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Transcript of MULTIMEDIA
SHIRLEY LANNEE VENTURA
CASTRO HERRERA 1rst. Edition, 2011
MULTIMEDIA
AND
TECHNOLOGY
Fist Edition, 2011 [MULTIMEDIA AND TECHNOLOGY]
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Shirley Lannee Ventura Castro Herrera First Edition 2011 Guatemala E-mail: [email protected] www.wix.com/slvch2/bach www.shirleycastro.yolasite.com wwww.shirleycastroherrera.blogspot.com Tel. 41719650
Fist Edition, 2011 [MULTIMEDIA AND TECHNOLOGY]
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My name is Shirley Lannee Ventura Castro Herrera, I am studying the last semester of Licenciatura en Inglés con Énfasis en Tecnología Educativa in Mariano Gálvez University. I am the English Coordinator of Escuela Experimental Ocupacional “Villa de los Niños”. Through the career we have learnt a lot about technology and multimedia, our professor is Licda. Silvia Sowa who has been always teaching us and making us apply everything we are learning. This book is an example of the current applications we use during the course.
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INDEX
PAGE
1. INTRODUCTION 5
2. OBJECTIVES 6
3. MULTIMEDIA PROJECTS 7
4. SOME MULTIMEDIA PROJECT TYPES
(for schools, for industry, magazines,
reports, newspaper, commercials, etc.) 19
5. CRITICS CIRCLE PROJECT 23
6. TECHNOLOGY AND MULTIMEDIA 30
7. 7 PRINCIPLES OF GOOD PRACTICE
IN TECHNOLOGY 31
8. VISUAL CUES AND IMPORTANCE OF
HIGH QUALITY DESIGN 34
9. SOME IMPORTANT PROGRAMS
THAT SUPPORT TEACHING
WITH MULTIMEDIA 38
10. ORGANIZING INFORMATION 40
11. CONCLUSION 44
12. BIBLIOGRAPHY 45
13. E-GRAPHY 46
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INTRODUCTION
This book contains an abstract of different and important topics of
the multimedia 2 course, multimedia uses a variety of media form,
for example : text, audio, video, animation, images, etc, It has come
to improve the teaching and learning process in order to develop on
students skills using other teaching methods.
Actually multimedia is one current way of presenting content through
computers, it offers a variety of different, dynamic, and interesting
tools, applications and teaching methods which are being adapted to
the society in different facets of life.
Here you´ll find a considerable amount of topics related with
multimedia like: some of the multimedia projects we can develop
with our students, types of projects, programs used in multimedia,
etc.
We hope it will be useful for students and also for teacher and help
you empower your knowledge.
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OBJECTIVES
To enrich our knowledge as students of the fourth semester of
Licenciatura en Inglés con Enfasis en Tecnología Educativa.
To create a useful online guide tool about multimedia.
To put in practice and use one of the multimedia tools.
To investigate and fulfill some questions related with the topic.
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USING MULTIMEDIA FOR EFFECTIVE
EDUCATION
Organizing and interacting with media helps students create
multimedia project to achieve academic goals.
a. MULTIMEDIA PROJECTS
It helps students achieve selected academic goal, some of the goals
include improving higher-order thinking skills, enhancing
interpersonal group skills, learning content by constructing and
organizing representations of knowledge, and incidentally learning
how to make effective use of media and computers.
The five useful media are:
GRAPHICS
TEXT
IMAGES
AUDIO
VIDEO
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Creating a multimedia project can give students the opportunity to
learn significantly more than they could learn by creating a report
that contains text and images or even by creating a videotape that
contains all five media. In either a report or a videotape, creators
must organize information linearly, that is, in a single sequence from
beginning to end. In a multimedia project, however, creators use
links to arrange information in more meaningful organizations.
All media involve links:
Hypertext links join different pieces of text
Hypertext the combination of links and text is
called hypertext
Hypermedia links join other media; in addition to text the
combination is called hypermedia.
b. THE ROLE OF COMPUTERS IN MULTIMEDIA
Using a multimedia authoring system program, students can create
media, buttons, and links quickly and easily, a user can create and
select any desired buttons to see events in any desired order after it
they can determine what part of the project the user will see next,
selecting another button tells the computer to show the timeline
screen again.
