Motion Media is defined as graphics that use video and/or animation to create the illusion of motion or a transforming appearance. Early motion media devices included the thaumatrope, phenakistoscope, stroboscope, zoetrope, and praxinoscope - toys from the 19th century that used persistence of vision to create the illusion of movement. Modern motion media includes video, animation, and combinations of the two. Video uses recorded moving images while animation creates motion through rapid display of sequentially different static images. Motion media has various applications in education by making lessons more engaging and accessible through video-based materials, interactive videos, and video conferences.
Manipulatives/Interactive Media InformationJoace Gayrama
DESCRIBE THE DIFFERENT DIMENSIONS OF MANIPULATIVES / INTERACTIVE MEDIA
Interactive Media – a method of communication in which the program's outputs depend on the user's inputs, and the user's inputs in turn affect the program's outputs. Interactive media engage the user and interact with him or her in a way that non-interactive media do not. Websites and video games are two common types of interactive media.
Interactivity – the communication process that takes place between humans and computer software. The most constant form of interactivity is typically found in games, which need a continuous form of interactivity with the gamer. Database applications and other financial, engineering and trading applications are also typically very interactive.
One area where interactivity is most useful is in online training. Interactivities in this area allow learners to interact with the course in terms of action and/or thinking.
Media and Information Literacy (MIL) - 10. Media and Information Literate Ind...Arniel Ping
Content
10. Media and Information Literate Individual
a. Improved Quality of Life
b. Greater Political Participation
c.Better Economic Opportunities
d. Improved Learning Environment
e. More Cohesive Social Units
Learning Competency
1. Students will be able to synthesize the overall implication of media and information to an individual (personal, professional, educational, and others) and the society as a whole (economic, social, political, educational, and others) MIL11/12MILI-IIIj-29
Media and Information Literacy (MIL) Types of Media (Part 1)- Types of Media ...Arniel Ping
Learning Competencies
Learners will be able to…
1. identify the different types of media (SSHS);
2. classify contents of different media types (MIL11/12TYM-IIId-10);
3. discuss the effects of social media in society (SSHS); and
4. define media convergence through current examples (MIL11/12TYM-IIId-11).
I- Media
A. Types
Media and Culture
II- Media Convergence
A. Definition
B. Examples
Manipulatives/Interactive Media InformationJoace Gayrama
DESCRIBE THE DIFFERENT DIMENSIONS OF MANIPULATIVES / INTERACTIVE MEDIA
Interactive Media – a method of communication in which the program's outputs depend on the user's inputs, and the user's inputs in turn affect the program's outputs. Interactive media engage the user and interact with him or her in a way that non-interactive media do not. Websites and video games are two common types of interactive media.
Interactivity – the communication process that takes place between humans and computer software. The most constant form of interactivity is typically found in games, which need a continuous form of interactivity with the gamer. Database applications and other financial, engineering and trading applications are also typically very interactive.
One area where interactivity is most useful is in online training. Interactivities in this area allow learners to interact with the course in terms of action and/or thinking.
Media and Information Literacy (MIL) - 10. Media and Information Literate Ind...Arniel Ping
Content
10. Media and Information Literate Individual
a. Improved Quality of Life
b. Greater Political Participation
c.Better Economic Opportunities
d. Improved Learning Environment
e. More Cohesive Social Units
Learning Competency
1. Students will be able to synthesize the overall implication of media and information to an individual (personal, professional, educational, and others) and the society as a whole (economic, social, political, educational, and others) MIL11/12MILI-IIIj-29
Media and Information Literacy (MIL) Types of Media (Part 1)- Types of Media ...Arniel Ping
Learning Competencies
Learners will be able to…
1. identify the different types of media (SSHS);
2. classify contents of different media types (MIL11/12TYM-IIId-10);
3. discuss the effects of social media in society (SSHS); and
4. define media convergence through current examples (MIL11/12TYM-IIId-11).
