
nonprofit services applications as well.

 Entertainment and Fine Arts


In addition, multimedia is heavily used in the entertainment industry,
especially to develop special effects in movies and animations. Multimedia games
are a popular pastime and are software programs available either as CD-ROMs or
online. Some video games also use multimedia features. Multimedia applications
that allow users to actively participate instead of just sitting by as passive
recipients of information are called Interactive Multimedia.

 Education
In Education, multimedia is used to produce computer-based training
courses (popularly called CBTs) and reference books like encyclopedia and
almanacs. A CBT lets the user go through a series of presentations, text about a
particular topic, and associated illustrations in various information formats.
Edutainment is an informal term used to describe combining education with
entertainment, especially multimedia entertainment

 Engineering
Software engineers may use multimedia in Computer Simulations for
anything from entertainment to training such as military or industrial training.
Multimedia for software interfaces are often done as collaboration between
creative professionals and software engineers.

 Industry
In the Industrial sector, multimedia is used as a way to help present
information to shareholders, superiors and coworkers. Multimedia is also helpful

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for providing employee training, advertising and selling products all over the
world via virtually unlimited web-based technologies.

 Mathematical and Scientific Research


In Mathematical and Scientific Research, multimedia is mainly used for
modeling and simulation. For example, a scientist can look at a molecular model
of a particular substance and manipulate it to arrive at a new substance.
Representative research can be found in journals such as the Journal of
Multimedia.

 Medicine
In Medicine, doctors can get trained by looking at a virtual surgery or they
can simulate how the human body is affected by diseases spread by viruses and
bacteria and then develop techniques to prevent it.

 Multimedia in Public Places


In hotels, railway stations, shopping malls, museums, and grocery stores,
multimedia will become available at stand-alone terminals or kiosks to provide
information and help. Such installation reduce demand on traditional information
booths and personnel, add value, and they can work around the clock, even in the
middle of the night, when live help is off duty.
A menu screen from a supermarket kiosk that provide services ranging from meal
planning to coupons. Hotel kiosk list nearby restaurant, maps of the city, airline
schedules, and provide guest services such as automated checkout.
Printers are often attached so users can walk away with a printed copy of the
information. Museum kiosk are not only used to guide patrons through the
exhibits, but when installed at each exhibit, provide great added depth, allowing
visitors to browser though richly detailed information specific to that display.

Question: Can you recall personal encounters of these different application of


multimedia?

Activity 2: Group Work


Instruction:

LC3 Explains These descriptions provide a clear understanding of each multimedia component
how each and how they influence both daily life and industry:
multimedia form
influence 1. Text
industries or Influence on Daily Life: Text is the foundation of communication in daily life, used
aspects of daily in written communication such as messages, emails, articles, and social media
life posts.
Influence on Industry: In industries like publishing, journalism, and advertising,
text is crucial for conveying information, advertising products, and creating
engaging content.

2. Audio
Influence on Daily Life: Audio enriches daily experiences through music, podcasts,
and sound effects in movies and games, providing entertainment and enhancing
communication.
Learning Influence on Industry: In industries such as music production, radio broadcasting,
Targets: and film, audio plays a vital role in creating engaging content and conveying
I can identify messages effectively.
common
multimedia 3. Video
forms and how Influence on Daily Life: Video content is prevalent in daily life through television,

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they affect daily online streaming platforms, and social media, providing entertainment,
life and the information, and storytelling.
industry as a Influence on Industry: In industries like film, advertising, and education, video
whole production is essential for conveying messages visually and engaging audiences
effectively.

4. Graphics
Influence on Daily Life: Graphics enhance visual communication in daily life
through images, charts, and diagrams, making information more accessible and
engaging.
Influence on Industry: In industries such as graphic design, advertising, and
gaming, graphics play a crucial role in creating visually appealing content and
conveying complex information effectively.

5. Animation
Influence on Daily Life: Animation adds dynamism and entertainment to daily
experiences through animated films, cartoons, and advertisements, capturing
attention and conveying ideas creatively.
Influence on Industry: In industries like entertainment, advertising, and education,
animation is used to create engaging content, tell stories, and explain complex
concepts effectively.

Overall, these multimedia components have a significant impact on both daily life
and industry, enhancing communication, entertainment, and information
dissemination in various contexts.

Question: Which of these multimedia forms do you use daily? How do they
personality affect your daily living as a student?

Activity 3: Quiz
Multiple Choice
1. What is the fundamental element used to create words, sentences, and
paragraphs in multimedia?
a) Audio
b) Video
c) Graphics
d) Text

2. Which multimedia component enriches experiences through music, podcasts,


and sound effects?
a) Text
b) Audio
c) Graphics
d) Animation

3. What is a visual multimedia application that combines a sequence of images to


form moving pictures and sound?
a) Graphics
b) Animation
c) Video
d) Audio

4. Which component enhances visual communication through images, charts, and


diagrams?
a) Audio
b) Video

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c) Graphics
d) Text

5. What adds dynamism and entertainment through animated films, cartoons, and
advertisements?
a) Graphics
b) Animation
c) Text
d) Video

6. Which multimedia component is commonly used to enhance website design and


social media platforms?
a) Text
b) Audio
c) Video
d) Graphics

7. In which industry is text crucial for conveying information, advertising products,


and creating engaging content?
a) Music production
b) Graphic design
c) Film production
d) Publishing

8. Which multimedia component is essential for conveying messages visually and


engaging audiences effectively in the advertising industry?
a) Text
b) Video
c) Animation
d) Graphics

9. Which component of multimedia is commonly used in the education industry to


create engaging content, tell stories, and explain complex concepts?
a) Video
b) Animation
c) Audio
d) Graphics