Multimedia uses computers to help students perform activities that
were previously impossible.
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c. TYPICAL MULTIMEDIA
A multimedia project consists of a collection of computers screens
containing some or all of text, graphics, images, audio, and video,
along with buttons that the user can select with a mouse. It will take
the users to different screens.
d. EVOLUTION OF MULTIMEDIA
The essence of multimedia, however, is interactivity rather than just
multiple media.
At first, multimedia meant a class seeing and hearing a
presentation that required an audio tape player and either a
film-strip projector or a slide projector
Later, multimedia came to mean a larger audience seeing and
hearing a mor complex presentation that required several
audio tape players, slide projectors, andmovie projectors, all
under the control of a special purpose computer.
A Typical Menu Text text text text
Text text text text
Text text text text
End
End
End
Video
window
End
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e. THEORY
ADVANTAGES
It enables student to represent information using several
different media.
It enables students to employ hypermedia links to organize
information in many meaningful ways.
It involves a sufficiently wide variety of activities and skills that
all members of a group can work on effectively over an
extended interval
We take as given that students learn better
If they construct knowledge actively rather than merely
receiving information passively
If they learn to work in groups as well as to work alone; and
If they learn by using multiple sensory modalities in addition to
using the most important modality, namely writing and reading
text.
Other advantages
They involve substantial work, open-ended assignments,
theme based activities, and knowledge and experiences that
the students draw from a wide variety of sources.
The projects tend to be interdisciplinary activities that involve
teamwork and profound application of concepts.
It´s the way for students to achieve high self-esteem, to
increase their ability to function as self-directed learners, to
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learn to think effectively, and to practice problem-solving and
decision-making.
f. MEDIA
We shall refer to the media by the following five media:
Text Letters, numbers, and special symbols
Graphics lines, circles, boxes and other shapes filled with
shades of gray or colors
Images still pictures with shades of gray or colors
Audio voices, natural sounds, music and sound
effects
Video pictures that appear one after another
sufficiently rapidly to give the illusion of continuous motion,
without jerking or flickering.
g. MEDIA AND PROJECTS
Media requires successively more demanding techniques,
hardware, and software.
Text is generally the most effective medium for
expressing concrete facts such as who was
involved and what transpired.
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Graphics, such as timeline and a, are deal for diagrams that show how events relate to one another, such as temporally and spatially.
Image adds impact to many events.
Audio, students speak into a microphone and the
computer converts their voices to digital form.
Hypermedia links allow students or other users of
the project to see and hear critics` opinions in any
order and to read and think about the summary
whenever they desire.
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h. SELECTING PROJECTS
The main purpose of student-created multimedia projects is to
master subject matter and achieve other academic goals, readers
should think about how variations of this book`s projects, and
completely different projects.
i. GOALS
The main reason for teachers to challenge students to create
multimedia projects is to help students learn subject material and to
develop their ability to analyze and draw conclusions about the
subject material.
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Higher-order thinking skills
Applying complex concepts
Understanding and designing navigation and tours through information
Presenting information appropriately and effectively
Selecting media and using them effectively
Using media to exhibit sense of the times, drama, and impact
Group and interpersonal skills
Working successfully in a group`
Improving interpersonal relationships
Planning useful interim milestones
Working with members of other groups in the class
Interacting with people outside the classroom
Content or discipline
Learning significant facts and concepts in a given discipline
Learning interdisciplinary topics
Understanding and using vocabulary, symbolism, and interpretation
Technical skills
Learning project planning and execution skills
Using an authoring system´s tools
Using hypermedia links to organize information
Using, text, graphics, images, audio, and video more effectively
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j. MOTIVATION
Creating multimedia projects motivates students to work in a quality
manner harder and longer than in many other activities because the
resulting projects are more attractive and more interesting than
most.
k. PITFALLS AND BYPASES
Teachers should require student o create text as part of any
multimedia project.. Introducing hypertext is one way to give text its
own novelty.
Effective assessment is essential in order to raise working on
multimedia projects above the status of occasional entertaining
diversions.
l. RELATION TO WRITING AS PROCESS
This process includes relevant aspects of writing as process, in
which students brainstorm, consider their audience, prewrite, write,
edit while assisted by feedback from others, rewrite and refine, and
publish.
