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MIL

TEXT MEDIA

Text

• Backbone of information

• Combination of characters and symbols being used to transfer, store, synthesize, and analyze information

Text Media

• A means or channel that makes use of symbols (characters, letters) which individuals can analyze, interpret, and glean information from

Characteristics of Text Media

• Accessible in multiple formats

Text media is not limited to books, magazines, or newspapers. It can also come in the form of a billboard, subtitles to a movie, or an image arranged to reassemble words.

• Easily recognizable

Since this medium is widely used, it is easily recognized as a channel of communication. If a person looks at a phone message, they can already tell that these characters mean something and contain information.

• Provides time for consideration

Processing information takes time, but since text media requires individuals to read and analyze the characters to gain information user often have time to process this information while seeing it.

• Customizable – can be general or specific Unlike other media forms, text information is customizable. It can be used to transfer general or specific information. Additionally, text media is often combined with other media.

• Literary critic

Although it is commonly used, text media requires individuals to be literate in the meaning of the characters being used. This need for comprehension sets a limit on the capabilities of text media.

Design Elements and Principles

• Emphasis

Focused on highlighting or giving importance to specific parts of the content. Techniques include making the text bold or italicized, increasing the weight, darkening or lightening the font colorckground, or changing the size of the text.

• Contrast

Develops interest in one’s content and elements. Two or more subjects that are entirely different need to be placed in relation to each other. Techniques include placing bright images on dark backgrounds (and vice versa), large font with small font, serif and sans serif font together, cool and warm colors, and the height and width of the elements.

• Organization

Compartmentalizes and arranges all elements of the page/media to establish a theme or cohesive structure. Techniques include adding whitespace to certain areas to show division, grouping similar elements together in one (1) location and, establishing borders to clarify new ideas or sections

• Repetition

In line with organization, this establishes consistency and a sense of theming across the medium. Techniques include using the same bullet styles throughout, placing images in the same location, and having the same page style and border.

Alignment

Focused on the positioning of all elements on the medium. This can be centered, left, right, justified, one (1) column, two (2) columns, or more.

• Proximity

Focused on the location of each element and their relation to each other. Proximity establishes the relationship of an element with another. For example, the content of the first topic must be located away from the title of the second topic if it is unrelated

VISUAL MEDIA

Visual

• Images, pictures, illustrations, and diagrams that are used to convey a message both explicitly and implicitly

Visual Media

• Means of communication that relies heavily on the reader’s ability to see and perceive things in order for information transfer to occur

Characteristics of Visual Media

• Minimizes text

Since information is depicted directly as images or diagrams, the need for text has been removed.

• Delivers the message quickly

Unlike text media, visual media does not require the user to invest large amounts of time to perceive, understand, and process the information it is trying to send.

• Highly customizable and varied

With the rise of new media, visual information has become a large preference for many users. Aside from simple pictures, illustrations, and diagrams, visual media is also portrayed as simulations, games, movies, and other interactive or engaging tools that transfer information.

• Easily updated to be relevant

Relevance and staying updated on trends are easy for visual media since it is directly linked to observations and depictions of life and events.

• Accessible and recognizable

Since the format and modes of using visual media is highly varied, it becomes highly accessible as well. Additionally, individuals can immediately recognize visual media and its message.

Design Elements

• Lines

• Shapes

• Values (degree of light and dark)

• Texture (how an image looks like how it would feel)

• Color

• Form (volume and thickness of an image)

Design Principles

• Repetition

Consistency of all visual elements and even text in the overall medium. This is to establish cohesiveness throughout the medium.

• Center of Interest

The area which first attracts the attention in a composition Considered as the most crucial part of visual media

• Balance

The visual equality in shape, form, value, color, etc. This can be achieved based on symmetry or asymmetry.

• Harmony

The overall composition of similar units to form the major view of the medium

• Contrast

Offers change in value creating a visual discord in a composition. It is often used to create emphasis by showing the major differences of objects (e.g., size, shape, color, etc.)

