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Media and Information Literacy Information Literacy

This document discusses media and information literacy. It defines media literacy as understanding how to use different media platforms and determine their value. Information literacy involves gathering information legally and thoughtfully through communication. The document outlines the evolution of media from pre-industrial times to the current information age. It also discusses the roles of media in democratic societies and theories related to media effects and audience uses. The importance of information literacy skills like evaluating sources and identifying accurate information is emphasized.

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Gary Paul
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0% found this document useful (0 votes)
125 views17 pages

Media and Information Literacy Information Literacy

This document discusses media and information literacy. It defines media literacy as understanding how to use different media platforms and determine their value. Information literacy involves gathering information legally and thoughtfully through communication. The document outlines the evolution of media from pre-industrial times to the current information age. It also discusses the roles of media in democratic societies and theories related to media effects and audience uses. The importance of information literacy skills like evaluating sources and identifying accurate information is emphasized.

Uploaded by

Gary Paul
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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INTRODUCTION TO MEDIA AND manage media accounts or media

INFORMATION LITERACY platforms.

INFORMATION LITERACY
MEDIA AND INFORMATION LITERACY
● is the communication or acquiring of
● involves necessary skills that let a
data or facts that relate to the use of
person interact using different media
media information. This involves a
platforms and get access to
careful and thoughtful way of
information around the globe.
gathering information legally,
avoiding such pitfalls as violating
COMMUNICATION AND MEDIA
intellectual property rights and
INFORMATION
plagiarism.
● is affected by media and
information because of the
TECHNOLOGY LITERACY
advancement of technology and the
● is the skill of an individual to
availability of different
manipulate technology independently
communication services.
or with the assistance of others in
● allow us to have access to fast and
using the technology in an efficient
easy forms of communication using
and suitable way.
different media platforms and social
media sites like Facebook,
Media Literacy, Information Literacy, and
Messenger, Instagram, Twitter,
Technology Literacy are skill needed to
among others.
access knowledge and communicate
● Negative effects: personal
information in a legal and ethical manner.
relationships that may be strained by
Information and media literacy enable people
the over-reliance on social media that
to become a responsible user and producer of
are fertile grounds for fake news and
media and information.
hoaxes.

EVOLUTION OF MEDIA
MEDIA LITERACY
● highlights the capacity of an PRE – INDUTRIAL AGE (BEFORE 1700s)
individual to understand the ● early hominids discovered fire,
functions of media and determine the developed paper from plants, and
relevant use and worth of media built weapons
platforms. This means that an ● used stone tools and for their hunting
individual knows how to use or and gathering
● used crude stone tools to create
things considered rock art. ELECTRONIC AGE (1930S - 1980S)
● prehistoric arts such as petroglyphs ● utilized the power of electricity that
and pictographs, the earliest forms of made electronic devices like
traditional media transistor radio and television work.
example: ● creation of the transistor piloted the
● Cave paintings (35,000 BC) rise of the electronic age, the power
● Clay tablets in Mesopotamia (2400 of transistors was used in radio,
BC) electronic circuits, and early
● Papyrus in Egypt (2500 BC) computers.
● Acta Diurna in Rome (130 BC) example:
● Dibao in China (2nd Century) ● Transistor Radio
● Codex in the Mayan region (5th ● Television (1941)
Century) ● Large electronic computers- i.e.,
● Printing press using wood blocks (220 EDSAC (1949) and UNIVAC 1 (1951)
AD) ● Mainframe computers - i.e., IBM
704(1960)
INDUSTRIAL AGE (1700S - 1930S) ● Personal computers - i.e., Hewlett
● transformation of the manufacturing Packard 9100A (1968), Apple 1 (1976)
industry, and commercial enterprise ● OHP, LCD projectors
for mass production of various
products occurred. INFORMATION AGE (PRESENT)
● long – distance communication via ● is a period also known as the digital
telegraph, a system used for age.
transmitting messages ● use of the worldwide web
example: ● communication became faster and
● Printing press for mass production easier
(19th century) ● rapid technological advancement and
● Newspaper – The London Gazette innovation
(1640) ● with the use of microelectronics lead
● Typewriter (1800) Telephone (1876) to the development of laptops,
● Motion picture netbooks mobile phones, and
photography/projection (1890) wearable technology
● Commercial motion pictures (1913) example:
● Motion picture with sound (1926)
● Telegraph & Punch cards
● Web browsers: Mosaic (1993), ADVOCATE
Internet Explorer (1995) ● through its diverse sources of
● Blogs: Blogspot (1999), LiveJournal formats, it bridges the gap of digital
(1999), Wordpress (2003) divide.
● Social media: Friendster (2002),
Multiply (2003), Facebook (2004) THEORIES OF MEDIA AND
● Microblogs: Twitter (2006), Tumblr INFORMATION LITERACY
(2007)
● Video: YouTube (2005)
EFFECTS THEORY
● Augmented Reality / Virtual Reality
● effects to audience or receiver
● Video chat: Skype (2003), Google
Hangouts (2013)
USES AND GRATIFICATION THEORY
● Search Engines: Google (1996),
● what the audience do with media
Yahoo (1995)
● Portable computers- laptops (1980),
RECEPTION THEORY
tablets (1993) netbooks (2008),
● what the effects of audience do to the
● Smartphones
media
● Wearable technology
● Cloud and Big Data
INFORMATION LITERACY