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m. ORGANIZING INFORMATION
Organizing information by using hypermedia links allows students to
explore several different ways in which pieces of information relate
to one another, one way to obtain this skill is to organize information
for others to use.
n. LEARNING MULTIMEDIA SKILLS
Creating multimedia projects helps prepare students to use media
effectively when communication with individuals, with moderate size
groups, and even with mass audience.
o. AUTHENTIC LEARNING
Creating multimedia projects gives students the opportunity to learn
and practice the skills involved in working jointly toward a common
end
p. PRACTICE
A most practical way to approach this experience is to observe
cases where multimedia already exists and consider other cases
that might use multimedia in the near future.
q. IDEAS OF HOW TO OBSERVE EXISTING MULTIMEDIA
Visit a local school or college that is already using multimedia.
Ask what they are doing with the technology and what results
they are achieving.
Ask how the teachers and students learn to use multimedia,
what equipment they have, and what additional equipment
they would like to get.
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Talk to people in the school of education, computer center,
and library.
If a local elementary school, high school, or college has no
multimedia, visitor telephone to ask if they plan to use
multimedia in the future.
Visit a college or municipal library
Visit a computer store or office supply store
Visit a video-game room in a mall and try some of the games.
See what functions the kiosk allows users t perform, such as
getting information or placing orders.
t. SOME WAYS OF HOW TO OBSERVE POTENTIAL
MULTIMEDIA
Observe information that is not multimedia.
Consider how adding more media or adding interactivity could
make this information .more useful or more attractive.
Read a newspaper.
Watch several television shows.
Consider whether you might enjoy interacting with a program
by selecting one of several different ending or by deciding
when to replace live action by an instant replay of past actions.
u. OTHER PRACTICE
Take a field trip to a bookstore.
Find the multimedia boo section, and browse through the
books.
Go to a newsstand and pick up some of the latest magazines.
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Consider whether the books’ level of detail and explanation
are suitable for accomplishing our objective.
Request some multimedia software and hardware catalogs by
calling mail-order houses 800 numbers.
v. TAKE AN EQUIPMENT AND SKILLS INVENTORY
Video camera or camcorder
Still camera
Digital still camera
Audio cassette recorder
Video cassette recorder
Laser disc player
Music system with compact disc-digital audio
Computer with a word processor
Multimedia computer with audio card and CD-ROM drive
Artists ´equipment, such as for oil or watercolor painting
A box of photographs or slides
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SOME MULTIMEDI PROJECT TYPES (for
schools, for industry, magazines, reports,
newspaper, commercials, etc.)
Multimedia projects can be created using many commonly used
types of software, including:
Word processing software (Word)
Presentation graphics software (PowerPoint)
Web page authoring software (Dreamweaver, Netscape
Composer, FrontPage)
Students can use multimedia to construct various types of
classroom projects. Types of student multimedia projects include:
Electronic portfolios
Multimedia slideshows
Slideshows for reviews and drills
Tutorials
Research presentations
Virtual tours
Interactive storybooks
Class yearbooks
Electronic Portfolios
Electronic portfolios are collections or displays of student work that
are systematically compiled to demonstrate skill level, growth over
time, or understanding of a particular concept or discipline.
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Multimedia Slideshows
Students can create slideshows consisting of text, graphic images,
audio clips, and/or video clips for projects about almost any subject.
Slideshow Reviews and Drills
Slideshow reviews and drills can be created by students to help
them practice and study many types of learning content such as
spelling words, vocabulary words, math facts, and possible test
questions.
Tutorials
Students can create multimedia tutorials that provide step-by-step
directions to guide users through the components of a subject.
Research Presentations
Multimedia research presentations can be created by students to
present findings for research projects.
Virtual Tours
Students can create virtual tours of local places of interest and field
trips locations using presentation graphics or web page authoring
software.
Interactive Storybooks
Students can write their own stories, format them, and add
illustrations using word processing, presentation graphics or web
page authoring.
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Class Yearbooks
Students can compile class yearbooks containing information about
class activities, photographic, audio clips, music clips, and video
clips from throughout the year.
