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This flashcard set covers the nine Philippine creative domains, emerging tech trends, ethical considerations for artists, e-Health terminology, and event management processes based on the lecture notes.
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RA11904
The Philippine law that defines and classifies the nine creative domains and their representative professions.
Creative Services
The domain focused on advertising and marketing, featuring professions like Advertising Copywriter, Marketing Strategist, and Media Planner.
Design
The domain involving the envisioning, planning, creation, and manufacturing of symbols, images, and products (e.g., Fashion Designer, Interior Designer).
Publishing & Printed Media
The creation, publication, and distribution of artistic or journalistic works, including roles like Book Editor, Journalist, and Novelist.
Performing Arts
Live, kinetic expressions represented by professions such as Stage Actor, Choreographer, and Professional Musician.
Visual Arts
Expressions of traditional Filipino culture through arts, crafts, and festivals, including Fine-Arts Painter and Digital Photographer.
Traditional Cultural Expressions
Heritage, folklore, and indigenous crafts passed down by individuals such as Master Weavers and Folklorists.
Cultural Sites
Physical human-made locations like monuments, historic buildings, and museums, overseen by curators or archaeologists.
Audiovisual Media
Moving images and sound combined for screens and films, involving roles like Film Director and Sound Designer.
Digital Interactive Media
User-driven digital software and coding experiences such as Video-Game Developer and UX/UI Designer.
Creative Economy
The production and commercialization of creative goods and services emphasizing culture and innovation, as defined by UNESCO.
AR (Augmented Reality)
Technology that overlays digital elements onto the real world.
VR (Virtual Reality)
Technology that replaces the real world with a fully simulated environment.
Democratization of Creativity
The lowering of entry barriers through no-code/low-code tools like Canva and Unity, allowing anyone to produce professional-grade projects.
Plagiarism
A serious ethical breach involving passing off another person's work as your own.
Copyright Infringement
Using protected material without permission, which may result in legal action.
e-Health
Digital technologies used to provide cost-effective, secure health information and communication, as defined by the WHO.
mHealth
A mobile subset of e-Health involving phones, tablets, and wearable tracking devices.
e-Sports
Organized competitive video-gaming, such as Valorant or Mobile Legends.
Health Literacy
Possessing the competencies to engage with digital health services while protecting personal well-being.
Event Management Phases
The seven core steps: Planning, Organizing, Directing, Controlling, Budgeting, Leading, and Evaluating.