ROLES OF MEDIA IN
INFORMATION LITERACY
DEMOCRATIC SOCIETY
● ability to recognize when information
is needed and to locate, evaluate, and
CHANNEL
effectively communicate information
● opportunities for people to
in its various formats.
communicate, share idea
WATCHDOG
INFORMATION LITERATE REQUIRED
● exposes corrupt practices of
SKILLS:
government & private sector
1. To be able to find resources.
2. To be able to find info.
REOURCE CENTER
3. Ethically and responsible use of info.
● gateway of information for the
4. To communicate one’s info.
society’s consumption
5. To be able to manage your info.
6. To be able to examine results.
ETHICAL USE OF INFORMATION MEDIA AND INFORMATION SOURCE
● Quoting a. Indigenous
● Paraphrasing b. Literacy
● Citing c. Internet
d. Others
Republic Act No. 8293 – Intellectual
Property Code of the Philippines STEPS TO IDENTIFY IF THE INFO IS
● it shall protect and secure the CORRECT:
exclusive rights of the gi ed citizens RELIABILITY OF INFORMATION
to their intellectual property and ● info can be verified and
creations. evaluated
● trustworthiness of source
THREE MAIN PARTS OF RA NO. 8293:
1. Laws on patents ACCURACY OF INFORMATION
2. Laws on trademarks, service marks, ● closeness of reports to actual
and trade names data
3. Laws on copyright
VALUE OF INFORMATION
STAGE/ELEMNTS OF INFORMATION ● if it aids the user in making or
LITERACY: improving decisions
1. Identifying/recognizing info needs.
2. Determine the source of info. AUTHORITY OR CREDIBILITY OF
3. Citing or searching for info. SOURCES
4. Analyzing and evaluating the quality ● much info we gather, daily as
of info. from a primary source but
5. Organizing, storing, or archiving info. passed on secondary source
6. Using info in an ethical, efficient, and such as writer, reporter, and the
effectiveness. like.
7. Creating and communicating new ● sources with an established
knowledge. expertise

TYPE OF MEDIA TIMELINESS


● Print media ● reliability, accuracy, and value
● Broadcast media of info may vary based on time,
● New media it was produced or acquired
● info maybe accurate, reliable, Convention
and valuable during the time it - In media context, refers to a standard
was produced but irrelevant and or norm that acts as a rule governing
inaccurate with the passing of behavior.
time.
Messages
Language - Information sent from a source to a
- pertains to the technical and symbolic receiver.
ingredients or code and conventions
that media and information Audience
professionals may select and use in - group of consumers for whom a media
effort to communicate ideas, message was constructed as well as
information, and knowledge. anyone else who is exposed to the
message.
Media language
- codes, conventions, formats, symbols, Producers
and narrative structures that indicate - people engaged in the process of
the meaning of media messages to an creating and putting together media
audience. content to make a finished media
product.
Technical codes
- include sounds, camera angles, types Other stakeholders
of shots and lighting. (ominous music - libraries, archives, museums, internet,
to communicate danger in a feature of and other relevant information
power film, or high-angle camera shots producers.
to create a feeling of power in
photograph) CURRENT AND FUTURE TRENDS OF
MEDIA AND INFORMATION
Symbolic goals
Haptics technology
- include the languages, dress or actions
- The feedback technology (using
pf characters, iconic symbol that easily
computer applications) that takes
understood. (a red rose may be used
advantage of the user’s sense of touch
symbolic to convey romance, a
by applying force, vibrations and/or
clenched fist may be used to
motions to the user.
communicate anger)
Contextual awareness PEOPLE AS MEDIA
- Combining ‘hard sensor’ information
such as where you are and the People as Media
conditions around you, combined with - Individuals serve as channels of
‘so sensors’ such as your calendar, information with the advent of social
your social network and past media, individuals have been
preferences - future devices will empowered to not just create
constantly learn about who you are and information but to give feedback, edit
how you live, work and play. and add on to the media information.

