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Media and Information Literacy Reviewer

Communication - the method wherein - This period of history is known by the


language, symbols, or manners are used to concentration of industry in huge businesses
share information or to state opinions or and for the replacement of hand tools with
thoughts. machines that are driven by power

Non-verbal Communication (signs, symbols, Electronic Age


colors, gestures, body language, facial
expressions) - refers to a period wherein people can easily –
and instantaneously – communicate with
Verbal Communication (Oral, written) anyone anywhere.

Media- communication tools that give - It was ushered in by the invention of the
information. telegraph in 1844.

Information- knowledge or data gathered - The electronic media have kept people
through experiences or research. 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 Information Age
networks to find, create, evaluate, or use
information. -Information age, also known as the Digital Age,
Computer Age, or the New Media Age, refers to
Information Literacy - refers to the ability to a period of history wherein it is described as an
know when information is required. This also economy based on the computerization of
pertains to the ability to find, analyze, evaluate, information improved from the Industrial
communicate and use information effectively in Revolution brought through industrialization.
different formats.
Traditional Media- are those forms in the
Media Literacy - refers to reading, analyzing, earliest periods, specific characteristics that
evaluating and producing communication in they have and functionalities that they offer
different media forms
New Media- The experience here is more
Prehistoric Period interactive. The audiences are more involved
and are able to send feedback simultaneously
-Prehistoric technology refers to the technology and new media integrates all those aspects of
that exists before recorded history.
the traditional media.
-Anything that predates the first written Print Media- refers to materials that are printed
accounts of history is prehistoric, including
earlier technologies Broadcast Media- through radio or television

Industrial Period New Media- refers to the content that is


accessed on Internet that is easily accessed on
- includes economic and social organization
any digital device.
changes.
Media and Information Literacy Reviewer
Indigenous Media- Also known as community afterwards, the creation is now considered
media; this refers to any form of media utilizing public domain.
indigenous knowledge that is made and
Fair Use - refers to the author’s sole right and
managed by, for, and about the community
the author’s limitation – which was given by
Mass Media - reaches a large audience through copyright law – to an original work.
written, spoken, or broadcast communication.
Plagiarism- Refers to taking credits for or
Technical Codes- refers to methods of how an stealing another person’s idea or work. This
equipment or device is used to tell the story. may also refer to using another’s intellectual
This includes how cameras work in a film, its creation without properly crediting the original
framing, lighting, etc. 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.

Virtual Self- digital identity or assumed identity


Symbolic codes- demonstrates or shows what in the virtual world.
lies below what the audience see. For instance,
an actor or a character’s actions depicts or Citizen Journalism- Can also be known as
describes how or what that character feels or “public journalism”, “street journalism”,
thinks. “democratic journalism”, “participatory
journalism”, or “guerilla journalism”. This refers
Written Codes -use of language style and to people or citizens that gather and share news
textual layout (headlines, captions, speech or information
bubbles, language style, etc.)
Phishing- obtaining private information – like
Copyright- a type of intellectual property username and passwords, sometimes money
wherein the author has the absolute right of an through credit card account numbers – by
original work for a specific period of time;
Media and Information Literacy Reviewer
posing as a trustworthy entity (usually a Lower-end Users- media users who only
website) often for malicious purposes. receives and consumes information for personal
purpose.
Human Trafficking- use of threats or tricking
people into doing some type of labor or forcing
or commercial sex act.
Text- is a simple and flexible format of
Haptics Technology- A type of technology presenting information or conveying ideas
wherein the user’s sense of touch is used to feel whether handwritten, printed or displayed on-
force, vibrations, or motions for several screen.
purposes
Formal text-based materials are created and
Context Awareness- gathers information from distributed by established institutions (such as
the user and predicting or anticipating the publishing companies, news agencies, etc.) and
user’s needs from those choices or preferences go through a rigorous process of editing or
evaluation and are usually governed by
Voice and Tone Recognition- widely used by censorship of the state.
some technologies (e.g. commanding a smart
phone to do a certain task, confirm a person’s Informal text-based materials, on the other
identity, etc.) hand, come from personal opinions or views on
different issues, processes, etc.
Eye Tracking Technology- analyzes the
movements or positions of a person’s eyes Typeface (also called font, font type, or type)
through computer applications. refers to the representation or style of a text in
the digital format. A typeface is usually
Internet glasses- Internet glasses refer to comprised of alphabets, numbers, punctuation
technology currently being developed that marks, symbols and other special characters.
displays visuals directly on the eyes that doesn’t
When fonts are installed in the computer, they
block one’s line of sight. Internet glasses can be usually come in file formats such as True Type
utilized in eyeglasses and can be used for e- Font (.ttf), Open Type Font (.otf), etc.
Gaming, military defense, or can even replace
Smartphones. Internet glasses has the following Types of Typefaces
potential application
SERIF
People in Media- these are media practitioners For formality and readability in large amount of
or experts that have professional journalism texts. Times New Roman, Garamond,
training who gather information through direct Baskerville.
or actual experience of events. SANS SERIF