• Directional Movement

Focused on the visual flow through the medium. It suggests the motion of objects and how the reader will perceive them. Techniques can include the placement of dark and light areas so that the attention is directed to these areas first.

• Rhythm

Movement in which some elements occur regularly Focuses on the flow objects

• Perspective

Created through the arrangement of objects in two (2) dimensional spaces to look like they appear in real life.

CONCEPT OF PROGRAM TESTING

Testing

his is the process of executing a program with the intent of finding errors. It aims to find errors and cannot show the absence of errors.

Types of Tests

White Box

– makes use of the codes and instructions already in a program to derive test cases; it guarantees that all commands and instructions will be executed and tested.

Black Box

– makes use of the interface and user interactions of the program to derive test cases; it focuses on producing correct outputs based on inputs from the user.

Regression Test

– aims to find errors in a previously correct program by modifying the different variables and instructions; also aims to find errors which were not originally there and only arose upon revision.

AUDIO MEDIA

Audio

• Perception of sounds with certain notes and frequencies

Audio Media

• A means or channel that makes use of certain sounds which have significant meaning to collect information without using vision

• Audio media can be divided into two (2) types: analog (direct duplication, aims to replicate the original sound) and digital (recreated sound from segmented parts)

Design Elements

  • Dialogue

Speech, conversations, voice over, etc. Any sound that makes use of specific intonations to convey messages from one individual to another.

  • Sound Effects

Additional sounds outside of music and dialogue. These are often used to give emphasis and setting

  • Music

Vocal or instrumental sounds combined to produce a piece with harmony and form

• Silence

Absence of audio or sound. These are often used to give emphasis or set the pacing of audio media

Design Principles

• Mixing

Combination, balance, and control of multiple sound elements

• Pace

Time control, editing, order of events, linera, non-linear, and multi-linear order

• Transitions

Techniques used to move from one (1) segment to the other.

• Stereo-imaging

Making use of left and right channels to add depth to the sound

MOTION MEDIA

Motion media refers to any form of media that incorporates movement, such as videos, animations, and interactive graphics.

It is a broad term that encompasses various digital and visual mediums used for communication, entertainment, and artistic expression.

Motion media is commonly used in fields like film, advertising, gaming, and web design to engage and captivate audiences through dynamic visuals and storytelling.

Design Elements

• Speed

The pacing of the movement can be based on additional audio or the context of the scenario. It helps project the theme and emotion of the information.

• Direction

This is where objects move can reflect the progression or moving forward of information transfer, or it can signify crucial symbolize regarding the relationships of the characters.

• Motion

These are the triggers that signify the change in direction of an object.

• Timing

The precise control of the duration and speed of elements within the motion media. This can be objective (which is measured in actual units of time) or subjective (where it is psychological rather than accurate to passage of time)

Design Principles

• Speed

A fast movement gives vigor and vitality, intensifying emotions. A slow movement connotes lethargy, solemnity or sadness

• Timing

Timing can be used to clarify or intensify the message or the event. Using a pause can help time the events.

• Transitions

used to switch between scenes

• Sound and Color

adds meaning to the motion

MANIPULATIVE MEDIA

Manipulatives in the context of education are physical tools of teaching, engaging students visually and physically with objects such as coins, blocks, puzzles, markers, etc.

The use of manipulatives is constructivist because students are actively engaged in discovery during the learning process.

TYPES OF MANIPULATIVE MEDIA TRADITIONAL MANIPULATIVE MEDIA

Traditional Manipulative Media is actually being used in particular schools, wherein they use different materials that the students can use to have a hands-on experience regarding the lesson.

VIRTUAL AND DIGITAL MANIPULATIVE MEDIA

With the dawn of the digital age, education should keep up with the 21st-century learners’ interests.

To do so, education has been merged with technology in such a way that students can learn more with the aid of these devices.

