STEM Grade 11 MIL Pre-Finals Reviewer

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Republic of the Philippines

Department of Education
Region IV-A CALABARZON
City Schools Division of Dasmariñas - Cluster VI
Tel. No. 046-973-7552 Email at [email protected]

PALIPARAN III SENIOR HIGH SCHOOL


DEPARTMENT OF INFORMATION AND COMMUNICATION TECHNOLOGY

Media and Information Literacy

PRE-FINAL EXAMINATION REVIEWER


2nd Semester, A.Y. 2019-2020

A. MEDIA INFORMATION LANGUAGES


• Codes - These are systems of signs which create meaning.
• Conventions - These are the generally accepted ways of doing something.
• Code-Conventions - These are the generally accepted codes in media and information studies.
• Genre - This comes from the French word meaning 'type'.
• In media and information studies, it can be recognized through the common use of code-conventions.

• Types of Codes
a. Technical Codes - These are ways in which equipment is used to tell a story (used in all media formats,
but particularly in film).
b. Symbolic Codes - This type of code shows what is beneath the surface of what we see. (used in media
formats, but particularly in literature and film)
 Includes object, setting, body language, clothing, color, etc.
c. Written Code - This refers to the use of language style and textual layout (used in all media formats, but
particularly in literature and visual arts)

• Basic Camera Shots (Technical Codes)


• Extreme Wide Shot (EWS) - the view is so far from the subject that s/he isn't even visible. Act to
establish the area.
• Wide Shot (WS) - show the entire person or area. They’re great for establishing the scene and allow for
good action of the characters. Sometimes this is known as the long shot.
• Medium Shot (MS) - frame the subject from the waist up. This is the most common shot and allows for
hand gestures and motion.
• Close-up - show a particular part of your subject. For people this usually means the shot frames just the
head!
• Medium Close Up (MCU) - shots show the subject in more detail and are often framed from just below
the shoulders to the top of the head.
• Extreme Close Up (ECU) - are much tighter close-up shots in which you get detail greater than the
human eye might be able to normally perceive. An example of this shot might be of the mouth and eyes
together.

• Camera Angles (Technical Codes)


• Low Angle - This shows the subject from below, giving them the impression of being more powerful or
dominant.
• Eye-Level - This is the most common view, being the real-world angle that we are all used to. It shows
subjects as we would expect to see them in real life.
• High Angle - A high angle shows the subject from above, i.e. the camera is angled down towards the
subject. This has the effect of diminishing the subject, making them appear less powerful, less significant
or even submissive.
• Worm’s Eye - A view of an object from below, as though the observer were a worm; the opposite of a
bird's-eye view. It can be used to look up to something to make an object look tall, strong, and mighty.
• Bird’s Eye - The scene is shown from directly above. This is a completely different and somewhat
unnatural point of view which can be used for dramatic effect.
• Slanted (Canted) - Also known as a Dutch tilt, this is where the camera is purposely tilted to one side so
the horizon is on an angle. This creates an interesting and dramatic effect.

B. LEGAL, ETHICAL AND SOCIETAL ISSUES IN MEDIA INFORMATION

• Intellectual Property (IP) – refers to creations of the mind, such as inventions; literary and artistic works;
designs; and symbols, names and images used in commerce

• Piracy – in media and information studies, it is the unauthorized reproduction or use of any type of intellectual
property such as copyrighted book, recording, television program, patented invention, trademarked product, etc.
• Types of Intellectual Property (IP)
a. Copyright - a legal term used to describe the rights that creators have over their literary and artistic
works
b. Patent - an exclusive right granted for an invention
 provides the patent owner with the right to decide how - or whether - the invention can be used by
others
c. Trademarks – a sign capable of distinguishing the goods or services of one enterprise from those of
other enterprises.
d. Industrial Design - constitutes the ornamental or aesthetic aspect of an article
e. Geographical Indications and Appellations of Origin - signs used on goods that have a specific
geographical origin and possess qualities, a reputation or characteristics that are essentially attributable to
that place of origin
 most commonly includes the name of the place of origin of the goods.