Voice and tone recognition Characteristics of social media:


- Used to confirm a person’s identity ● Individualized, builds profiles
and health (includes personal details, pictures,
likes)
Intelligent routing to devices ● Connects with friends and people
- Provide the precise description and (includes referrals by other friends or
location of a street-based issue using by the site itself)
Smartphones and mobile devices that ● Uploads content in real time
can take photos and have GPS (global ● Enables conversations (both private
positioning system) support. and public)
● Provides tracking (history and threads)
Eye tracking technology
- Measures eye positions and Formats and examples of social media
movements which are analyzed ● Relationship or Social networks -
through computer applications. Facebook
● Micro-blogging - Twitter, Instagram
Internet glasses ● Special interest networks -Linkedin,
- Technology that can display images Pinterest
directly onto our retinas while not ● Media Sharing - YouTube, Flickr
blocking our sight is being developed. ● Collaborative news -Reddit, Waze
- This technology can be used in ● Discussion Forums - Google Groups
eyeglasses and have uses ranging from ● Merchant sites - Shopee, Lazada,
e-Gaming to military defense. Amazon
● Virtual worlds - Minecra , Mobile
Legends
Relationships
Advantage: Limitation:
● People who are physically apart can ● Teachers need to develop skills for
continue to communicate at a a more inclusive and personalized
lower cost, send pictures, use way of facilitated learning. Not all
live-streaming, thereby information is valid, accurate, or
strengthening the ties between beneficial.
them.
Limitation: Recognition
● Demands on relationship-building Advantage:
increases with social media. People ● Instant recognition by the way of
expect friends and family to simply liking a post can be very
respond immediately. Some private gratifying and encouraging.
conversations can be made Limitation:
vulnerable to exposure. ● Social media has created a specific
need for validation and attention.
Diversion/ Entertainment
Advantage: Career progression
● Social media can provide great Advantage:
entertainment and allow users to ● It has become easier to market
have a respite from their busy oneself through social media.
schedules. Connections and referrals are
Limitation: established more quickly.
● This form of entertainment can Limitation:
o en be addictive. Others find it ● There is no separation of private
more difficult to manage their time and professional. What is posted
wisely and to focus on the task at about the private self may affect the
hand. professional.

Learning TEXT AS MEDIA


Advantage:
● Social media provides a platform Text

for real time collaborative learning. – a simple and flexible format of

Resources can be made readily presenting information or conveying ideas

available. Learners can take control whether hand-written, printed or

of their own learning. displayed on-screen.


Source of Text 1. Emphasis - refers to the importance
● Formal text-based materials are or value given to a part of the
created and distributed by established text-based content. When trying to
institutions (such as publishing make a point or highlighting a
companies, news agencies, etc.) and go message, you can make the text bold,
through a rigorous process of editing italicized, have a heavier weight,
or evaluation and are usually governed darkened or lightened (depending on
by censorship of the state. your background color) or enlarged.
● Informal text-based materials, on the
other hand, come from personal 2. Appropriateness - refers to how
opinions or views on different issues, fitting or suitable the text is used for a
processes, etc. specific audience, purpose or event. In
the creation of text-based content,
Text as visual make sure that the selection criteria
a. Typeface (also called font, font type, or (tone, style, purpose, clarity) is
type) refers to the representation or followed. As for the choice of typefaces
style of a text in the digital format. to be used, refer to the discussion of
b. A typeface is usually comprised of the characteristics of the fonts. When
alphabets, numbers, punctuation it comes to large body text, the font
marks, symbols and other special should be clear enough to read.
characters. When fonts are installed in
the computer, they usually come in file 3. Proximity - refers to how near or how
formats such as True Type Font (.ttf), far are the text elements from each
Open Type Font (.otf), etc. other. When two things are closely
c. In the absence of images or drawings, related, we bring them close together.
text is the easiest way of Otherwise, we put text elements far
communicating to your audience. The from each other. For example, the
use of various font types can express main title and subtitle are usually
different emotions or meanings. placed close to each other.

