Media-and-information-literacy-reviewer.pdf

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Media and Information Literacy Reviewer Communication - the method wherein language, symbols, or manners are used to share information or to state opinions or thoughts.

- This period of history is known by the concentration of industry in huge businesses and for the replacement of hand tools with machines that are driven by power

Non-verbal Communication (signs, symbols, colors, gestures, body language, facial expressions)

Electronic Age

Verbal Communication (Oral, written)

- refers to a period wherein people can easily – and instantaneously – communicate with anyone anywhere.

Media- communication tools that give information.

- It was ushered in by the invention of the telegraph in 1844.

Information- knowledge or data gathered through experiences or research.

- The electronic media have kept people informed about events across the globe without leaving the comfort of their own homes.

Technology Literacy- refers to the ability of knowing how to use technology, its tools or networks to find, create, evaluate, or use information. Information Literacy - refers to the ability to know when information is required. This also pertains to the ability to find, analyze, evaluate, communicate and use information effectively in different formats. Media Literacy - refers to reading, analyzing, evaluating and producing communication in different media forms Prehistoric Period -Prehistoric technology refers to the technology that exists before recorded history.

Information Age -Information age, also known as the Digital Age, Computer Age, or the New Media Age, refers to a period of history wherein it is described as an economy based on the computerization of information improved from the Industrial Revolution brought through industrialization. Traditional Media- are those forms in the earliest periods, specific characteristics that they have and functionalities that they offer New Media- The experience here is more interactive. The audiences are more involved and are able to send feedback simultaneously and new media integrates all those aspects of the traditional media.

-Anything that predates the first written accounts of history is prehistoric, including earlier technologies

Print Media- refers to materials that are printed

Industrial Period

New Media- refers to the content that is accessed on Internet that is easily accessed on any digital device.

- includes economic and social organization changes.

Broadcast Media- through radio or television

Media and Information Literacy Reviewer Indigenous Media- Also known as community media; this refers to any form of media utilizing indigenous knowledge that is made and managed by, for, and about the community Mass Media - reaches a large audience through written, spoken, or broadcast communication. Technical Codes- refers to methods of how an equipment or device is used to tell the story. This includes how cameras work in a film, its framing, lighting, etc.

afterwards, the creation is now considered public domain. Fair Use - refers to the author’s sole right and the author’s limitation – which was given by copyright law – to an original work. Plagiarism- Refers to taking credits for or stealing another person’s idea or work. This may also refer to using another’s intellectual creation without properly crediting the original creator, or taking an existing idea from existing source and presenting it as a new or an original idea. Netiquette- ethical guidelines in communication or using the Internet. Digital Divide- the gap between users when it comes to access of information and communication technology PIU- too much use of Internet to the point that affects daily life. Cyberbullying- a type of bullying done online. This includes sending threats, sexually harassing others, posting rumors, sharing private information, or negative comments or posts against a person.

Symbolic codes- demonstrates or shows what lies below what the audience see. For instance, an actor or a character’s actions depicts or describes how or what that character feels or thinks. Written Codes -use of language style and textual layout (headlines, captions, speech bubbles, language style, etc.) Copyright- a type of intellectual property wherein the author has the absolute right of an original work for a specific period of time;

Virtual Self- digital identity or assumed identity in the virtual world. Citizen Journalism- Can also be known as “public journalism”, “street journalism”, “democratic journalism”, “participatory journalism”, or “guerilla journalism”. This refers to people or citizens that gather and share news or information Phishing- obtaining private information – like username and passwords, sometimes money through credit card account numbers – by

Media and Information Literacy Reviewer posing as a trustworthy entity (usually a website) often for malicious purposes. Human Trafficking- use of threats or tricking people into doing some type of labor or forcing or commercial sex act. Haptics Technology- A type of technology wherein the user’s sense of touch is used to feel force, vibrations, or motions for several purposes Context Awareness- gathers information from the user and predicting or anticipating the user’s needs from those choices or preferences Voice and Tone Recognition- widely used by some technologies (e.g. commanding a smart phone to do a certain task, confirm a person’s identity, etc.) Eye Tracking Technology- analyzes the movements or positions of a person’s eyes through computer applications. Internet glasses- Internet glasses refer to technology currently being developed that displays visuals directly on the eyes that doesn’t block one’s line of sight. Internet glasses can be utilized in eyeglasses and can be used for eGaming, military defense, or can even replace Smartphones. Internet glasses has the following potential application

Lower-end Users- media users who only receives and consumes information for personal purpose.

Text- is a simple and flexible format of presenting information or conveying ideas whether handwritten, printed or displayed onscreen. Formal text-based materials are created and distributed by established institutions (such as publishing companies, news agencies, etc.) and go through a rigorous process of editing or evaluation and are usually governed by censorship of the state. Informal text-based materials, on the other hand, come from personal opinions or views on different issues, processes, etc. Typeface (also called font, font type, or type) refers to the representation or style of a text in the digital format. A typeface is usually comprised of alphabets, numbers, punctuation marks, symbols and other special characters. When fonts are installed in the computer, they usually come in file formats such as True Type Font (.ttf), Open Type Font (.otf), etc. Types of Typefaces SERIF

People in Media- these are media practitioners or experts that have professional journalism training who gather information through direct or actual experience of events.

For formality and readability in large amount of texts. Times New Roman, Garamond, Baskerville.

People As Media- these are media users who are make use media sources and messages to provide information to people with limited access to media and information or lower-end users.