• Republic Act 8293 (R.A. 8293) – also known as Intellectual Property Code of the Philippines
• it enjoins the State to protect and secure the exclusive rights of scientists, inventors, artists, and other
gifted citizens to their intellectual property and creation.

• Validity Period of Copyright, Patents and Trademark (Republic Act 8293)


INTELECTUAL PROPERTY VALIDITY
Literary works During the lifetime of the author plus 50 years after death
Art 25 years from the date of creation
Photographic work 50 years from publication
Audio- visual work 50 years from publication
Sound recording 50 years from year recording took place
Broadcast recording 20 years from date of broadcast
Trademark Valid for 10 years and may be renewed for a periods of 10 years
Invention patent Valid for 20 years from filing date application

• Fair use – the use of any copyrighted material without a license but only for certain purposes. These include:
commentary, criticism, reporting, research, teaching
• Guidelines for Fair Use
• A majority of the content you create must be your own.
• Give credit to the copyright holder.
• Don't make money off of the copyrighted work.
• Creative Commons - one of several public copyright licenses that enable the free distribution of an otherwise
copyrighted work.
• There are several types of CC licenses. The licenses differ by several combinations that condition the
terms of distribution.
• Creative Commons (CC) Licenses
a. Attribution: You must credit the creator.
b. Non-Commercial: You can't make a profit.
c. No Derivative Works: You can't change the content.
d. Share Alike: You can change the content, but you have to let other people use your new work with the
same license as the original.

• Plagiarism - the act of using another person's words or ideas without giving credit to that person

C. PEOPLE INFORMATION AND MEDIA


• People - human beings making up a group or assembly or linked by a common interest, a body of persons that are
united by a common culture, tradition, or sense of kinship, that typically have common language, institutions, and
beliefs, and that often constitute a politically organized group
• Media - the main means of mass communication
• People Media - an assembly of people with a common interest where they become the main means of mass
communication. In other words, people are media themselves since they have the ability for mass communication.
• Types of People Media
• Idea Generators - ex. Writers
• Speakers - active people media such as Personal Relations people, newscasters, politicians
• Users - especially in the internet where content is highly user-generated, everyone is a user

• Characteristics of People Media


• Tech savvy
• Credible
• Flexible
• Charismatic
• Updated
• Articulate
• Issues Involved
• Reliability- Capable of being relied on; dependable
• Plagiarism- the practice of taking someone else’s work or ideas and passing them off as one’s own

D. TEXT INFORMATION AND MEDIA


• Text - The most common form of media that is used to display information that needs to be read.
• Font Face - Also known as “typeface”. Pertains to the style of lettering. Ex. Times New Roman, Calibri,
Verdana, Arial, etc.

• Font Properties
• Font Size
• Font Style
• Font Color
• Font Arrangement
• Text Alignment – center, left, right, justify
Justify Alignment is the most common text alignment used for formal and legal documents.
• Text Margins
• Text Spacing
• Font Styles
• Bold
• Italic
• Underlined
• Font Origins - Fonts are named after its designer or the design era it originated from.

• Five Major Categories


a. Serif Fonts
 Have short stems or finishing strokes at the end of each (also known as tails).
 Preferred for printed materials with lengthy text like in newspapers, magazines, and books.
 More readable in printed form.
b. Sans Serif Fonts
 Fonts without serifs are called sans serif, from the French sans, meaning “without”.
 Often used as font for headlines, headings, and titles / subtitles in printed materials.
 Preferred for text on Web or Multimedia applications because it is perceived to be more readable.
c. Script Fonts
 Script fonts are also called cursive fonts.
 Often used as font for formal invitations, posters, and greeting cards.
d. Decorative Fonts
 Decorative fonts collectively include those fonts that were created for the purpose of adding
embellishment, style, or themes.
 Often used as font for posters or greeting cards.
e. Monospaced Fonts
 Monospaced fonts were created as a mimic to the typewriter font.
 All characters have equal width.
 Often used for programming code and displaying formulas.
• Recommendations
• When using text in multimedia applications
• Titles should be at least point size 32. Text Headings should be at least point size 28
• Body text should be at least point size 24 Use left-aligned for body text
• Choose sans-serif fonts Use blocks of text
• Use bullets when possible
• Be consistent with your choice of fonts, text layout, and colors in all screens of your multimedia
application
E. AUDIO INFORMATION AND MEDIA
• Audio Media – In media and information studies, it may refer to analog tape cassettes and digital CDs as well as
to computer files containing audio in any number of digital formats.
• Types of Audio Recording
 Analog Recording – sound is recorded into magnetic or mechanical medium as continuous stream of
sound waves
 Cassette tapes (magnetic)
 Phonograph disk or plaka (mechanical)
 Digital Recording – sound converted into on and off signals (bits) using digital devices such as
computers, smart phones, and digital recorders
 Compact Discs (CD)
 Audio files (MP3, WMA, etc.)

