People Media
Refers to persons that are involved in the use, analysis,
  evaluation and production of media and information.
  Two types of People Media
  People in Media - These are media practitioners or experts that have
  professional journalism training who gather information
  through direct or actual experience of events.
  Print Journalists - refers to people who provide information
  by writing articles about a news on printed materials like
  magazines and newspapers.
  Photojournalists   - refers to people who capture, edit, and present
  images to convey information. They are often employed in newspaper
  and magazine publishing companies.
  Broadcast Journalists - refers to media people who deliver
  information on-air. Examples of this are news anchors, field reporters
  and radio announcers.
  Multimedia Journalists - responsible for gathering information through
  interview, observation, or research; also responsible for writing,
  capturing visual content and editing stories to be presented.
  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.
  Opinion Leaders - refers to people who are actively use media and
  interprets or delivers messages for lower-end users. Their opinions are
  usually accepted by a group.
  Citizen Journalism - an individual or a group of citizens without proper
  training for journalism that uses media – usually through Internet – to
  make or deliver information. They are usually the witnesses of an
  event worth sharing (e.g. fire in a location, tragic events, etc.)
  Social Journalism - refers to journalists who delivers information through
  social media to make their content more accessible to people.
  Crowdsourcing - these are people who provide services, ideas, or content
  that are sponsored by a large group of people, especially from the
  online community.
 Text Media and Information
  is a simple and flexible format of presenting information or conveying
  ideas whether hand-written, printed or displayed on-screen. Text is
  very powerful as well in disseminating information, providing direction
  and giving suggestions.
  Text is available in different sources whether it is formal (news
  articles, published books, newspapers, magazines, advertisements,
  research works, etc.) or informal (blogs, personal e-mails, SMS or text
  messages, online messengers, social media platforms, etc.)
  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.
Text as Visual
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 (.of), etc.
In the absence of images or drawings, text is the easiest way of
communicating to your audience. The use of various font types can
express different emotions or meaning.
Types of Typeface:
Serif - connotes formality and readability in large amount of texts.
This font is usually used for the body text of books, newspapers,
magazines and research publication. Also, serif fonts give a classic or
elegant look when used for title or heading.
Examples: Times New Roman, Garamond, Baskerville
Sans serif - brings a clean or minimalist look to the text. This font is
used for clear and direct meaning of text such as road signage,
building directory or nutrition facts in food packages. Also, sans serif
fonts give a modern look and is used primarily in webpage design.
Examples: Arial, Helvetica, Tahoma, Verdana, Calibri
Slab serif - carries a solid or heavy look to text. This font can be
used for large advertising sign on billboards.
Examples: Rockwell, Playbill, Blackoak
Script - draws much attention to itself because of its brush-like
strokes. This must be used sparingly and not to be used in large body
text. This font is usually used in wedding invitation cards or other
formal events.
Examples: Edwardian, Vladimir, Kunstler
Display or decorative - caters to a wide variety of emotions
(such as celebration, fear, horror, etc.) or themes (such as cowboys,
circus, holidays, summer, kiddie, etc.)
Examples: Chiller, Jokerman, Curlz MT
Design Principles and Elements
Emphasis - refers to the importance or value given to a part of the
text-based content. When trying to make a point or highlighting a
message, you can make the text bold, italicized, have a heavier
weight, darkened or lightened (depending on your background color)
or enlarged.
Appropriateness - refers to how fitting or suitable the text is used
for a specific audience, purpose or event. In the creation of text-based
content, make sure that the selection criteria (tone, style, purpose,
clarity) is followed. As for the choice of typefaces to be used, refer to
the discussion of the characteristics of the fonts. When it comes to
large body text, the font should be clear enough to read.
Proximity - refers to how near or how far are the text elements
from each other. When two things are closely related, we bring them
close together. Otherwise, we put text elements far from each other.
For example, the main title and subtitle are usually placed close to
each other.
Alignment - refers to how the text is positioned in the page. This
can be left, right, centre or justified.
Organization - refers to a conscious effort to organize the different
text elements in a page. Organization ensures that while some text
elements are separated from each other (based on the principle of
proximity), they are still somehow connected with the rest of the
elements in the page. When there are many elements needed to fit in
a page, start by creating a framework or a compartment for the
elements. Divide the space by creating lines across the page, making it
look like a cabinet with various space sizes. Once you are done
compartmentalizing, you can place the different text elements on the
boxes.