CREATIVE INDUSTRIES
Creative industries use multimedia for a variety of purposes ranging
from fine arts, to entertainment, to commercial art, to journalism, to
media and software services provided for any of the industries listed
below.
COMMERCIAL
Exciting presentations are used to grab and keep attention in
advertising.
ENTERTAINMENT AND FINE ARTSIN ADDITION
Multimedia games are a popular pastime and are software programs
available either as CD-ROMs or online. Some video games also use
multimedia features. Multimedia applications that allow users to
actively participate instead of just sitting by as passive recipients of
information are called Interactive Multimedia.
EDUCATION
In Education, multimedia is used to produce computer-based
training courses and reference books like encyclopedia and
almanacs
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JOURNALISM NEWSPAPER
News reporting is not limited to traditional media outlets. Freelance
journalists can make use of different new media to produce
multimedia pieces for their news stories.
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RITICS CIRCLE
GROUPS CREATE THEIR CRITICS’ CIRCLE
To start Critic’s’ Circle, you first select a movie and divide the class
into groups of five students each. Each group begins by holding a
roundtable discussion of the movie in which everyone gets a chance
to be heard. The group then makes a collective decision on which
three members will be critics. Three group proceeds to create its
own multimedia project by modifying its own copy of the Critics’
Circle template provided by the teacher.
The three critics use the template to record their opinions about the
movie, they open the template and see a “Welcome”, with icon
buttons for the three critic ad their microphones. Of course, their
icons are arranged around a critics’ circle. Each critic in turn records
his opinion by selecting one of the microphone icons.
These icons are not merely pictures on the computer screen; they
are actually buttons objects that tell the computer´s audio adapter to
start recording, stop recording, or play back what the critic recorded.
Critic 1
Critic 3
WELCOME TO
CRITICS´ CIRCLE
Please select a
critic!
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AUDIENCES SE EACH PROJECT
Teachers, staff, parents, and other students take part in the role of
users of the group´s completed project. They listen to and analyze
the critics’ opinions of the movie and read the group´s summary of
the options.
ROLES PEOPLE PLAY IN CRITICS´CIRCLE PROJECT
INTERNAL VIES OF CRITICS´CIRCLE
Teachers select projects, executes four step process,
facilitate creation.
Students create projects in groups, playing the role of critic,
image and icon specialist, analyst.
Users enjoy and evaluate the projects.
Support staff assists the teacher in setting up equipment and
installing templates.
It uses a variety of media for different
purposes: voice, drawings and images to
preset informal information that captures
each critic´s emotion and mood.
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THEORY
This project requires a team effort resulting in a presentation in front
of the whole class. The fact that certain members of the team held
specific opinions may fade in significance with the effort to put
together a presentation on the whole topic.
It includes selecting a subset of the group members´ views that
represent a complete spectrum of opinion and are individually and
collectively interesting and engaging.
Step 1 TEACHER PREPARES.
Higher-Order Thinking Skills
Formulating viewpoints
Showing among different viewpoints
Analyzing and meaningfully communicating contradictory opinions
Synthesizing and composing a concise summary
Articulating and refining an oral statement
Imagination and empathy
Role playing to cover a range of opinions
Group and Interpersonal Skills
Recognizing g a spectrum of different, valid opinions on the same subject
Working successfully in a group, including choosing roles
Noting what different people react to in the selected movie
Content Material Learning
Expository writing (speakers ´scripts and text summary)
Deeper understanding of tensions involved in content
Dramatic and production values
Content of movie or other subject discussed.
Technical Skills
Recording voice (digital audio) to convey informal opinions
Creating and recording images
Linking to provide coherent and logical organization (hypermedia)
Express opinions in text, graphics, and speech
Creating expressive graphic icons
Using text for a formal summary of opinions
Modifying a template, perhaps following cookbook
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Select the goals of the project.
Step 2 TEACHER ASSIGNS PROJECT
As a part of assigning the project, you can demonstrate a sample
critics’ circle in order to show how one possible finished project
might appear to its users. You might also show an example of using
cookbook instructions to make or modify the sample, in case
students get stuck, lose the thread of what they are doing, or do not
achieve the results they expect.
Step 3 STUDENTS CREATE PROJECT.
INPUT AND OUTPUT EQUIPMENT:
Media,
Text and data,
graphics,
Still image, audio,
Analog video
Digital slow frame video
Digital full motion video.