Design principles and elements 4. Alignment- refers to how the text is


- the principles in designing text positioned on the page. This can be
elements are Emphasis, le , right, center or justified.
Appropriateness, Proximity,
Alignment, Organization, Repetition
and Contrast.
5. Organization - refers to a conscious Purpose of visual information
effort to organize the different text 1. Gain attention
elements in a page. 2. Create meaning
3. Facilitate retention
6. Repetition - concerns consistency of
elements and the unity of the entire
design. Repetition encourages the use Design Elements
of repeating some typefaces within the Line
page. When several typefaces are used - describes a shape or outline. It can
on a page, it might distract the create texture and can be thick or thin.
audience and fail to communicate Lines may be actual, implied, vertical,
what you want them to get from the horizontal, diagonal, or contour lines.
content. To strike a balance, do not use
just a single typeface for a visual Shape
design product. - usually a geometric area that stands
out from the space next to or around it,
7. Contrast - creates visual interest in or because of differences in value,
text elements. Contrast is achieved color, or texture.
when two elements are different from
each other. Value
- the degree of light and dark in a
VISUAL INFORMATION AND MEDIA design. It is the contrast between black
and white and all the tones in between.
Visual media – materials, programs,
Value can be used with color as well as
applications and the like that teachers and
black and white. Contrast is the
students use to formulate new information to
extreme changes between values.
aid learning through the use, analysis,
evaluation and production of visual images.
Texture
- the way a surface feels or is perceived
Types of visual media
to feel. Texture can be added to attract
● Photography
or repel interest to a visual element.
● Video
Visual texture is the illusion of the
● Screenshots
surfaces peaks and valleys, resulting in
● Infographics
a feeling of smoothness or roughness
● Data visualization
in objects.
● Comic strips/cartoons/memes
Color composition was using wavy lines and
- determined by its hue (name of color), organic shapes, you would stay with
intensity (purity of the hue), and value those types of lines and not put in just
(lightness or darkness of hue). one geometric shape.
Form Contrast
- a figure having volume and thickness. - offers some change in value creating a
An illusion of a 3-dimensional object visual discord in a composition.
can be implied with the use of light Contrast shows the difference between
and shading. Form can be viewed from shapes and can be used as a
many angles. background to bring objects out and
forward in a design. It can also be used
Design Principles to create an area of emphasis.
Consistency
- margins, typeface, typestyle, and colors Directional Movement
are necessary, especially in slide - a visual flow through the composition.
presentations or documents that are It can be the suggestion of motion in a
more than one page. design as you move from object to
object by way of placement and
Center of interest position. Directional movement can
- an area that first attracts attention in a be created with a value pattern.
composition. This area is more
important when compared to the other Rhythm
objects or elements in a composition. - a movement in which some elements
recur regularly. Like a dance, it will
Balance have a flow of objects that will seem to
- a feeling of visual equality in shape, be like the beat of music.
form, value, color, etc. Balance can be
symmetrical and evenly balanced, or Perspective
asymmetrical and unevenly balanced. - created through the arrangement of
Objects, values, colors, textures, objects in two-dimensional space to
shapes, forms, etc. can be used in look like they appear in real life.
creating balance in a composition. Perspective is a learned meaning of the
relationship between different objects
Harmony seen in space.
- brings together a composition with
similar units. If for example your
AUDIO INFORMATION AND MEDIA 4. Memory Card - is a small storage
medium used to store data such as text,
Types of audio media: pictures, audio, and video, for use on
1. Radio Broadcast - live or recorded small, portable, or remote computing
audio sent through radio waves to devices.
reach a wide audience. 5. Computer hard drive - secondary
2. Music - vocal and/or instrumental storage devices for storing audio files.
sounds combined in such a way as to 6. Internet/Cloud - websites or file
produce beauty of form, harmony, and repositories for retrieving audio files,
expression of emotion. and more precisely the files are stored
3. Sound recording - recording of an in some datacenter full of servers that
interview, meeting, or any sound from is connected to the Internet.
the environment.
4. Sound effects - any sound, other than Audio Formats
music or speech, artificially 1. MP3 - a common format for consumer
reproduced to create an effect in a audio, as well as a standard of digital
dramatic presentation, as the sound of audio compression for the transfer and
a storm or a creaking door. playback of music on most digital
5. Audio Podcast - a digital audio or audio players.
video file or recording, usually part of a 2. M4A/AAC (MPEG-4 Audio/Advanced
themed series, that can be downloaded Audio Coding) - an audio coding
from a website to a media player or standard for lossy digital audio
computer. compression.
3. WAV - is a Microso audio file format
Different ways of storing audio media: standard for storing an audio bitstream
1. Tape - magnetic tape on which sound on PCs.
can be recorded. 4. WMA (Windows Media Audio) - is an
2. CD - a plastic-fabricated, circular audio data compression technology
medium for recording, storing, and developed by Microso and used with
playing back audio, video, and Windows Media Player.
computer data.
3. USB drive - an external flash drive, Elements of Sound Design
small enough to carry on a key ring, ● Dialogue - speech, conversation,
that can be used with any computer voice-over.
that has a USB port. ● Sound Effects - any sound other than
music or dialogue.
● Music - vocal or instrumental sounds MOTION MEDIA
(or both) combined in such a way as to
produce beauty of form, harmony, and Motion Media

