Empowerment Technologies 1st Semester 2nd Quarter - Multimedia Review PDF

Summary

This document is a review of multimedia, its key aspects, including static and dynamic elements, linear and non-linear types, and common applications for education, business, and entertainment, as well as an introduction to the use of ICT in the wider context of social change.

Full Transcript

EMPOWERMENT TECHNOLOGIES 1ST SEMESTER – 2nd Quarter WEEK 1 - LESSON 1: MULTIMEDIA AND ICTs MULTIMEDIA Is a combination of text, animated graphics, video and sound delivered to you via electronic means. It is what appeals to users for entertainment, learning and research. Prim...

EMPOWERMENT TECHNOLOGIES 1ST SEMESTER – 2nd Quarter WEEK 1 - LESSON 1: MULTIMEDIA AND ICTs MULTIMEDIA Is a combination of text, animated graphics, video and sound delivered to you via electronic means. It is what appeals to users for entertainment, learning and research. Primary characteristics of a multimedia system is the use of more than one kind of medium to deliver content and functionality. Multimedia = multi (various) + media (means of communication) 5 Main Elements of Multimedia Static Elements - are the elements that do not move. 1. Text – contents express specific information. Examples: Articles, blogs, captions, e-books, and online documentation. 2. Images – make the content more visually appealing. Common image file formats used are JPEG, PNG, GIF, and TIFF. Images can also be interactive like buttons, navigation menus, and backgrounds. Examples: Photographs, illustrations, diagrams, and infographics. Dynamic Elements - are the elements that are moving within a multimedia 3. Video – adds more attraction to users. Common digital video formats are Flash, MPEG, AVI, WMV, and QuickTime. Video can be embedded within the content or linked stored outside the content. Examples: Movies, TV shows, video tutorials, live streams, and vlogs. 4. Audio – aids interactions with the users, it can also be added as background. Common audio formats are MP3, WMA, Wave, MIDI, and RealAudio. Audio can be embedded or streamed. Examples: Music, voiceovers, podcasts, sound effects, and audio books. 5. Animation – can include interactive effects which allow users to interact with the use of mouse or keyboard. Common animation formats are FLV, SWF, and ActionScript codes for animated and interactive effects. Examples: Animated GIFs, cartoons, motion graphics, and 3D animations. Types of Multimedia 1. Linear Multimedia – is a type of multimedia that is designed to be read or viewed in a continuous sequential manner. It has a distinct beginning and end. Examples: Reading a book, watching a movie, sliding a PowerPoint Presentation 2. Non – Linear Multimedia (Hypermedia Content) – information is not presented in sequential or chronological manner. Non-linear multimedia programs are usually interactive and require user interaction. Examples: Websites, interactive educational software, video games 3. Online Multimedia – is content that is delivered and accessed over the internet. It requires an internet connection to be viewed or interacted with. EMPOWERMENT TECHNOLOGIES 1ST SEMESTER – 2nd Quarter Examples: Online courses, virtual classrooms, streaming videos, online games, social media content. 4. Offline Multimedia – is content that is stored locally on a device and can be accessed without an internet connection. Examples: DVDs, CDs, downloaded videos, offline software applications. 5. Hybrid Multimedia – combines elements of both online and offline multimedia, as well as linear and non-linear multimedia. It leverages the advantages of multiple formats and delivery methods to create a versatile and adaptive user experience. Multimedia Content 1. Videos – through video hosting sites. 2. Sound, Music, or Audio – you can now share your sound bites to the entire world. 3. Online games – game developers now create “browser – based games”. 4. Online test – online survey forms and tests that automatically display the results when finished. 5. Courseware – online courses that stimulate the classroom online. 6. Podcast – episodic series of audio or text files streamed online. 