BRIEF HISTORY

JOHANN HEINRICH PESTALLOZI (1746-1827)

He asserted that students need to learn through their senses and physical activity He argued for “things before words, concrete before abstract.

FRIEDRICH FROBEL (1782-1852)

He is the “Father of Kindergarten.” He created the world’s first kindergarten in Germany. Influenced by Pestalozzi’s ideas, Froebel’s kindergarten was filled with “toys” categorized as a specific set of “gifts” that are physical objects such as balls, blocks, rings, tiles, and sticks. These gifts were carefully designed to help children recognize and appreciate the common patterns and forms found in nature

MARIA MONTESSORI (1870-1952) She extended Froebel’s ideas by developing materials for older children and inspiring a network of schools in which manipulative materials (montessori materials) play a central role. To create an “education of the senses,” Montessori developed new materials and activities to help children develop their sensory capabilities. Montessori hoped that her materials would put children in control of the learning process, enabling them to learn through personal investigation and exploration

JEAN PIAGET (1896-1980) He theorized that children must first construct knowledge through “concrete operations” before moving on to “formal operations,” thus, the need for concrete manipulatives to develop direct physical experience, equilibration, assimilation, and accommodation.

TEXT-BASED PROGRAMMING

Python

most popular text-based programming created by Guido Van Rossum in 1991

USED FOR

  • web development

  • software development

  • mathematics

  • system scripting

WHAT CAN IT DO

  • It can be used on a server to create web applications

  • can be used alongside soft wares to create workflows

  • it can be used to connect to data base systems

  • can be used to read and modify files

  • can be used for rapid prototyping, or for production ready software

BUGS AND DEBUGGING

Bugs are errors in the code of a program that cause it to not run properly

Debugging is the act of finding and removing bugs to make the program run again

CONCEPT OF PROGRAM TESTING

  • executing program with the intent to find errors

White box - codes and instruction already in the program (run)

black box- user interaction - output

regression test- finding errors by modifying variables

MJ

MIL

TEXT MEDIA

Text

• Backbone of information

• Combination of characters and symbols being used to transfer, store, synthesize, and analyze information

Text Media

• A means or channel that makes use of symbols (characters, letters) which individuals can analyze, interpret, and glean information from

Characteristics of Text Media

• Accessible in multiple formats

Text media is not limited to books, magazines, or newspapers. It can also come in the form of a billboard, subtitles to a movie, or an image arranged to reassemble words.

• Easily recognizable

Since this medium is widely used, it is easily recognized as a channel of communication. If a person looks at a phone message, they can already tell that these characters mean something and contain information.

• Provides time for consideration

Processing information takes time, but since text media requires individuals to read and analyze the characters to gain information user often have time to process this information while seeing it.

• Customizable – can be general or specific Unlike other media forms, text information is customizable. It can be used to transfer general or specific information. Additionally, text media is often combined with other media.

• Literary critic

Although it is commonly used, text media requires individuals to be literate in the meaning of the characters being used. This need for comprehension sets a limit on the capabilities of text media.

Design Elements and Principles

• Emphasis

Focused on highlighting or giving importance to specific parts of the content. Techniques include making the text bold or italicized, increasing the weight, darkening or lightening the font colorckground, or changing the size of the text.

• Contrast

Develops interest in one’s content and elements. Two or more subjects that are entirely different need to be placed in relation to each other. Techniques include placing bright images on dark backgrounds (and vice versa), large font with small font, serif and sans serif font together, cool and warm colors, and the height and width of the elements.

• Organization

Compartmentalizes and arranges all elements of the page/media to establish a theme or cohesive structure. Techniques include adding whitespace to certain areas to show division, grouping similar elements together in one (1) location and, establishing borders to clarify new ideas or sections

• Repetition

In line with organization, this establishes consistency and a sense of theming across the medium. Techniques include using the same bullet styles throughout, placing images in the same location, and having the same page style and border.

