MOOC: Massive Open Online Courses PDF

Summary

This document provides an overview of Massive Open Online Courses (MOOCs), discussing their characteristics and implications on individuals and society. It covers topics such as access to information, personal development, behavior and attitudes, mental health, and how they impact culture, economy, and social relationships. Furthermore, the document details different types of media with examples and visual design.

Full Transcript

**MOOC: Massive Open Online Courses** A MOOC, or Massive Open Online Course, is an online course aimed at unlimited participation and open access via the web. MOOCs offer a wide range of subjects and are typically designed for large-scale enrollment, making education more accessible to anyone with...

**MOOC: Massive Open Online Courses** A MOOC, or Massive Open Online Course, is an online course aimed at unlimited participation and open access via the web. MOOCs offer a wide range of subjects and are typically designed for large-scale enrollment, making education more accessible to anyone with an internet connection. They often include video lectures, interactive forums, quizzes, and peer assessments, and are offered by various universities and educational platforms. Some MOOCs are free, while others may require a fee for certification or additional resources. **Implications of MIL on Individuals and in the Society** Implications on Individuals Access to Information - The internet provides access to a vast amount of information, including news, educational materials, and research data. Personal Development - Online platforms offer various resources for skill development, such as MOOCs, tutorials, and online courses. Behavior and Attitudes - Media shapes our perceptions, opinions, and values through exposure to various forms of content, such as advertisements and social media. Mental and Emotional Health - While media can provide entertainment and social support, excessive consumption can lead to misinformation, cyberbullying, and social media pressure. Implications on Society Culture and Identity - Media platforms contribute to the preservation of cultural heritage through documentaries, online archives, and cultural exchange programs. Economy - E-commerce, remote work opportunities, and digital marketing have transformed the economic landscape, creating new jobs and industries. Social Relationships - Social media and communication tools facilitate instant global connections, fostering relationships across geographical boundaries. Positive and Negative Implications Positive Implications - Empowers individuals and communities - Promotes global awareness and cooperation - Provides access to a wider range of information and perspectives Negative Implications - Misinformation spreads rapidly, creating confusion and distrust - Privacy concerns arise with increased data collection and sharing - Social divisions and polarization increase through filter bubbles and echo chambers **Lesson 13 Text and Information media** - 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 ##### Types of Typeface Serif ###### Sans Serif ##### Slab Serif ###### Script Decorative Design principles and elements **Lesson 14 Visual Information and Media** Visual media and information - materials, programs, application s and the like that teachers and students use to formulate new information to aid learning through the use, analysis, evaluation and production of visual images. ##### Types of visual media - Photography, video, screenshots, infographics, data visualization (charts and graphs), comic strips/cartoons, memes, visual note-taking, etc (Give examples of each type and highlight special characteristics of a given type and its application). 1. **JPEG (also known as JPG), file types ending in.jpg** 2. **TIFF (also known as TIF), file types ending in.tif** 3. **GIF, file types ending in.gif** 4. **PNG, file types ending in.png** 5. **BMP**. Short for \"**Bitmap**.\" It can be pronounced as \"bump,\" \"**B-M-P**,\" or - Visual media produced by formal organizations such as schools, government, and established media/publishing outfits are considered formally produced. Other visual media are considered informally produced - The primary purpose of visual information is to gain attention, create meaning, and facilitate retention. ##### Visual design elements a. **Line** - describes a shape or outline. It can create texture and can be thick or thin. Lines may be actual, implied, vertical, horizontal, diagonal, or contour lines. b. **Shape** - usually a geometric area that stands out from the space next to or around it, or because of differences in value, color, or texture. Shape may also be organic. c. **Value** - the degree of light and dark in a design. It is the contrast between black and white and all the tones in between. Value can be used with color as well as black and white. Contrast is the extreme changes between values. d. **Texture** - the way a surface feels or is perceived to feel. Texture can be added to attract or repel interest to a visual element. Visual texture is the illusion of the surfaces peaks and valleys, resulting in a feeling of smoothness or roughness in objects. e. **Color** - determined by its hue (name of color), intensity (purity of the hue), and value (lightness or darkness of hue). Color and color combination can play a large role in the design. Color may be used for emphasis, or may