Clean and minimalist look to the text. Arial, Helvetica, Tahoma, Verdana, Calibri

SANS SERIF

SLAB SERIF For solid and heavy look on text. Rockwell, Playbill,

Media and Information Literacy Reviewer Script Imitates handwriting and calligraphy. Edwardian, Vladimir, Kuntsler, Decorative Caters a wide variety of emotion or theme. Chiller, Jokerman, Curlz MT,

Design Principles And Elements In Designing Text Elements 1. Emphasis - refers to the importance or value given to a part of the text-based content. 2. Appropriateness - refers to how fitting or suitable the text is used for a specific audience, purpose or event. 3. Proximity - refers to how near or how far are the text elements from each other. 4. Alignment - refers to how the text is positioned in the page. This can be left, right, center or justified. 5. Organization - refers to a conscious effort to organize the different text elements in a page. 6. Repetition- concerns consistency of elements and the unity of the entire design. 7. Contrast- creates visual interest to text elements.

Visual design elements – refers to basic components in constructing a visual image.

c. Value – refers to the lightness or darkness in a design. d. Texture – the way a platform feels or supposed to feel. e. Color – determined by its hue (name of color), intensity (purity of the hue), and value (lightness or darkness of hue). f. Form – refers to the volume or thickness of an object.

Visual Design Principles a. Consistency of margins, typeface, typestyle, and colors is necessary, especially in slide presentations or documents that are more than one page. b. Center of interest – the area in a composition that is more valuable or important than the other parts of the composition; usually this can be noticed first and attracts attention. c. Balance – refers to the feeling of symmetry between form, value, color, shapes, etc. In a composition, textures, colors, shapes, etc. is used in creating equilibrium in a composition. d. Harmony – is the same as unity; harmony combines similar units within a composition. e. Contrast – refers to the change or the difference between objects (e.g. alterations in color, shapes, etc.) that is mostly used to create a subject of emphasis.

a. Line – refers to an outline that sometimes create a shape.

f. Directional Movement – refers to the visual flow of the objects in the composition. It refers to how objects are placed and positioned.

b. Shape – refers to a form of an object that stands out. Shape may also be organic.

g. Rhythm – a consistent movement within the elements. Like in dancing, the movement of

Media and Information Literacy Reviewer objects will seem to be in sync or like the beat of music. h. Perspective – refers to objects made in a two-dimensional area to seem realistic. AUDIO -refers to a sound made or created by various platforms. Audio Information and Media refers to instruments, applications, programs, etc. that teachers and/or students use to convey new information to help learn the uses, assessment, and production of sound.

2. Waterfall – refers to a state where the second audio starts with full volume just as the first audio fades out. This is commonly used in radio programs for song or voice transition. 3. Sound Effects - any sound other than music or dialogue. 4. Music - refers to sounds that are made vocally, sometimes combined with instrumental sounds, to create harmony that is performed or composed to express thoughts, feelings, or emotion, for artistic, ceremonial, entertainment, or religious purposes. 5. Silence - absence of audio or sound.

TYPES AND CATEGORIES OF AUDIO INFORMATION 1. Radio broadcast - live or recorded audio sent through radio waves to reach a wide audience. 2. Music – refers to sounds that are made vocally, sometimes combined with instrumental sounds, to create harmony that is performed or composed to express thoughts, feelings, or emotion, for artistic, ceremonial, entertainment, or religious purposes. 3. Sound recording - recording of an interview, meeting, or any sound from the environment. 4. Sound clips/effects – refers to sounds that is synthetically produced to make an effect in a composition or presentation. 5. Audio Podcast – a recording of a story or a radio program, typically released or can be downloaded in series or episodes. ELEMENTS OF SOUND DESIGN– the objects or things that we have to work with 1. Dialogue - speech, conversation, voice-over.

MOTION MEDIA refers to a media form with moving graphics or texts. Motion media can be produced formally and informally. Informally produced motion media are created by individuals often for personal use. Formally produced motion media are created by professionals who follow industry standards in creating, editing and producing motion media. Formal production of animations involves the following steps:

Motion Media Formats, Types and Sources 1. Animations - animated GIFs(Graphic Interchange Format), Flash, Shockwave, Dynamic HTML 2. Video formats/Video Codecs - motion media use large resources. Codecs compresses and decompresses video files. Examples are H.26N series, Quicktime, DivX, MPG, MP4

Media and Information Literacy Reviewer 3. According to purpose: education, entertainment, advertising 4. According to source: personal, social media, media companies 5. According to audience: private or public; directed or general

Interactive Media refers to a communication technique wherein the program depends on the user’s input to display the output. Common examples of Interactive Media are video games and websites. Interactivity Refers to the communication between humans and computer programs or software. DIFFERENT PLATFORMS OF INTERACTIVE MEDIA 1. Mobile apps – refers to software applications dedicated for small wireless devices such as smartphones or tables 2. 3D TV – refers to a type of television that displays a three-dimensional effect, makes it more realistic for viewers for the objects seen has height, width, and depth. 3. Multi-player video games – a type of video game that enables two or more users to play with one another or against each other. 4. Role-playing games (RPG) – a type of game wherein the user plays as a fictional character to follow a story, to make decisions and to be responsible for that fictional character throughout the whole narration. 5. Massively Multiplayer Online Role Playing Game (MMORPG) –a type of game that lets

players to interact or play with a large group of players, usually the player creates a character and typically based in a virtual world. 6. Interactive websites – refers to websites that allows people to interact such as pools, surveys, or exams and exercises for online training. 7. Virtual reality and immersive environments – refers to simulation applications that the user can interact with. Games that is played on the VRBox is an example of this. 8. 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. Relate this topic to their output in the previous activity.

Media and Information Literacy Reviewer

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