I- Media
A. Types
Media and Culture
II- Media Convergence
A. Definition
B. Examples
Media and Information Literacy (MIL) - 9. Current and Future Trends in Media ...Arniel Ping
Learning Competencies
Students will be able to…
1. describe massive open on-line (MIL11/12CFT-IIIi-26)
2. evaluate current trends in media and information and how it will affect/how they affect individuals and the society as a whole (MIL11/12CFT-IIIi-26)
3. predict future media innovation (MIL11/12CFT-IIIi-27)
4. synthesize the overall knowledge about media and information with skills for producing a prototype of what the learners think is a future media innovation (MIL11/12CFT-IIIi-28)
I- Current and Future Trends in Media and Cummunication
A. Ubiquitous Learning
B. Massive Open Online Course
C. Wearable Technology
D. 3D Environment
II- Performance Task: Project
A. Prototyping for Empathy
Media and Information Literacy (MIL) - 5. Media and Information SourcesArniel Ping
I- Media and Information Sources
A. Sources of Information
Indigenous Knowledge
1.Library
2. Internet
3. Mass Media
B. Pros and Cons of the Different Types of Media as Sources of Information
C. Evaluating Information Sources
Learning Competencies
1. compare potential sources of media and information (MIL11/12MIS-IIIe-13)
2. assess information quality by studying the pros and cons of different types of media as sources of information (SSHS)
3. interview an elder from the community regarding indigenous media and information resource (MIL11/12MIS-IIIe-14)
Media and Information Literacy (MIL) - Digital Citizenship, Netiquette, Digit...Arniel Ping
Media and Information Literacy (MIL) - Digital Citizenship, Netiquette, Digital Footprints, and Digital Issues
Topic: Legal, Ethical, and Societal Issues in Media and Information (Part 2)
Learning Competencies
1. explain digital citizenship, netiquette, and digital footprints (SSHS);
2. demonstrate proper conduct and behavior online (netiquette, virtual self) (MIL11/12LESI-IIIg18);
3. Identify some of the digital issues in the Philippines (SSHS);
4. put into action personal resolve to combat digital divide, addiction, and bullying (MIL11/12LESI-IIIg19)
5. explain actions to promote ethical use of media and information (MIL11/12LESI-IIIg22)
6. enumerate opportunities and challenges in media and information (MIL12LESI-IIIg-23)
Legal, Ethical, and Societal Issues in Media and Information.pdfkenneth218994
Legal, Ethical, and Societal Issues in Media and Information.
Objectives
Identify the importance about legal, ethical, and societal issues in media and information. Develops a clear understanding about the consequences, advantages, and
disadvantages.
Media and Information Literacy (MIL) - 9. Current and Future Trends in Media ...Arniel Ping
Learning Competencies
Students will be able to…
1. describe massive open on-line (MIL11/12CFT-IIIi-26)
2. evaluate current trends in media and information and how it will affect/how they affect individuals and the society as a whole (MIL11/12CFT-IIIi-26)
3. predict future media innovation (MIL11/12CFT-IIIi-27)
4. synthesize the overall knowledge about media and information with skills for producing a prototype of what the learners think is a future media innovation (MIL11/12CFT-IIIi-28)
I- Current and Future Trends in Media and Cummunication
A. Ubiquitous Learning
B. Massive Open Online Course
C. Wearable Technology
D. 3D Environment
II- Performance Task: Project
A. Prototyping for Empathy
Media and Information Literacy (MIL) - 5. Media and Information SourcesArniel Ping
I- Media and Information Sources
A. Sources of Information
Indigenous Knowledge
1.Library
2. Internet
3. Mass Media
B. Pros and Cons of the Different Types of Media as Sources of Information
C. Evaluating Information Sources
Learning Competencies
1. compare potential sources of media and information (MIL11/12MIS-IIIe-13)
2. assess information quality by studying the pros and cons of different types of media as sources of information (SSHS)
3. interview an elder from the community regarding indigenous media and information resource (MIL11/12MIS-IIIe-14)
Media and Information Literacy (MIL) - Digital Citizenship, Netiquette, Digit...Arniel Ping
Media and Information Literacy (MIL) - Digital Citizenship, Netiquette, Digital Footprints, and Digital Issues
Topic: Legal, Ethical, and Societal Issues in Media and Information (Part 2)
Learning Competencies
1. explain digital citizenship, netiquette, and digital footprints (SSHS);
2. demonstrate proper conduct and behavior online (netiquette, virtual self) (MIL11/12LESI-IIIg18);
3. Identify some of the digital issues in the Philippines (SSHS);
4. put into action personal resolve to combat digital divide, addiction, and bullying (MIL11/12LESI-IIIg19)
5. explain actions to promote ethical use of media and information (MIL11/12LESI-IIIg22)
6. enumerate opportunities and challenges in media and information (MIL12LESI-IIIg-23)
Legal, Ethical, and Societal Issues in Media and Information.pdfkenneth218994
Legal, Ethical, and Societal Issues in Media and Information.
Objectives
Identify the importance about legal, ethical, and societal issues in media and information. Develops a clear understanding about the consequences, advantages, and
disadvantages.
TYPES, Extra detail on STOP MOTION, DRAWN/CEL ANIMATION, COMPUTER GENERATED ANIMATION, ROLE OF THE VIEWER, WHEN IS ANIMATION USED?, In ADVERTISTNG, For ENTERTAINMENT, For EDUCATION and TRAINING and What JOBS are there?
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
2. Motion Media is
defined as a class of
graphics that make use
of video and/or
animation technology in
a way that an illusion of
motion or a
transforming
appearance is created.
8. Stroboscope
also known as a strobe, is an
instrument used to make a
cyclically moving object appear to
be slow-moving, or stationary.
9.
10. Zoetrope
is a device that produces the
illusion of motion from a rapid
succession of static pictures.
11.
12. Praxinoscope
was an animation device, the
successor to the zoetrope.. Like the
zoetrope, it used a strip of pictures
placed around the inner surface of
a spinning cylinder
13.
14. Flip book
or flick book is a book with a series of
pictures that vary gradually from one
page to the next.
21. 1960
One of the first uses of the term "motion
graphics" was by animator John Whitney,
22. 1955 to 1962
Saul Bass is a major pioneer in the development of
feature film title sequences.