elicit emotions from viewers. Color maybe warm, cool, or neutral. It plays a major role in our visual perception, as it influences our reactions about the world around us. It is therefore important to create color palettes that evoke the appropriate audience reactions. Color has three properties. f. **Form** - a figure having volume and thickness. An illusion of a 3-dimensional object can be implied with the use of light and shading. Form can be viewed from many angles ##### Design Principles and Elements {#design-principles-and-elements-1} 1. **Consistency** of margins, typeface, typestyle, and colors is necessary, especially in slide presentations or documents that are more than one page. 2. **Center of interest** - an area that first attracts attention in a composition. This area is more important when compared to the other objects or elements in a composition. This can be by contrast of values, more colors, and placement in the format. 3. **Balance** - a feeling of visual equality in shape, form, value, color, etc. Balance can be symmetrical and evenly balanced, or asymmetrical and unevenly balanced. Objects, values, colors, textures, shapes, forms, etc. can be used in creating balance in a composition. 4. **Harmony** - brings together a composition with similar units. If for example your composition was using wavy lines and organic shapes, you would stay with those types of lines and not put in just one geometric shape. 5. **Contrast** - offers some change in value creating a visual discord in a composition. Contrast shows the difference between shapes and can be used as a background to bring objects out and forward in a design. It can also be used to create an area of emphasis. 6. **Directional Movement** - a visual flow through the composition. It can be the suggestion of motion in a design as you move from object to object by way of placement and position. Directional movement can be created with a value pattern. It is with the placement of dark and light areas that you can move your attention through the format. 7. **Rhythm** - a movement in which some elements recur regularly. Like a dance, it will have a flow of objects that will seem to be like the beat of music. 8. **Perspective** - created through the arrangement of objects in two-dimensional space to look like they appear in real life. Perspective is a learned meaning of the relationship between different objects seen in space. **Lesson 15 Audio Information and Media** ##### Design Principle and Elements ###### Characteristic and Purposes of Sound 1. **Volume**-intensity of a sound 2. **Tone**-the audible characteristic of a sound 3. **Pitch**-is how high or low a sound is 4. **Loudness**-refers to the magnitude of the sound heard **Purposes of a sound:** 1. Give instructions or information 2. Provide feedback 3. To personalize or customize ###### Elements of the Sound Design 1. **Dialogue**- speech, conversation, voice-over 2. **Sound Effects**-any sound other than music or dialogue 3. **Music**-vocal or instrumental sounds (or both) combined in such a way as to produce beauty of form, harmony, and expression of emotion ###### Principle of Sound Design 1. **Mixing-** the combination, balance and control of multiple sound elements 2. **Pace**-time control, editing, order of events(linear, non-linear or multi-linear) 3. **Stereo imaging**- Using left and right channel for depth. This refers to the aspect of sound recording and reproduction. 4. **Transition**-how you get from one segment or element to another ###### Types of Transitions 1. **Segue** - one element stops, the next begins (\"cut\" in film). 2. **Cross-fade** - one element fades out, the next fades in, and they overlap on the way. 3. **V-Fade** - First element fades to inaudible before the second element begins. 4. **Fade to Black** - V-Fade with some silence between elements. 5. Effects. 6. **Stereo Imaging** - Using left and right channel for depth. **Lesson 16 Motion Information and Media** - Writing the Story - Script is written and dialogue is recorded - Animators sketch major scenes, in between are fill in the gaps - Background music and background details are added - Drawings are rendered **Types of Motion Media** - **ANIMATION** -- Animated GIFs (Graphic Interchange Format), Flash, Shockwave, Dynamic HMTL - **VIDEO FORMATS / VIDEO CODECS** -- MP4, DivX, MPG, 3GP, AVI, MKV, etc. - Education - Entertainment - Advertising - Social Media - Media Companies - General / Directed - Determining the Credibility of Motion Media: - Validity of Information - Source - Relationship of the Author to the event **Technical Methods to Detect Fake/Tampered Video:** - It captures motion in a manner that can be viewed repeatedly - It can show processes in detail and in sequence - It enables learning with emotions - It can cut across different cultures and groups - It allows scenes, history, events and phenomenon to be recreated - Compared to other forms of visual media the viewer cannot always interrupt the presentation. - It is often times more costly than other forms of visual media. - Other data may be presented best using still images. Examples are graphs, diagrams, maps. - It is subject to misinterpretation. ##### Elements of Motion Media - **Speed**-- Afast movement gives vigor and vitality, intensifying emotions. A slow movement connotes lethargy, solemnity or sadness. - **Direction**-- indicatesa movement from one direction to another. It can also