7. Vodcast – episodic series of videos streamed online. Application of Multimedia 1. EDUTAINMENT – ( Education + Entertainment) The goal of using the multimedia approach is to entertain the user while being unaware that he or she is actually learning in the process. Examples: Educational games, Interactive Storybooks, Educational TV Shows and Videos 2. Business Communication Product promotion, customer information, communication to employees Multimedia multiplies the degree of effectiveness in promoting a product. Examples: Webinars, Virtual Meetings, Corporate Videos, and Presentations 3. Entertainment Entertainment involves activities designed to provide amusement, enjoyment, and leisure to an audience. Examples: Streaming Videos, Video Games, Virtual and Augmented Reality 4. Public Access of Information The ability of multimedia applications that allowed public access to information either online or offline. It involves making data and information available to the general public to promote transparency, accountability, and informed decision-making. Examples: Government Websites, Online Libraries & Databases, and News Website & Apps. WEEK 2 an 3 - LESSON 2: ICT AS PLATFORM FOR CHANGE 1. ICT as Medium for Advocacy and Developmental Communication What is Advocacy? EMPOWERMENT TECHNOLOGIES 1ST SEMESTER – 2nd Quarter The act or process of supporting a cause or proposal This is the process of supporting and enabling people to: express their views and concerns, access information and services, depend on and promote their rights and responsibilities. Advocacy in democracy is about getting what you want out of the government. What is Developmental Communication? an approach to communication which provides communities with information they can use in bettering their lives also refers to the use of communication strategies and techniques to promote and facilitate social, economic, and political development. ICT – a medium for ADVOCACY EDSA (PEOPLE POWER REVOLUTION) - The people power revolution lasted from 1083 to 1986. During a radio broadcast of Radio Veritas, Cardinal Sin encouraged the Filipinos to help end the regime of then President Ferdinand Marcos. A major protest took place along the EDSA from February 22 to 25, 1986 involving two million Filipinos from different sectors. These included civilians, political parties, the military and religious groups. Million People March - This is a series of protests that mainly took place in Luneta Park from august 22 to 26, 2013. There were also several demonstrations that happened around key cities in the Philippines and some locations overseas. The organizers and promoters of the Million People March used Facebook and Change.org as their mediums. Change.org is a petition website operated by for-profit Change.org Is dubbed as the “World’s platform for change” where anyone from an online community can create a petition and ask others to sign it. It gives access to more people by allowing the online community to affix their digital signatures on a petition Its mission is to help people from around the world to create the change they want to see. Sample petitions raised were: Economical problems, Criminal Injustice, Abuse of human rights, lack of education, environmental concerns, and world hunger. 2. The Social Power of Social Media THE THREE FACES OF SOCIAL MEDIA 1. The Good – used for communication where distance no longer matters. 2. The Bad – allowed people to hide behind screens and avatars and it has taken over our lives rather than us being in control. 3. The Ugly – it has become a common cause of broken relationships, self-centeredness, and egocentricity. It is also for frauds and child abuse. EMPOWERMENT TECHNOLOGIES 1ST SEMESTER – 2nd Quarter Global Digital Divide Describes the unequal distribution of information and communication technology across nations, commonly described as the “Gap between information haves and have not” 3. Digital Citizenship and the Filipino People Digital Citizenship Refers to the utilization of information technology (IT) in order to engage in society, politics and government. The responsible use of technology by anyone who uses computers, the Internet, and digital devices to engage with society on any level. 9 Elements of Digital Citizenship 1. Digital Access - The most fundamental block to being a digital citizen, it is available in many remote countries via cyber cafes and small coffee shops. 2. Digital Commerce – The ability of the users to recognize that much of the economy is regulated online, it also deals with the understanding of the dangers and benefits of online buying, using credit cards online and such. 3. Digital Communication – Deals with the understanding of the variety of online communication mediums such as email, instant messaging and Facebook messenger. 4. Digital Literacy – The ability and knowledge needed to learn and teach using technology tools. 5. Digital Etiquette – Certain mediums demand more appropriate behavior and language than others. 6. Digital Law – Involves illegal downloads, plagiarizing, hacking, creating viruses, sending spams, identity theft, and cyberbullying. 7. Digital Rights and Responsibilities – The set of rights that digital citizens have such as privacy, and speech. 