Alignment

Focused on the positioning of all elements on the medium. This can be centered, left, right, justified, one (1) column, two (2) columns, or more.

• Proximity

Focused on the location of each element and their relation to each other. Proximity establishes the relationship of an element with another. For example, the content of the first topic must be located away from the title of the second topic if it is unrelated

VISUAL MEDIA

Visual

• Images, pictures, illustrations, and diagrams that are used to convey a message both explicitly and implicitly

Visual Media

• Means of communication that relies heavily on the reader’s ability to see and perceive things in order for information transfer to occur

Characteristics of Visual Media

• Minimizes text

Since information is depicted directly as images or diagrams, the need for text has been removed.

• Delivers the message quickly

Unlike text media, visual media does not require the user to invest large amounts of time to perceive, understand, and process the information it is trying to send.

• Highly customizable and varied

With the rise of new media, visual information has become a large preference for many users. Aside from simple pictures, illustrations, and diagrams, visual media is also portrayed as simulations, games, movies, and other interactive or engaging tools that transfer information.

• Easily updated to be relevant

Relevance and staying updated on trends are easy for visual media since it is directly linked to observations and depictions of life and events.

• Accessible and recognizable

Since the format and modes of using visual media is highly varied, it becomes highly accessible as well. Additionally, individuals can immediately recognize visual media and its message.

Design Elements

• Lines

• Shapes

• Values (degree of light and dark)

• Texture (how an image looks like how it would feel)

• Color

• Form (volume and thickness of an image)

Design Principles

• Repetition

Consistency of all visual elements and even text in the overall medium. This is to establish cohesiveness throughout the medium.

• Center of Interest

The area which first attracts the attention in a composition Considered as the most crucial part of visual media

• Balance

The visual equality in shape, form, value, color, etc. This can be achieved based on symmetry or asymmetry.

• Harmony

The overall composition of similar units to form the major view of the medium

• Contrast

Offers change in value creating a visual discord in a composition. It is often used to create emphasis by showing the major differences of objects (e.g., size, shape, color, etc.)

• Directional Movement

Focused on the visual flow through the medium. It suggests the motion of objects and how the reader will perceive them. Techniques can include the placement of dark and light areas so that the attention is directed to these areas first.

• Rhythm

Movement in which some elements occur regularly Focuses on the flow objects

• Perspective

Created through the arrangement of objects in two (2) dimensional spaces to look like they appear in real life.

CONCEPT OF PROGRAM TESTING

Testing

his is the process of executing a program with the intent of finding errors. It aims to find errors and cannot show the absence of errors.

Types of Tests

White Box

– makes use of the codes and instructions already in a program to derive test cases; it guarantees that all commands and instructions will be executed and tested.

Black Box

– makes use of the interface and user interactions of the program to derive test cases; it focuses on producing correct outputs based on inputs from the user.

Regression Test

– aims to find errors in a previously correct program by modifying the different variables and instructions; also aims to find errors which were not originally there and only arose upon revision.

AUDIO MEDIA

Audio

• Perception of sounds with certain notes and frequencies

Audio Media

• A means or channel that makes use of certain sounds which have significant meaning to collect information without using vision

• Audio media can be divided into two (2) types: analog (direct duplication, aims to replicate the original sound) and digital (recreated sound from segmented parts)

Design Elements

  • Dialogue

Speech, conversations, voice over, etc. Any sound that makes use of specific intonations to convey messages from one individual to another.

  • Sound Effects

Additional sounds outside of music and dialogue. These are often used to give emphasis and setting

  • Music

Vocal or instrumental sounds combined to produce a piece with harmony and form

• Silence

Absence of audio or sound. These are often used to give emphasis or set the pacing of audio media

Design Principles

• Mixing

Combination, balance, and control of multiple sound elements

• Pace

Time control, editing, order of events, linera, non-linear, and multi-linear order

• Transitions

Techniques used to move from one (1) segment to the other.