expression of emotion. - each picture is a frame and that

● Silence - absence of audio or sound. motion is created by rendering or


showing consecutively several frames

Principles of Sound Design per second.

● Mixing - the combination, balance - the series of graphics or images follow

and control of multiple sound a sequence to create a story. This

elements. sequence is o en called a storyboard

● Pace - Time control. Editing. Order of which shows a set of components

events: linear, non-linear, or (audio, visual, videos, etc) changing in

multi-linear. time to create a story or a message.

● Transitions - How you get from one


segment or element to another. Informal motion media
- are created by individuals o en for

Types of transitions: personal use.

● Segue - one element stops, the next


begins ("cut" in film). Formal motion media

● Cross-fade - one element fades out, - are created by professionals who

the next fades in, and follow industry standards in creating,

they overlap on the way. editing and producing motion media.

● V-Fade - First element fades to


inaudible before the second Motion Media Format

element begins. 1. Animations - animated gifs (Graphic

● Fade to Black - V-Fade with some Interchange Format), Flash,

silence between elements. Shockwave, Dynamic HTML

● Waterfall - As first element fades out,


the second element 2. Video formats/Video Codecs -

begins at full volume. motion media use large resources.

● Stereo Imaging - Using le and right Codecs compresses and decompresses

channels for depth. video files. Examples are H.26N series,


Quicktime, DivX, MPG, MP4
Motion Media Motion Media Source
- each picture is a frame and that 1. Personal
motion is created by rendering or 2. Social media
showing consecutively several frames 3. Media companies
per second.
- the series of graphics or images follow Basic methods on determining the
a sequence to create a story. This credibility of motion media
sequence is o en called a storyboard 1. Validity of information – Is it peer
which shows a set of components reviewed and verifiable
(audio, visual, videos, etc) changing in 2. Source - Primary or secondary source?
time to create a story or a message. Does the video capture the actual
event or does it simply present
Informal motion media information learned about an event.
- are created by individuals o en for 3. Relationship of the author to the
personal use. event – Does he have firsthand
knowledge
Formal motion media 4. Technical methods of detecting
- are created by professionals who tampering/fake video:
follow industry standards in creating, ● Smoothness of video – This is o en
editing and producing motion media. detected when movements are not
smooth; when action seems to jump
Motion Media Format from one position to another, as if
1. Animations - animated gifs (Graphic some action was missing.
Interchange Format), Flash, ● Lighting coverage matches - One way
Shockwave, Dynamic HTML to detect lighting matches is to look at
2. Video formats/Video Codecs - the shadows; the source of light
motion media use large resources. determines the size and direction of
Codecs compresses and decompresses the shadow.
video files. Examples are H.26N series, ● Scale and size consistent- scale refers
Quicktime, DivX, MPG, MP4 to how the size of the objects in
reference to one another are near the
Motion Media Purpose real thing. If the picture is reduced or
1. Education enlarged by a certain percent, then all
2. Entertainment of the objects should be resized by that
3. Advertising percent. Objects that are far away are
usually smaller than objects that are of an object. As objects move, the
nearer. background must remain in scale with
the object.
Advantages: ● Motion Path refers to the route that
● It captures motion in a manner that the object will take. It shows the
can be viewed repeatedly change in direction of a movement. It
● It can show processes in detail and in is important to note the triggers to the
sequence change in direction of an object. These
● Simulations allow for safe observation triggers are o en key objects or events
● It can cut across different cultures and in a story.
groups ● Timing can be objective or subjective.
● It allows scenes, history, events and ● Objective timing can be measured in
phenomenon to be recreated minutes, seconds, days, etc.
● It enables learning with emotions ● Subjective timing is psychological or
felt. Timing can be used to clarify or
Limitations: intensify the message or the event.
● Compared to other forms of visual Using a pause can help time the events.
media the viewer cannot always
interrupt the presentation. Motion Media Principles
● It is o en times more costly than ● Transitions are used to switch
other forms of visual media. between scenes. Having a clear start
● Other data may be presented best and finish in your motion path or