8. Digital Health and Wellness – They must be aware to not become dependent on the internet causing eye strain, headaches, stress problems and such. 9. Digital Security – Citizens must practice using a difficult set of passwords, virus protections, and backing up data. WEEK 4 - LESSON 4: DEVELOPING AN ICT PROJECT FOR SOCIAL CHANGE Concept Paper - is a document used to convince a panel of potential funders to help a product, program, or services become a reality. Five elements of a concept paper: 1. Introduction - includes your group’s mission and vision and a brief introduction of your project. 2. Purpose - includes the reasons why this project is worth your group and your sponsor’s time, effort and money. EMPOWERMENT TECHNOLOGIES 1ST SEMESTER – 2nd Quarter 3. Description - includes all the necessary information about the project. It involves the sites you are going to produce and the purpose of each and how they work in unison. 4. Support - contains the budget needed for the project. Some concept papers do not specify any amount requested from the sponsor. 5. Contact Information - includes information on how the group can be contacted. SMART criteria: S – Specific M – Measurable A – Attainable R – Realistic T – Time-bounded Simplified ICT Project Process Overview 1. Planning - involves the following tasks (but not limited to): a. Conceptualizing your project b. Researching on available data about your topic c. Setting deadlines and meetings d. Assigning people to various tasks e. Finding a web or blog host f. Creating a sitemap for your website g. Listing down all applications that you need including web apps h. Funding (if applicable) 2. Development - involves the actual creation of the website(s); involves the production of images, infographics, etc. 3. Release and Promotion - involves the actual release of the website for public view and promoting it. Promotion typically starts before the actual release. 4. Maintenance - involves responding to feedback of your site visitors and continuing to improve the website WEEK 5 - LESSON 5: SUSTAINING AN ICT PROJECT FOR SOCIAL CHANGE Tips for updating your website content: 1. Define and set up goals (Conversion). Goals measure how well your site or app fulfills your target objectives. A goal represents a completed activity, called a conversion that contributes to the success of-your business. 2. Content inventory to identify updates. This includes assessment and review of the information written on the different pages of the website. Review may include checking of blogs, photos, and other multimedia content with regards to its last modified date and other relevant information. 3. Performance analysis. This is done by checking the generated analytics reports to see what people are doing on your website, what keywords are bringing traffic, what are the frequently EMPOWERMENT TECHNOLOGIES 1ST SEMESTER – 2nd Quarter visited webpages and which pages are they bouncing from. Data captured on the said report can be used as a basis for priorities in updating your site. 4. Collect user feedback. User feedback is information coming directly from the clients, customers, or visitors about the satisfaction or dissatisfaction they felt with a product service. This is an important aspect in updating the website content because it helps in making decisions regarding adjustments to, usability, and operability of the site. 5. Create a content plan. With all the information gathered from the mentioned strategies, you may now come up with a concrete plan for updating the website content. In this plan, you should identify the priority area of updates or identify new content to address unanswered questions and needs. Alongside this is setting the deadline or timeframe covered for each update. 6. Update/replace old content and add new content. This is to the phase where updates are actually executed to replace the old content. This is also the time to proofread and check the facts on the site. TYPES OF MONITORING AND EVALUATION 1. Self-monitoring and evaluation - involves holding up a mirror to yourself and assessing how your strategy is going as a way of learning and improving practice. In order to do this effectively, you need to be both self-reflective and honest. 2. Participatory monitoring and evaluation - draws on stakeholder experience and participation. The intention is to involve as many people with a direct stake in your strategy as possible, from partners to users or targets of your strategy. Approaches to impact assessment of ICT. 1. Conventional approaches Conventional approaches to impact assessment focus on whether a project has met its stated objectives and contributed to the achievement of the overall project goals. This approach uses criteria of project relevance, efficiency, effectiveness, impact, and sustainability and looks at both intended and unintended impact. 