• Stereo-imaging

Making use of left and right channels to add depth to the sound

MOTION MEDIA

Motion media refers to any form of media that incorporates movement, such as videos, animations, and interactive graphics.

It is a broad term that encompasses various digital and visual mediums used for communication, entertainment, and artistic expression.

Motion media is commonly used in fields like film, advertising, gaming, and web design to engage and captivate audiences through dynamic visuals and storytelling.

Design Elements

• Speed

The pacing of the movement can be based on additional audio or the context of the scenario. It helps project the theme and emotion of the information.

• Direction

This is where objects move can reflect the progression or moving forward of information transfer, or it can signify crucial symbolize regarding the relationships of the characters.

• Motion

These are the triggers that signify the change in direction of an object.

• Timing

The precise control of the duration and speed of elements within the motion media. This can be objective (which is measured in actual units of time) or subjective (where it is psychological rather than accurate to passage of time)

Design Principles

• Speed

A fast movement gives vigor and vitality, intensifying emotions. A slow movement connotes lethargy, solemnity or sadness

• Timing

Timing can be used to clarify or intensify the message or the event. Using a pause can help time the events.

• Transitions

used to switch between scenes

• Sound and Color

adds meaning to the motion

MANIPULATIVE MEDIA

Manipulatives in the context of education are physical tools of teaching, engaging students visually and physically with objects such as coins, blocks, puzzles, markers, etc.

The use of manipulatives is constructivist because students are actively engaged in discovery during the learning process.

TYPES OF MANIPULATIVE MEDIA TRADITIONAL MANIPULATIVE MEDIA

Traditional Manipulative Media is actually being used in particular schools, wherein they use different materials that the students can use to have a hands-on experience regarding the lesson.

VIRTUAL AND DIGITAL MANIPULATIVE MEDIA

With the dawn of the digital age, education should keep up with the 21st-century learners’ interests.

To do so, education has been merged with technology in such a way that students can learn more with the aid of these devices.

BRIEF HISTORY

JOHANN HEINRICH PESTALLOZI (1746-1827)

He asserted that students need to learn through their senses and physical activity He argued for “things before words, concrete before abstract.

FRIEDRICH FROBEL (1782-1852)

He is the “Father of Kindergarten.” He created the world’s first kindergarten in Germany. Influenced by Pestalozzi’s ideas, Froebel’s kindergarten was filled with “toys” categorized as a specific set of “gifts” that are physical objects such as balls, blocks, rings, tiles, and sticks. These gifts were carefully designed to help children recognize and appreciate the common patterns and forms found in nature

MARIA MONTESSORI (1870-1952) She extended Froebel’s ideas by developing materials for older children and inspiring a network of schools in which manipulative materials (montessori materials) play a central role. To create an “education of the senses,” Montessori developed new materials and activities to help children develop their sensory capabilities. Montessori hoped that her materials would put children in control of the learning process, enabling them to learn through personal investigation and exploration

JEAN PIAGET (1896-1980) He theorized that children must first construct knowledge through “concrete operations” before moving on to “formal operations,” thus, the need for concrete manipulatives to develop direct physical experience, equilibration, assimilation, and accommodation.

TEXT-BASED PROGRAMMING

Python

most popular text-based programming created by Guido Van Rossum in 1991

USED FOR

  • web development

  • software development

  • mathematics

  • system scripting

WHAT CAN IT DO

  • It can be used on a server to create web applications

  • can be used alongside soft wares to create workflows

  • it can be used to connect to data base systems

  • can be used to read and modify files

  • can be used for rapid prototyping, or for production ready software

BUGS AND DEBUGGING

Bugs are errors in the code of a program that cause it to not run properly

Debugging is the act of finding and removing bugs to make the program run again

CONCEPT OF PROGRAM TESTING

  • executing program with the intent to find errors

White box - codes and instruction already in the program (run)

black box- user interaction - output

regression test- finding errors by modifying variables