And of course a computer for each
group.
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Teachers can facilitate a class discussion that results in agreement
on a series of steps that you can facilitate a class discussion that
results in agreement on a series of steps that each group should
follow and a time frame in which they should strive to accomplish
each step.
One possible set of steps for a group to follow:
Group discussion
Select 3 group members whose opinions represent the
entire spectrum of thinking about the movie.
Let each of the 3 selected critics speak in turn without
recording.
Decide what graphics to use to replace the sample
icons on the template’s “welcome” page.
Record each critic’s opinion.
Use each critic’s image to replace the corresponding
sample image that was included as a place holder.
Discuss the issues that the group wants to include in
the “summary” page and agree on the basic content.
Assemble the complete project and make sure that a
user, who is not a member, can navigate from page to
page.
Reflect on the total project and improve or enhance it at
time and imaginations allow.
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STEP 4 – REFLECTION
1. Did the group complete the project’s requirements?
2. Is the project appealing, attractive, entertaining, and convincing?
3. Are the commentaries at an appropriate level for the students?
4. How the project could be improved?
This project is intended to produce its major learning in the doing,
it´s always advantageous to give class work and explicit purpose
and to have authentic audience in mind.
Teacher may suggest to:
Add a title page.
Add background music
Illustrate the summary page
Create links from the summary text to
particular critics’ pages.
Give the critics’ pages smaller photos to
leave room for some graphics or text.
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PROCESS STEPS FOR CRITICS´CIRCLE PROJECT
STEP ONE TEACHER PREPARES
Select goals and movie or other topic to be discussed
Determine grouping of students
Select items required in all projects
Define characteristics f outstanding projects
STEP TWO TEACHER ASSIGN PROJECT
Announce topic, educational goals, and exhibits
Present organizing principle, template, and story board
Decide sources of images of critics
Suggest subtasks
Allot time for completion
STEP THREE STUDENTS CREATE PROJECT
Brainstorm
Select the three critics
Rehearse stating the opinions
Record each critic´s opinion
Record each critic´s opinion
Design icons that represent the opinions
Put in each critic´s image
Analyze the arguments and write the summary
Assemble and test the complete project
STEP FOUR REFLEXTION
Students do self-evaluation as they create project
Teachers reflect on the project
Review any public performances
Conduct class evaluation
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TECHNOLOGY
Technology has played an important role in each phase of the
advancement of education.
Simple strategies such as playing games to the use of
the World Wide Web are all a part of the technological advances
through the years.
Technology is integral to the education of children and
youth in order to prepare them for life and the development of
knowledge.
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7 PRINCIPLES
1. Good Practice Encourages Contacts between Students and
Faculty Communication between students and faculty members is
important to increase student motivation and involvement.
With technology communications this contact has improved because
it reaches most students despite their shyness in some of them, lack
of time in other cases and gives the students the chance to go
beyond and ask other things they may need to, in order to
understand better a topic.
The use of e-mail at first was only to deliver homework to the
teacher, but now, with other available tools such as computer
conferencing and chats, gives the opportunity to converse and
exchange work faster and safer than before and in a better way than
being face – to – face.
Using asynchronic communication gives students the chance to
analyze what they are going to ask and to write, avoiding
unnecessary details. .
2. Good Practice Develops Reciprocity and Cooperation Among
Students
Collaborative work is enhances with the use of technology because
it is easier to be in communication among students and with
faculties.
Using cooperative learning is better because members in the group
help each other to accomplish tasks and each member learns from
the others. But it has to be team effort and not isolated cooperation.
Group work is strengthened when using communication tools.
3. Good practice uses active learning techniques.
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Practice makes excellent teachers. In order to have a meaningful
learning practicing knowledge plays an important role. So in
technology everybody needs to practice to developed skills.
Everybody learns by doing, not only by watching or hearing.
To improve learning:
Students need to have activities that require the use of technology.
Support students.
4. Good Practice Gives Prompt Feedback
Knowing what you know and still don’t know help you to focus
your learning. Students need opportunities to perform and receive
feedback, to reflect on what they have learned and need to learn.
Technology provides different ways to give feedback.