• Audio file format - a file format for storing digital audio data on a computer system
• Common Windows-compatible audio file formats (according to Webopedia.com)
 MP3 MPEG Layer III Audio (.mp3) - Is the most common sound file format used today
 WMA - Windows Media Audio (.wma) - a Microsoft file format for encoding digital audio files similar
to MP3 though can compress files at a higher rate than MP3.
 WAV (.wav) - It is the main format used on Windows systems for raw and typically uncompressed audio.
 It the de facto standard for sound on PCs
 typically used by broadcast companies which adopted the tapeless system ahead of others
 Real Audio (.ra .ram .rm) - Real Audio is a proprietary format, and is used for streaming audio that
enables you to play digital audio files in real-time
 MIDI (.mid) - Short for musical instrument digital interface, MIDI is a standard adopted by the electronic
music industry for controlling devices, such as synthesizers and sound cards, that emit music.
 It is the audio format used in videoke machines here in the Philippines
 Ogg (.ogg) - Ogg is an audio compression format, comparable to other formats used to store and play
digital music, but differs in that it is free, open and unpatented.
• Other notable audio file formats
 .3GP (commonly used in 3G phones and above),
 .AMR (a 3GP format optimized for speech recording)
 .M4A (an audio only MP4 file)
 .M4P (format used by APPLE in music downloaded from their iTunes Music Store)
• Digital Audio workstation - computer software application for recording, editing and producing audio files such
as songs, musical pieces, human speech or sound effects.
 Examples
 Adobe Audition (licensed)
 Audacity (free, open sourced)
• Radio Broadcasting
 Radio Broadcasting - Broadcasting is the distribution of audio and/or video content or other messages to
a dispersed audience via any electronic mass communications medium
 In common usage, radio broadcasting is used to refer to broadcast of audio content as opposed to TV
broadcasting which is understood as broadcast of video content
 Method of Radio Broadcasting
 AM or Amplitude Modulation - first successfully carried out in the mid-1870s.
 It has poorer sound quality compared with FM
 It is cheaper and can be transmitted over long distances
 FM or Frequency Modulation - developed in the United states in the 1930s, mainly by Edwin
Armstrong
 It is less prone to interference than AM.
 FM signals are impacted by physical barriers.
 FM has better sound quality due to higher bandwidth.

• Radio broadcasting in the Philippines


 1922 – first radio broadcast by KZKZ AM in Nichols Airfield (located in Pasay and Paranaque)
 1929 – first radio broadcast outside of Metro Manila by KZRC AM in Cebu City
 1933 – KZFM the first United States government-run radio station in the Philippines
 1939 – KZRH first went to air, the call sign was later changed to DZRH
 DZRH (formerly KZRH) is the oldest existing radio station in the Philippines