10. What multimedia component adds dynamism and entertainment to daily


experiences through interactive elements like clickable buttons and forms?
a) Graphics
b) Animation
c) Interactive Elements
d) Video

LEARNING DEEPEN
COMPETENCY
LC3 Explains Instructions:
how each GUIDED GENERALIZATION TABLE
multimedia form Essential Text 1 Text 2 Text 3
influence Question
industries or How does
aspects of daily the
life convergen
ce of

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different
media
forms
contribute
to the
creation
of
engaging
and
impactful
multimedi
a content?
Common Ideas in Reasons:
In a fast-paced society coupled with ever-advancing modern technologies, the
demand for innovations and upgrades also emerge, therefore, the need for
creation of new multimedia forms is needed to catch up to the demands of
modern ways of communicating information.
Enduring Understanding/Generalization:
Understanding how different types of media work together in multimedia helps
create engaging experiences on digital platforms.

C-E-R Questions:
1. How do various media types combine to create immersive digital experiences?
2. What examples from the lesson illustrate the synergy between different media
elements in multimedia?
3. Why is it important for creators to understand the interactions between
foundational media elements when designing digital experiences?
4. EQ: How does the convergence of different media forms contribute to the
creation of engaging and impactful multimedia content?

Prompt for Generalization:


1. Can you recall personal encounters of these different application of multimedia?
2. Do you own/or have used one of these modern multimedia gadgets or
technologies?
3. In what ways do these forms of multimedia positively/negatively shape our
lives?

ASYCHRONOUS ONLINE LEARNING MATERIALS


(examples: insertlearning, kami, wizer.me)
Text 1:
Link:
Text 2:
Link:
Text 3:
Link:

Instructions:
Holistic Rubric for Guided Generalization:
Scaffold for Transfer 2:
Map of Conceptual Change (same in Explore but with specific instruction)
Learning TRANSFER
Competency
LC3 Evaluates Transfer Goal: to be able to evaluate multimedia trends affect daily life
current trends Performance Task: Reporting on Modern Multimedia Trends
in media and 1. In GRASPS (Unit Performance Task with 1 Product)

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information and 1. Instructions: The students group themselves into five (5) with each
how it will assigned topic:
affect/how they
affect Goal: To evaluate current multimedia trends by research and reporting
individuals and Role: Student as researcher
society as a Audience: Teacher as critic
whole Situation: How does modern multimedia trends affect our daily life (negatively
(MIL11/12CFT- and positively)?
IIIi-26) Product Performance: Group Report Presentation with Accomplished Research
Standard Criteria:
Learning 1. Content - 40%
Targets: 2. Collaboration - 35%
I can evaluate 3. Mastery and Delivery- 25%
how these
multimedia GRAPS NARRATIVE: The students are able to perform computer ergonomics using
trends affect the GRAS (Goal, Role, Audience Situation) as guideline.
daily life
2. In GRASPS (Unit Performance Task with Differentiated Products)
3. In GRASPS (Unit Performance Task with Modality-Based Products)
4. Unit Performance Task for 2 Integrated Subjects with Common Product
Use of Web 2.0 App for Output (Ex. Floorplanner, Google drawings, etc)

Analytic Rubric:

Excellent Satisfactory Needs Rating


Improvement
Criteria
Content Content is Content is Content is 40%
complete; two incomplete; confusing;
questions were only one questions were
answered question barely
were answered
answered
Collaboration All participants All Only the group 35%
contributed and participants leader did the
involved in the contributed research and
presentation but only half reporting
of the group
actively
presented
Mastery and Reporting was Reporting Reporting was 25%
Delivery clear and was clear and
incomprehensi
concise; concise; ble; reporters
reporters were reporters get
only read their
fluent and confused research work
mastered their
topic
Summative Test: Choose the letter of the BEST ANSWER.

1. What does multimedia refer to?


A. Using multiple devices simultaneously
B. Representation of information with a combination of text, audio, video,graphics,
and animation
C. Use of a single type of media for communication
D. Playing video games for leisure

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2. What is the purpose of graphics in multimedia?
A. To enhance sound elements
B. To provide textual information
C.To visually represent non-text information, like drawings or photographs
D.To create illusions of motion

3. Which of the following is NOT a component of multimedia?


A. Text
B. Images
C. Animations
D. Spreadsheets

4. Defined as a model for delivering learning content online to any person who
wants to take a course, with no limit on attendance.
A. Ubiquitous Learning
B. Massive Open Online Courses
C. Blended Learning
D. Virtual Learning

5. Which term refers to flipping through a series of still images to create an illusion
of movement?
A. Video
B. Audio
C. Graphics
D. Animation

6. This refers to a society’s characterized by the shift from letters to e-mails,


newspapers to news web pages, books to e-books, and so on.
A. Electronic society
B. Digital citizenship
C. Paperless society
D. Digital immigrant

7. According to the lesson, the following are examples of wearable technologies


except one.
A. Hearables
B. VR Headset
C. Smartwatch
D. BMI Tracker

8. This mode of learning is a more context-based approach and more adaptive to


the needs and pacing of the learner.
A. Tutorial
B. Ubiquitous Learning
C. Distant Learning
D. MOOC

9. Why is multimedia essential in various fields?


A. It only focuses on entertainment
B. It engages only one sense at a time
C. It offers dynamic and immersive ways to communicate
D. It is limited to educational purposes

10. In what sense does MOOC considered as “Massive”?


A. is available anytime anywhere
B. offers numerous amounts of courses

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C. allows access to a very large number of students
D. requires internet connection

Value Integration: Collaboration, Communication, Ethical Use of Media,


Problem-Solving

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