People As Media- these are media users who Clean and minimalist look to the text. Arial,
are make use media sources and messages to Helvetica, Tahoma, Verdana, Calibri
provide information to people with limited
SLAB SERIF
access to media and information or lower-end For solid and heavy look on text. Rockwell, Playbill,
users.
Media and Information Literacy Reviewer
c. Value – refers to the lightness or darkness in
Script a design.
Imitates handwriting and calligraphy. Edwardian, Vladimir,
Kuntsler, d. Texture – the way a platform feels or
supposed to feel.
Decorative
e. Color – determined by its hue (name of
Caters a wide variety of emotion or theme. Chiller, color), intensity (purity of the hue), and value
Jokerman, Curlz MT, (lightness or darkness of hue).

f. Form – refers to the volume or thickness of an


Design Principles And Elements In Designing
object.
Text Elements

1. Emphasis - refers to the importance or value


given to a part of the text-based content. Visual Design Principles

2. Appropriateness - refers to how fitting or a. Consistency of margins, typeface, typestyle,


suitable the text is used for a specific audience, and colors is necessary, especially in slide
purpose or event. presentations or documents that are more than
one page.
3. Proximity - refers to how near or how far are
the text elements from each other. b. Center of interest – the area in a composition
that is more valuable or important than the
4. Alignment - refers to how the text is
other parts of the composition; usually this can
positioned in the page. This can be left, right,
be noticed first and attracts attention.
center or justified.
c. Balance – refers to the feeling of symmetry
5. Organization - refers to a conscious effort to
between form, value, color, shapes, etc. In a
organize the different text elements in a page.
composition, textures, colors, shapes, etc. is
6. Repetition- concerns consistency of elements used in creating equilibrium in a composition.
and the unity of the entire design.
d. Harmony – is the same as unity; harmony
7. Contrast- creates visual interest to text combines similar units within a composition.
elements.
e. Contrast – refers to the change or the
difference between objects (e.g. alterations in
color, shapes, etc.) that is mostly used to create
Visual design elements – refers to basic a subject of emphasis.
components in constructing a visual image.
f. Directional Movement – refers to the visual
a. Line – refers to an outline that sometimes flow of the objects in the composition. It refers
create a shape. to how objects are placed and positioned.

b. Shape – refers to a form of an object that g. Rhythm – a consistent movement within the
stands out. Shape may also be organic. elements. Like in dancing, the movement of
Media and Information Literacy Reviewer
objects will seem to be in sync or like the beat 2. Waterfall – refers to a state where the
of music. second audio starts with full volume just as the
first audio fades out. This is commonly used in
h. Perspective – refers to objects made in a
radio programs for song or voice transition.
two-dimensional area to seem realistic.
3. Sound Effects - any sound other than music
AUDIO -refers to a sound made or created by or dialogue.
various platforms.
4. Music - refers to sounds that are made
Audio Information and Media refers to vocally, sometimes combined with instrumental
instruments, applications, programs, etc. that
sounds, to create harmony that is performed or
teachers and/or students use to convey new composed to express thoughts, feelings, or
information to help learn the uses, assessment, emotion, for artistic, ceremonial,
and production of sound. entertainment, or religious purposes.

5. Silence - absence of audio or sound.


TYPES AND CATEGORIES OF AUDIO
INFORMATION
MOTION MEDIA refers to a media form with
1. Radio broadcast - live or recorded audio sent moving graphics or texts.
through radio waves to reach a wide audience.
Motion media can be produced formally and
2. Music – refers to sounds that are made
informally. Informally produced motion media
vocally, sometimes combined with instrumental are created by individuals often for personal
sounds, to create harmony that is performed or use. Formally produced motion media are
composed to express thoughts, feelings, or created by professionals who follow industry
emotion, for artistic, ceremonial, standards in creating, editing and producing
entertainment, or religious purposes.
motion media. Formal production of animations
3. Sound recording - recording of an interview, involves the following steps:
meeting, or any sound from the environment.

4. Sound clips/effects – refers to sounds that is Motion Media Formats, Types and Sources
synthetically produced to make an effect in a
composition or presentation. 1. Animations - animated GIFs(Graphic
Interchange Format), Flash, Shockwave,
5. Audio Podcast – a recording of a story or a Dynamic HTML
radio program, typically released or can be
downloaded in series or episodes. 2. Video formats/Video Codecs - motion media
use large resources. Codecs compresses and
ELEMENTS OF SOUND DESIGN– the objects or decompresses video files. Examples are H.26N
things that we have to work with
series, Quicktime, DivX, MPG, MP4
1. Dialogue - speech, conversation, voice-over.
Media and Information Literacy Reviewer
3. According to purpose: education, players to interact or play with a large group of
entertainment, advertising players, usually the player creates a character
and typically based in a virtual world.
4. According to source: personal, social media,
media companies 6. Interactive websites – refers to websites that
allows people to interact such as pools, surveys,
5. According to audience: private or public; or exams and exercises for online training.
directed or general
7. Virtual reality and immersive environments
– refers to simulation applications that the user
Interactive Media refers to a communication can interact with. Games that is played on the
technique wherein the program depends on the VRBox is an example of this.
user’s input to display the output. Common 8. Social media - websites or online services
examples of Interactive Media are video games where users (actual people) are the creators
and websites.
and consumers of the content, and where social
Interactivity Refers to the communication interactions (commenting, liking, posting,
between humans and computer programs or talking) are the main features of content.
software. Examples are Facebook, Twitter, Instagram,
Snapchat, Vine, etc. Relate this topic to their
DIFFERENT PLATFORMS OF INTERACTIVE output in the previous activity.
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
Media and Information Literacy Reviewer

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