Repetition - concerns consistency of elements and the unity of the
entire design. Repetition encourages the use of repeating some
typefaces within the page. When several typefaces are used on a page,
it might distract the audience and fail to communicate what you want
them to get from the content. To strike a balance, do not also use just
a single typeface for a visual design product.
Contrast - creates visual interest to text elements. Contrast is
achieved when two elements are different from each other. When you
place a white text on a very light yellow background, contrast is not
achieved and the text will be difficult to read, but when you put a white
text on a dark brown background, contrast is created. Contrast can be
achieved in various ways, by joining the following elements: large font
  with a small font, serif and sans serif, thin elements with thin elements,
  cool color and warm color.
 Visual Media and Information
  Refers to instruments, applications, etc. that teachers and/or students
  use to convey new information to help learn the uses, assessment, and
  creation of visual images.
  The primary purpose of visual information is to gain attention, create
  meaning, and facilitate retention.
  Examples of Visual Media are: Photography, Video, Screenshots,
  Infographics, Data visualization (such as charts, graphs), Comic Strips,
  Cartoons, Memes, Visual note-taking, etc.
  Types of Visual Media
  Formally Produced Visual Media – produced by formal
  organizations such as schools, government, and established
  media/publishing outfits are considered formally produced.
  Informally Produced Visual Media - other visual media that
  are not produced by mentioned above.
  Visual Design Media
  refers to basic components in constructing a visual image.
Line – refers to an outline that sometimes create a shape. Its
texture can be thick or thin, may be vertical, horizontal,
diagonal, implied, actual, or contour lines.
Shape – refers to a form of an object that stands out. Shape
may also be organic.
Value – refers to the lightness or darkness in a design. It refers
to the changes between black and white and all the tones in
between.
Texture – the way a platform feels or supposed to feel. This is
added to draw or prevent 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.
Color – determined by its hue (name of color), intensity (purity
of the hue), and value (lightness or darkness of hue). Color and
color combination plays a big role in designing. Color may be
used for emphasis, or may elicit emotions from viewers. Color
maybe warm, cool, or neutral. It plays an important role in our
visual perception because it affects how we react about the
environment around us. It is therefore important to make color
palettes that suggest appropriate audience reactions.
Form – refers to the volume or thickness of an object. The
illusion of a 3-D object is created through the manipulation of
light and shading.
Visual Design Principles
Consistency - of margins, typeface, typestyle, and colors is
necessary, especially in slide presentations or documents that are
more than one page.
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.
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.
Harmony – is the same as unity; harmony combines similar units
within a composition. For instance, if straight lines and organic shapes
are used within a composition, one would be consistent in using the
said elements.
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.
Directional Movement – refers to the visual flow of the objects in
the composition. It refers to how objects are placed and positioned.
Rhythm – a consistent movement within the elements. Like in
dancing, the movement of objects will seem to be in sync or like the
beat of music.
 Audio Media and Information
  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.
  Purposes of Audio:
  Give instruction or information – in most times, audio is used
  to provide more specific information. For instance, some tutorial videos
  have audio background for the viewers to fully understand the lecture.
  Provide feedback – In terms of oral communication, audio is
  essential. Between two people who are having a conversation, one
  might use their voice to provide feedback such as talking, making
  approving sounds, grunting, etc.
  To personalize or customize.
  Types of Audio Information
  Radio broadcast - live or recorded audio sent through radio waves
  to reach a wide audience.
  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.
Sound recording - recording of an interview, meeting, or any
sound from the environment.
Sound clips/effects – refers to sounds that is synthetically
produced to make an effect in a composition or presentation.
Audio Podcast – a recording of a story or a radio program,
typically released or can be downloaded in series or episodes.
Different Ways to Store Audio
Tape – refers to a magnetic tape that can store audio or sound.
CD – refers to circular plastic-fabricated medium used for keeping and
playing computer data (e.g. video, audio, programs, pictures, or even
text files.)
USB drive – a type of external storage that is portable and can be
connected to any device that has a USB port.
Memory Card – also known as storage card or flash memory card;
usually connected to a device (e.g. cellphone, laptop, etc.) to store
data.
Computer hard drive - secondary storage device for storing
audio files.
Internet/Cloud - websites or file repositories for retrieving audio
files, and more precisely the files are stored in some datacenter full of
servers that is connected to the Internet.
Different File Formats of Audio
MP3 (MPEG Audio Layer 3) – standard audio format for
transferring or playing audio.
M4A/AAC (Mpeg-4 Audio/Advanced Audio Coding) – an
audio format that is considered to be the successor of the MP3 audio
format that has better sound quality.