His designs were simple, but effectively
communicated the mood of the film.
25. Motion Media
Motion Media is defined as a class of
graphics that make use of 1. video and/or
2.animation technology in a way that an
illusion of motion or a transforming
appearance is created.
These motion graphics are usually
combined with audio for use in multimedia
projects.
26. 1. Video
• Video is an electronic medium for the
recording, copying, and broadcasting of
moving visual images.
27. Video Footage
• In filmmaking and video production,
footage is the raw, unedited material as it
had been originally filmed by movie
camera or recorded by a video camera
which usually must be edited to create a
motion picture, video clip, television show
or similar completed work.
30. Motion picture is a sequence of images of moving
objects photographed by a camera and providing
the optical illusion of continuous movement when
projected onto a screen.
Movies is slang for a motion picture.
31. • Film is the medium on which motion
pictures are fixed
32. Cinema is from the French cinématographe
which comes in part from the greek
kinema, meaning movement. So cinema is
really just another word meaning moving
picture.
It also has come to mean more generally the
process of film-making and also the
building where films are shown.
33. • Theater is similar to cinema, in that it can
mean the building, or more generally the
industry of live performance (i.e. plays,
musicals, etc).
34. In context, the theater is the building where
movies are shown, but usually people would
specify the movie theater to avoid confusion
with the live theater.
Film, movies, and pictures are used
interchangeably: I saw a film. I saw a movie. I
saw a picture.
Movies and pictures can be used
interchangeably: I'm going to the
movies/pictures.
35.
36. 2. Animation
Animation is the process of creating a
continuous motion and shape change
illusion by means of the rapid display of a
sequence of static images that minimally
differ from each other. The illusion—as in
motion pictures in general—is thought to
rely on the phi phenomenon.
37. • The phi phenomenon is the optical
illusion of perceiving continuous motion
between separate objects viewed rapidly
in succession.
38. Animation
Animations can be stored or recorded on
either analogue media, such as Flip book,
motion picture film, video tape, on digital
media.
Including formats such as animated GIF
(Graphics Interchange Format), Flash
animation or digital video.
To display it, a digital camera, a computer, or a
projector are used.
39. Animation creation methods include
the traditional animation creation method
and those involving stop motion animation
of two and three-dimensional objects, such
as paper cutouts , puppets and clay
figures.
40. Animation Techniques
Creativity has no limits.
There are various types of animation
techniques practiced by film makers all
over the world. Classical and digital 2D
animation, digital 3D Animation, stopmotion, clay animation, cut-out animation,
paint-on-glass animation, drawn-on-film
animation, and experimental animation are
just a few among the many existing forms
of animation.
41. • Classical 2D animation is also known
as hand-drawn 2D animation or traditional
animation.
52. Advantages
• Great way of demonstrating and guiding step
by step processes
• Flexible: pace (rewind, fast forward and
pause)
• Accessible (DVDs, online and live streams)
• Attractive
• Larger audience (large number of students can
be taught simultaneously by one instructor)
53. • Larger number of hosts (outside speakers
can be involved who would not otherwise
be available)
• Connection (students can be linked with
others from different communities,
backgrounds and cultures)
• Attention Grabbing
• Skill Learning
• To be able to establish commonality
54. Disadvantages
• No student-teacher relationship (questions
can’t be asked)
• Expensive (supporting materials: projector,
laptops, computers)
• Time consuming
• Unpredicted problems (audio and visual
difficulties)
55. • Not flexible: style (teaching style and
strategies)
• Fixed Pace (cannot be interrupted)
• Misinterpretation
• Time consuming (preparation of the video
takes time: production material)
• Not interactive
57. • Video mediated lessons could provide better
understanding of the content and could also
improve the cognitive capacities of a student
since learning is mostly due to visual and
hearing.
• These materials promote student centered
instructional approach. After viewing and
utilizing a material in the classroom, online, or
in a distant learning setting, students create
their own interpretation. Thus they dig deeper
into the content and understands the topic
more. Concepts are transferred to new
problem questions and the construction of
knowledge occurs. Thus students are
becoming more engaged in the learning
process.
58. • Distant learning is a form of schooling that is
continuously emerging. Online seminars can
now be held through video conferences.
These are effective since they are like
seminars/talks only smaller which provides
more room for interaction.
• Video conferences eliminate/reduce the
possibility of misunderstanding since these
provide opportunities for the input of the
facilitator or teachers opposed to that of video
only based learning (fixed). Video
conferences provide the opportunity for
interaction.
59. • Examples: Video-based learning materials,
how to videos (problem based topics), public
broadcast archives (current events, important
events like SONA, public speeches),
educational films, documentaries, multimedia
essays, video call/ video conferences,
interactive videos
• Other Examples: Webinars (Seminars/talks
held online), alternative to some hands-on
lessons (like videos of dissections to provide
a clearer and more accurate lecture)
Editor's Notes
(In documentaries and dramatizations especially, intended messages are quite deep and complex. Because of the young viewers who lack maturity tend to misterpret the message. Misinterpretation