refer to the growing or shrinking of an object. - **Timing** --canbe objective or subjective. Objective timing can be measured in minutes, seconds, days, etc. Subjective timing is psychological or felt.Timing can be used to clarify or intensify the message or the event. Using a pause can help time the events. - **Transition** --used to switch between scenes. - **Sound and Color**-- adds meaning to the motion - **Blurring** -- Inanimation, blurring can provide the illusion of fast movement. In videos, it is often used to censor information for security or decency. **Lesson 17 Manipulative Information and Media** 1. **Social media (Facebook)** - sent friend request; responded to friend request; liked a post; followed a site; commented on a friend\'s post; uploaded a file; chat with a friend; sent private message. 2. **Online booking -** search for flights; booked a flight and paid through credit card; web-check-in. 1. **Mobile apps** - a software application developed specifically for use on small, wireless computing devices such as smartphones and tablets, rather than desktop or laptop computers. 2. **3D TV** - a television display technology that enables a three-dimensional effect, so that viewers perceive that an image has depth as well as height and width, similar to objects in the real world. 3. **Video games (multi-player)** - a game played by electronically manipulating images produced by a computer program on a television screen or other display screen. Multiplayer games allow two or more players to play with one another or play together. 4. **Role-playing games (RPG)** - a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting or through a process of structured decision-making or character development. 5. **Massively Multiplayer Online Role Playing Game** (MMORPG) - any story-driven online video game in which a player, taking on the persona of a character in a virtual or fantasy world, interacts with a large number of other players. 6. **Interactive websites** (pools, surveys, exams, exercises) 7. **Virtual reality and immersive environments** - the computer-generated simulation of a three-dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment, such as a helmet with a screen inside or gloves fitted with sensors 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 ##### What you will do ###### Interacting with Social Media a. **Online shopping** - compare prices; compare features of similar items; add to cart; choose payment type; track delivery; get advice from experts; search products; check local availability; get product recommendations. b. **Online gaming** - choose a game; play with computer; play with others; choose a level, in-game customization, etc. c. **Online classes** - interact with content; interact with instructors; interact with classmates. d. **Chat** - group chat; search groups; search friends; translate language. e. **News and information** - exchange information; give reaction; news on demand; monitor views. f. **Videos** - choose your own adventure; get multimedia content; experience game elements. ###### a. Click on images b. **Hotspot** - a special region to act as a trigger to another web page. The hotspot could be a circle, triangle, rectangle or polygon. c. **Rollover** - an image or portion of an image that changes in appearance when the mouse cursor moves over it. d. **Tabs** - clicking on them displays a relevant content with an appropriate graphic. e. **Timeline** - a menu slide that branches to different events. f. **Numbers/processes** - the number of clicks and the time spent in an interactive function provide data points. g. **Slideshow** - non-linear interactive slideshow where the pathway through the show is determined by the user\'s interaction with it. ###### h. Frequently asked questions (FAQs) a. **Interactive television** - also known as ITV or iTVA form of media convergence, adding data services to traditional television technology. Throughout its history, these have included on-demand delivery of content, as well as new uses such as online shopping, banking, and so forth. ITV enables the viewer to issue commands and give feedback information through an electronic device called a setup box. The viewer can select which program or movie to watch, at what time, and can place orders in response to commercials. New setup boxes also allow access to email and e-commerce applications via internet. b. **Allow viewers to participate in games shows** - viewers compete with onscreen contestants ###### c. Select alternate endings to their favorite program ###### d. Encourage children to interact with educational programs \*\*Answer Key:\*\* 1\. \*\*C\*\* 2\. \*\*C\*\* 3\. \*\*B\*\* 4\. \*\*D\*\* 5\. \*\*A\*\* 6\. \*\*B\*\* 7\. \*\*A\*\* 8\. \*\*D\*\* 9\. \*\*C\*\* 10\. \*\*D\*\* 11\. \*\*C\*\* 12\. \*\*A\*\* 13\. \*\*D\*\* 14\. \*\*C\*\* 15\. \*\*A\*\* 16\. \*\*C\*\* 17\. \*\*C\*\* 18\. \*\*C\*\* 19\. \*\*D\*\* 20\. \*\*D\*\* 21\. \*\*A\*\* 22\. \*\*B\*\* 23\. \*\*A\*\* 24\. \*\*A\*\* 25\. \*\*A\*\* 26\. \*\*C\*\* 27\. \*\*D\*\* 28\. \*\*D\*\* 29\. \*\*B\*\* 30\. \*\*D\*\* 31\. \*\*B\*\* 32\. \*\*B\*\* 33\. \*\*D\*\* 34\. \*\*B\*\* 35\. \*\*B\*\* 36\. \*\*D\*\* 37\. \*\*A\*\* 38\. \*\*D\*\* 39\. \*\*A\*\* 40\. \*\*B\*\* 41\. \*\*A\*\* 42\. \*\*B\*\* 43\. \*\*A\*\* 44\. \*\*B\*\* 45\. \*\*B\*\* 46\. \*\*C\*\* 47\. \*\*B\*\* 48\. \*\*B\*\* 49\. \*\*D\*\* 50\. \*\*A\*\*

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