2. Participatory approaches Participatory evaluations in ICT projects should primarily be oriented to the information needs of the program stakeholders. The scope of participants should include all stakeholders, beneficiaries, and non-beneficiaries of the program. This will result in finding the reasons for not participating in the program. Ki-Projects is a web-based project monitoring and evaluation software application for building results-based projects and systems to help you track and measure the performance of your projects. makes project design and monitoring and evaluation easier, quicker, and more transparent. You can build M&E systems from scratch and develop standard format EMPOWERMENT TECHNOLOGIES 1ST SEMESTER – 2nd Quarter project proposals in a matter of hours. The software is so easy to use that you will no longer need to rely on external M&E specialists and IT experts. Benefits of using Ki-Projects 1. Increase your impact by adopting best practices in results-based project design. 2. Inspire donor confidence through high quality results-based proposals and reports. 3. Build complete M&E systems from scratch in a matter of days.’ 4. Achieve high performance through real-time reporting on progress and reports. 5. Reduce M&E costs through quick and easy data entry and reporting. 6. Learn as you go with easy on-screen guidance, animated tutorials, and friendly client support. Survey is a method of gathering information using relevant questions from a sample of people with the aim of understanding populations as a whole. Google Forms - is a tool that lets users create and share fillable forms, quizzes, and other documents with user input. WEEK 6 - LESSON 12: ICT, THE SELF AND THE SOCIETY Positive Impacts of ICT on People 1. Access to information: Possibly the greatest effect of ICT on individuals is the huge increase in access to information and services that has accompanied the growth of the Internet. Some of the positive aspects of this increased access are better, and often cheaper, communications, such as phone and Instant Messaging. In addition, the use of ICT to access information has brought new opportunities for leisure and entertainment, the facility to make contacts and form relationships with people around the world, and the ability to obtain goods and services from a wider range of suppliers. 2. Improved access to education: New ways of learning, e.g. interactive multimedia and virtual reality. New job opportunities, e.g. flexible and mobile working, virtual offices and jobs in the communications industry. Negative Impacts of ICT on People 1. Job loss: One of the largest negative effects of ICT can be the loss of a person’s job. This has both economic consequences, loss of income, and social consequences, loss of status and self- esteem. Job losses may occur for several reasons, including Manual operations being replaced by automation. e.g. robots replacing people on an assembly line. 2. Reduced personal interaction: Being able to work from home is usually regarded as being a positive effect of using ICT, but there can be negative aspects as well. Most people need some form of social interaction in their daily lives and if they do not get the chance to meet and talk with other people, they may feel isolated and unhappy. 3. Reduced physical activity: A third negative effect of ICT is that users may adopt a more sedentary lifestyle. This can lead to health problems such as obesity, heart disease, and diabetes. Many countries have workplace regulations to prevent problems such as repetitive strain injury or eyestrain, but lack of physical exercise is rarely addressed as a specific health hazard. EMPOWERMENT TECHNOLOGIES 1ST SEMESTER – 2nd Quarter Positive Impacts of ICT on the Society 1. Increasing opportunities for education 2. Improving communication 3. Allowing people to participate in a wider, even worldwide, society. Negative Impacts of ICT on the Society 1. digital divide 2. reducing levels of education and understanding due to the vast amount of incorrect and misleading information. Positive Impacts of ICT on Education 1. Distance learning, where students can access teaching materials from all over the world. 2. The ability to perform ‘impossible’ experiments’ by using simulations. 3. The possibility for students to have individual learning programs within a topic, rather than everybody having to do the same thing at the same time at the same pace. More able students can be given more challenging work, less able students can access remedial lessons. Negative Impacts of ICT on Education 1. There are large costs involved and poorer students / educational establishments can end up being disadvantaged. This is often referred to as being a factor in the digital divide 2. Students, and sometimes teachers, can get hooked on the technology aspect, rather than the subject content. Just because a topic can be taught via ICT, does not mean that it is taught most effectively via ICT.

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