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Vocabulary flashcards covering key definitions, domains, health literacy concepts, and esports management processes from the MAPEH lecture notes.
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AGILE
Flexibility, collaboration, and customer-centric development.
PIVOTAL
Determining the outcome or direction of a situation.
AUGMENTED
Enhancement or addition of something, often technology, to improve capabilities or features.
INDIGENOUS
People, communities, or cultures that are native to a specific area, maintaining a distinct identity, language, and traditions over time.
PREMIER
First in importance, order, or position; leading.
PROPEL
To drive or push something toward a direction, often with force or speed.
Creative Industries
Specific sectors of the economy based on creativity, intellectual property, and cultural expression.
Creative Economy
Economic activity that depends on individuals or organizations using creativity to drive jobs, revenue, community resources, and cultural engagement.
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.
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.
Philippine Creative Industries Development Plan (PCIDP)
The strategic roadmap that sets the country's goals, targets, and strategies for creative industries.
AUDIOVISUAL MEDIA
A domain engaged in the production, broadcasting, and distribution of moving images and sound.
DIGITAL INTERACTIVE MEDIA
A domain focusing on technology, interactive, and digital experiences that blend creativity with coding and software engineering.
CREATIVE SERVICES
Businesses providing creative, strategic, and functional solutions to other industries or clients.
DESIGN
The creation of functional, aesthetic, and physical products highlighting Filipino craftsmanship and innovation in consumer goods.
PUBLISHING AND PRINTED MEDIA
A domain involving the creation, printing, and distribution of written and literary works.
PERFORMING ARTS
Live artistic performances using human execution in front of an audience.
VISUAL ARTS
The creation of static art pieces that are primarily appreciated through sight.
TRADITIONAL CULTURAL EXPRESSIONS
The commercialization of indigenous, heritage-based crafts and cultural practices.
CULTURAL SITES
Spaces preserved and presented for their historical, artistic, or cultural significance.
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).
E-Health Literacy
The ability to find, evaluate, and process health information from digital platforms using ICT tools.
M-Health
A specialized subset of e-Health involving mobile wireless technology such as smartphones, tablets, and wearables for public health and clinical care.
Telemedicine
Remote clinical consultation using video calls and secure messaging.
e-Sports
Professional, organized competitive video gaming where individuals or teams compete in multiplayer video games.
e-Sports Management
A cross-disciplinary program that gives students an introduction to esports while preparing them for careers in media and game studies.
Game Mechanics
The core rules and structural systems governing movement, combat, objectives, and resource management in video games.
Multiplayer
Two or more players engaging simultaneously on a shared computer network (LAN) or cloud-based server.
Gaming Reflexes
Involuntary motor responses to visual stimuli requiring rapid hand-eye coordination.
Planning (in E-Sports)
The management function of developing goals, organizing tasks, determining resources, creating timelines, setting tracking methods, and finalizing the plan.
Organizing (in E-Sports)
The management function of assigning and grouping tasks, delegating authority, allocating resources, and coordinating personnel and procedures.
Directing (in E-Sports)
The management function of leading, guiding, instructing, supervising, and motivating employees to achieve organizational goals.
Controlling (in E-Sports)
The management function of evaluating progress toward goals, monitoring plan execution, identifying deviations, and making necessary corrections.
Budgeting (in E-Sports)
The management function of preparing financial documents to estimate income and expenses over a specific period while overseeing expenditure.