WAV (Waveform Audio File Format) – a standard audio
format for Microsoft for storing audio or for the playback of game
sound effects, etc.
WMA (Windows Media Audio) - a technology developed by
Microsoft for compressing audio and is used with Microsoft’s Windows
Media Player.
Characteristics of Sound
Volume– refers to the volume of the sound
Tone - refers to the quality of sound
Pitch - refers to the highness or the lowness of the sound or tone.
Elements of Sound Design
Dialogue - speech, conversation, voice-over.
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.
Sound Effects - any sound other than music or dialogue.
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. "Huwag kang malito,
same talaga sila:)" - cath
Silence - absence of audio or sound.
Principles of Sound Design
Mixing – the blend, symmetry, and control of multiple audio
  Pace – refers to timely order of events. This may be linear, non-
  linear, or multi-linear.
  Transitions – how one element shifts to another.
  Segue – an audio begins as soon as another stops. Also refers to
  “cut” in films.
  Cross-fade – an audio fades in volume just as another fades out
  volume, making both elements overlap.
  V-Fade – an audio begins after the first one fades to silence.
  Fade to Black – similar to V-Fade but a silence is included between
  elements.
  Stereo Imaging - Using left and right channel for depth.
 Motion Media and Information
  Motion Media - refers to a media form with moving graphics or
  texts. According to Roblyer, the purpose of motion media is to
  convey information in several ways. Each picture is a frame and that
  motion is created by rendering or showing consecutively several
frames per second. 24 frames (0pictures) or more per second makes
for a smooth animation.; videos, film, slides also make use of frames.
The series of graphics or images follow a sequence to create a story.
This sequence is often called a storyboard which shows a set of
components (audio, visual, videos, etc) changing in time to create a
story or a message.
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:
Writing the story - writers and directors create the story board.
Script - is written and dialogue is recorded.
Animators sketch major scenes - in-betweens fill in the gaps,
background music and background details are added.
Drawings are rendered.
Videos are produced in the same manner except that instead of
drawing the scenes they are acted out and shot. Once the scenes have
been shot, all clips are edited and put together in a final product.
Motion Media Formats, Types and Sources
Animations - animated GIFs(Graphic Interchange Format), Flash,
Shockwave, Dynamic HTML
  Video formats/Video Codecs - motion media use large resources.
  Codecs compresses and decompresses video files. Examples are H.26N
  series, QuickTime, DivX, MPG, MP4
  According to purpose - education, entertainment, advertising
  According to source - personal, social media, media companies
  According to audience - private or public; directed or general.
  The Movie and Television Review and Classification Board or
  MTRCB has classified ratings for both movies / film and for television
  programs.
  A. For Movies
    [Insert picture]
  B. For Television Programs
    [Insert picture]
 Manipulative Information and Media
  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. For instance, in video games, the user
has to constantly interact with the game for the program to continue or
flow. Aside from video games, database, trading, engineering, and
financial applications are also type of software that involves
interactivity.
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.
Different Platforms of Interactive Media
Mobile apps – refers to software applications dedicated for small
wireless devices such as smartphones or tables.
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.
Multi-player video games – a type of video game that enables two
or more users to play with one another or against each other.
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.
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.
Interactive websites – refers to websites that allows people to
interact such as pools, surveys, or exams and exercises for online
training.
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.
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. Example are Facebook, Twitter, Instagram,
Snapchat, Vine, etc. Relate this topic to their output in the previous
activity.
Different Ways of Interacting with the Internet
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
Online gaming - choose a game; play with computer; play with
others; choose a level, in-game
Online classes - interact with content; interact with instructors;
interact with classmates.
Chat - group chat; search groups; search friends; translate language.
News and information - exchange information; give reaction; news
on demand; monitor views.
Videos - choose your own adventure; get multimedia content;
experience game elements.
Types of Interactivity
Click on images
Hotspot – a part of the web page that leads to another web page.
Hotspots can take form in different shapes such as rectangle, circle,
polygon, or triangle.
Rollover – a part of a picture or a picture that shifts into another
appearance when the mouse hovers over it.
Tabs - clicking on them displays a relevant content with an
appropriate graphic.
Timeline - a menu slide that branches to different events.
Numbers/processes – data points in and interactive function that
depends on the number of clicks and time spent.
Slideshow - non-linear interactive slideshow where the pathway
through the show is determined by the user's interaction with it.
Frequently asked questions (FAQs)
Flip cards - a card that when clicked flips to display a description and
other information.