Philippine Creative Industries, E-Health Literacy, and E-Sports Management Reviewer

0.0(0)
Studied by 0 people
call kaiCall Kai
Locked
learnLearn
examPractice Test
spaced repetitionSpaced Repetition
heart puzzleMatch
flashcardsFlashcards
GameKnowt Play
Card Sorting

1/33

flashcard set

Earn XP

Description and Tags

Vocabulary flashcards covering key definitions, domains, health literacy concepts, and esports management processes from the MAPEH lecture notes.

Last updated 2:41 PM on 8/30/26
Name
Mastery
Learn
Test
Matching
Spaced
Call with Kai
Chat

No analytics yet

Send a link to your students to track their progress

34 Terms

1
New cards

AGILE

Flexibility, collaboration, and customer-centric development.

2
New cards

PIVOTAL

Determining the outcome or direction of a situation.

3
New cards

AUGMENTED

Enhancement or addition of something, often technology, to improve capabilities or features.

4
New cards

INDIGENOUS

People, communities, or cultures that are native to a specific area, maintaining a distinct identity, language, and traditions over time.

5
New cards

PREMIER

First in importance, order, or position; leading.

6
New cards

PROPEL

To drive or push something toward a direction, often with force or speed.

7
New cards

Creative Industries

Specific sectors of the economy based on creativity, intellectual property, and cultural expression.

8
New cards

Creative Economy

Economic activity that depends on individuals or organizations using creativity to drive jobs, revenue, community resources, and cultural engagement.

9
New cards

Republic Act No. 11904

Also known as the Philippine Creative Industries Development Act, enacted on July 28, 2022, providing for the development, promotion, and funding of Philippine creative industries.

10
New cards

Philippine Creative Industries Development Council (PCIDC)

The governing council that leads the growth and development of Philippine creative industries, consisting of 10 government ex officio members and 9 private sector members.

11
New cards

Philippine Creative Industries Development Plan (PCIDP)

The strategic roadmap that sets the country's goals, targets, and strategies for creative industries.

12
New cards

AUDIOVISUAL MEDIA

A domain engaged in the production, broadcasting, and distribution of moving images and sound.

13
New cards

DIGITAL INTERACTIVE MEDIA

A domain focusing on technology, interactive, and digital experiences that blend creativity with coding and software engineering.

14
New cards

CREATIVE SERVICES

Businesses providing creative, strategic, and functional solutions to other industries or clients.

15
New cards

DESIGN

The creation of functional, aesthetic, and physical products highlighting Filipino craftsmanship and innovation in consumer goods.

16
New cards

PUBLISHING AND PRINTED MEDIA

A domain involving the creation, printing, and distribution of written and literary works.

17
New cards

PERFORMING ARTS

Live artistic performances using human execution in front of an audience.

18
New cards

VISUAL ARTS

The creation of static art pieces that are primarily appreciated through sight.

19
New cards

TRADITIONAL CULTURAL EXPRESSIONS

The commercialization of indigenous, heritage-based crafts and cultural practices.

20
New cards

CULTURAL SITES

Spaces preserved and presented for their historical, artistic, or cultural significance.

21
New cards

E-Health

The cost-effective and secure use of information and communication technologies (ICT) in support of health and health-related fields, as defined by the World Health Organization (WHO).

22
New cards

E-Health Literacy

The ability to find, evaluate, and process health information from digital platforms using ICT tools.

23
New cards

M-Health

A specialized subset of e-Health involving mobile wireless technology such as smartphones, tablets, and wearables for public health and clinical care.

24
New cards

Telemedicine

Remote clinical consultation using video calls and secure messaging.

25
New cards

e-Sports

Professional, organized competitive video gaming where individuals or teams compete in multiplayer video games.

26
New cards

e-Sports Management

A cross-disciplinary program that gives students an introduction to esports while preparing them for careers in media and game studies.

27
New cards

Game Mechanics

The core rules and structural systems governing movement, combat, objectives, and resource management in video games.

28
New cards

Multiplayer

Two or more players engaging simultaneously on a shared computer network (LAN) or cloud-based server.

29
New cards

Gaming Reflexes

Involuntary motor responses to visual stimuli requiring rapid hand-eye coordination.

30
New cards

Planning (in E-Sports)

The management function of developing goals, organizing tasks, determining resources, creating timelines, setting tracking methods, and finalizing the plan.

31
New cards

Organizing (in E-Sports)

The management function of assigning and grouping tasks, delegating authority, allocating resources, and coordinating personnel and procedures.

32
New cards

Directing (in E-Sports)

The management function of leading, guiding, instructing, supervising, and motivating employees to achieve organizational goals.

33
New cards

Controlling (in E-Sports)

The management function of evaluating progress toward goals, monitoring plan execution, identifying deviations, and making necessary corrections.

34
New cards

Budgeting (in E-Sports)

The management function of preparing financial documents to estimate income and expenses over a specific period while overseeing expenditure.