using still images. Examples are scenes Using neutral colors at the start
graphs, diagrams, maps. or end of a scene is a good method for
creating the right mindset.
Motion Media Elements ● Sound and color adds depth and
● Speed can be constant or variable. meaning to movement.
The tone of the movement can be ● Cartooning the graphic and text
highlighted by the speed coupled with provides dynamic movement. This can
music. A fast movement gives vigor be done by using the following
and vitality, intensifying emotions. A movements: stretching, rotating,
slow movement connotes lethargy, squashing
solemnity or sadness. ● Blurring can be used in different ways.
● Direction can indicate a movement In animation, blurring can provide the
from one direction to another. It can illusion of fast movement. In videos, it
also refer to the growing or shrinking
is o en used to censor information for B. 3D TV
security or decency. ● A television display technology that
enables a three-dimensional effects
MANIPULATIVE INFORMATION , so that viewers perceive that an
AND MEDIA image has depth as well as height
and width , similar to objects in the
Interactive Media real world.
● a method of communication in
which the programs output depend C. Video Game ( Multi-Player)
on the users input , and the users ● A game played by electronically
input turn off the programs outputs manipulating images produced by a
. Interactive media engage the computer program on a television
user and interact with him or her screen or other display screen.
in a way that not interactive media Multiplayer games allow two or
do not. more players to play with one
another or play together.
Interactivity
● the communication process that D. Role –Playing Games (RPG)
takes place between humans and ● A game in which players assume
computer so ware. The most the roles of characters in a fictional
constant form of interactivity is setting . Players take responsibility
typically found in games , which for acting out these roles within a
need a countious form of narrative , either through literal
interactivity with the gamer . acting or through a process of
Detabase application and other structured decision making or
financial , engineering and tracking character development.
application are also typically very
interactive. E. Massively Multiplayer Online Role
Playing Game (MMORPG)
DIFFERENT PLATFORMS OF ● Any story driven online video game
INTERACTIVE MEDIA in which a player , taking on the
A. Mobile Apps persona of a character in a virtu of
● A so ware application developed fantasy world , interacts with a
specifically for use on small , large number of other players
wireless computing device such as
smartphones and tablets , rather
than desktop or laptop computers.
F. Interactive Website (Pools , Surveys , B. Online Gaming
Exams , Exercises) ● Choose a game
● play with computer , play with
G. Virtual Reality and Immersive others
Environments. ● choose a level ,
● The computer generated ● in-game customization , etc.
simulation of the a three
dimensional image or environment C. Online Classes
that can be interacted with in a ● Interact with content
seemingly real or physical way by a ● interaction with instruction
person using especial electronic ● interact with classmates.
equipment , such as a helmet with a
screen inside or gloves fitted with D. Chat
sensors. ● Group chat
● Search group
H. Social Media ● Search friends
● Website or online services where ● Translate language
users are the creators and
consumers of the content , and
where social interactions are the E. News and Information
main features of content. ● Exchange Information
● Give reaction
● News on demand
Different ways of Interacting with the ● Monitor the views
Internet
A. Online Shopping F. Videos
● Compare prices ● Choose your own adventure
● Compare features of similar items ● Get multimedia content
● Add to cart ● Experience game elements
● Choose payment type
● Track delivery TYPE OF INTERACTIVITY
● Get advice from experts A. Hotspot
● Search products ● A special region to act as a trigger
● Check local availability Get to another web page. The hotspot
product recommendations. could be a circle , triangle ,
rectangle or polygon.
B. Rollover
● An image of portion of an image
that changes in appearance when
the mouse cursor moves over it.

C. Tabs
● Clicking on them display a relevant
content with an appropriate
graphics.

D. Timeline
● A menu slide that branches to
different events.

E. Number / Processes
● The number of click and the time
spent in an interactive function
provide data points.

F. Slideshow
● Non-linear interactive slideshow
where the pathway through the
show is determine by the user’s
interaction with it.

H. Flip Cards
● A card that when clicked flips to
display a description and other
information.

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