 1946 – KZFM was turned-over to the newly independent Philippine government


 KZFM is known today as DZRB – Radyo ng Bayan
 1948 – from the initial call letter K, the Philippines changed to D primarily to distinguish itself from
United States based radio stations (example from KZRH to DZRH)
 2005 – DWSU Green FM 95.9 first went into air. It is the campus radio station of the De La Salle
University - Dasmarinas
 Other radio stations in Cavite
 AUP Radio 88.7 FM, the campus radio of the Adventist University of the Philippines
 Naic Joy Radio 93.5 FM
 91.9 The Bomb FM
 105.5 The Beat FM Tagaytay
F. VISUAL INFORMATION AND MEDIA (GRAPHICS)
• Visual Information - Use of one or more of the various visual media with or without sound.
 Types of Visual Media
 Non-projected visual media - Requires no projection material or electric power
 Examples: cartoons (i.e. editorial cartoon), charts, comic strips (komiks), flashcards,
illustrations, maps, models (i.e. 3D models), photographs, and posters
 Projected visual media - Uses bright light to pass through a transparent picture, by means of a
lens, or electronic power
 Examples: filmstrips, presentations (Over Head Projector, PowerPoint, Keynote),
Infographics, videos

 Types of digital graphics


 Raster graphics - A raster graphic is an image made of hundreds (or thousands or millions) of
tiny squares of color information, referred to as either pixels or dots.
 Digital photographs are the most common type of raster graphics
 Raster graphics gets blurry when enlarged
 Vector graphics - A vector graphic uses math to draw shapes using points, lines and curves.
 The most common types of vector graphics are fonts and logos.
 Vector files can be enlarged or reduced as much as you want without losing any image
quality
 Commonly used graphics format (cemca.org.in)
 .GIF or Graphics Interchange Format - GIF images are very small in size and so load faster
than other formats.
 GIF supports animation.
 .JPG, JPEG or Joint Photographic Experts Group - this format is used to display
photographic images.
 This is the most common graphics format today
 JPEG does not support animation.
 .PNG or Portable Network Graphics - It was designed to be an alternative to GIF file format.
 .PNG supports transparent backgrounds
 Scanning - The basic purpose of scanning an image is to digitize it, i.e. convert it from an analog from
into a digital form.
 Graphics Editor – a computer program that allows users to compose and edit digital images
 Examples
 Microsoft Paint (Raster)
 Adobe Photoshop (Vector, but supports limited vector drawings)
 GIMP or GNU Image Manipulation Program (Vector, but supports limited vector
drawings)
 Adobe Illustrator (Vector)
 Inkscape (Vector)
 Examples:
 Prezi
 Microsoft PowerPoint
 Apple Keynote
 Libre Office Impress

E. MOTION INFORMATION AND MEDIA

 Motion Media - a form of media that has the appearance of moving text and graphics on a display.
o Its purpose is to communicate information in multiple ways (Roblyer, 2006)
 Motion Media Formats
a. Film - also called a movie or motion picture, is a series of still or moving images
 e.g., short film, documentary film, animation
b. Motion Pictures in Television
 Television (TV) is a telecommunication medium for transmitting and receiving moving
images, with or without accompanying sound.
c. Livestream - is a live streaming video platform that allows users to view and broadcast video content
using a camera and a computer through the internet. (e.g. Facebook Live)
d. YouTube – a video sharing website, created by three former PayPal employees in February 2005, on
which users can upload, view and share videos.
 Video editing software - an application program which handles the post-production video editing of digital video
sequences on a computer.
o Video editing - Video editing is the process of manipulating and rearranging video shots to create a new
work.
o Post-production - work done on a film or recording after filming or recording has taken place.
o Examples of video editing software
 Sony Vegas Pro
 iMovie (Apple Mac)
 Adobe Premier Pro
 Final Cut Pro
 Windows Movie Maker
 OpenShot (free, OpenSource)
 Blender (free, OpenSource)
G. OTHER TOPICS

 Manipulative Media – this refers to materials which enhances learning by direct handling and tinkering
o Manipulative materials – these are any concrete objects that allow students to explore an idea in an active,
hands-on approach.
 These materials enable children to explore mathematical and scientific concepts (such as number
and shape) through direct manipulation of physical objects.
 Multimedia - is content that uses a combination of different content forms such as text, audio, images, animations,
video and interactive content.

Prepared by:

Paul Enrique C. Casas Zaldy T. Ronquillo, Jr. Herma C. Vejerano

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