Simulations
Videos
Blog comments
E-portfolios
Computers can also keep track of the actions done to demonstrate
how much knowledge has been gained. By using technology giving
feedback becomes more meaning for the student.
5. Good Practice Emphasizes Time on Task
Value time is important to meaningful learning.
With technology the amount of time people spend it is important in
order to increase knowledge.
6. Good Practice Communicates High Expectations.
“expecting to have more” is a good motivation, a motivation applied
for all type of students, when someone try to get something bigger
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and powerful every day, it is known that this person will get it,
because his vision of the results will search to fulfill the expectations.
New technologies can communicate high expectations explicitly and
efficiently, because it sharpens their cognitive skills of analysis,
synthesis, application, and evaluation. This is because students
know that at the end of their work, their results will we shown in the
internet, so they search by themselves to obtain the best results
they can.
7. Good Practice Respects Diverse Talents and Ways of Learning
Students need opportunities to show their talents and learn in ways
that work for them. Every one of the students in a classroom have
different ways to learn, so they need to use different methods and
activities; internet provides us, as teachers, many opportunities to
enhance our students into knowledge, and this is because it
provides us a lot of resources of information and application.
Students need to become familiar with the Principles and be more
assertive with respect to their own learning. When confronted with
teaching strategies and course requirements that use technologies
in ways contrary to the Principles, students should, if possible, move
to alternatives that serve them better.
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VISUAL CUES
VISUAL SIGNPOSTS
Print design is about communication. Print designers communicate
with text and images. The arrangement and presentation of text and
images can aid or hinder effective communication.
One key aspect of print design is providing visual signposts or visual
cues that let readers know where they are and where they are
going.
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Visual signposts fall into five groups: artwork, titles, paragraphs,
characters, and explicit navigation elements.
Artwork
Photos and captions
Clip art
Charts and graphs
Elaborate initial caps
Titles
Typically headlines and titles are larger and more prominent than
other text.
•nameplate / title page
•headlines
•Secondary headings including kickers, decks, and subheads.
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Paragraph Emphasis and Organization
Solid blocks of unbroken text are difficult to read. Text is made more
readable by breaking up the text and using visual indicators to show
where paragraphs start and end.
Indentation
Initial caps
Line spacing / leading
Call-outs
Pull-quotes
Frames, rules
Reversed text
Bullets or numbering
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Character Emphasis
Within larger blocks of text it is sometimes necessary to draw
attention to certain words and phrases. Using bold or italics text is
one common method of letting the readers know what information is
especially important or noteworthy.
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SOME IMPORTANT PROGRAMS THAT
SUPPORT TEACHING WITH MULTIMEDIA
ADOBE FLASH is a multimedia platform used to add animation,
video, and interactivity to web pages; It is frequently used for
advertisements, games and flash animations for broadcast.
POWER POINT
It is useful to create presentations with images, audios, videos, we
also can interact with it creating games.
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PREZI
It ´s a presentations creator that uses the zoom to make it more
interesting, It also permit the usage of videos, images, links,
whatever we want to add.
PIXLR
It is a photo editor where students can apply all their creativity
and imagination.
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ORGANIZING INFORMATION
Benefits of organizing information
Organizing information by relating pieces of information to one
another is an essential part of constructing knowledge. Selecting an
organization helps students
to understand meanings of, and relationships among, different
pieces of information.
to use information, to answer questions, and to explain
situations.
Understanding the assignment
Brainstorming
Selecting information
Discussing selection of different organizations
Deciding the media
Prepare scripts and story
Authentic Projects
A project’s creator should think about how to help users avoid
getting lost in hyperspace. Here are some tips:
Providing a welcome screen
Do not use more than four levels of menus
Providing a map
Leaving footprints
Providing a set of buttons that appear on nearly all screens
Dividing the project into sections
Helping Students Organize Information
Articulating a well thought-out assignment
Demonstrating examples of other projects
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Encouraging students to unleash their creativity by finding new
metaphors for information.
Types of Links
Next Event
Return
Play, stop
Hot word (selecting a word may pop up a box with information)
SHAKESPEARE ORGANIZATION
HURRICANE ORGANIZATION
MAIN MENU PART 1 PART 5
PART 2 PART 6
PART 3 PART 7
PART 4 PART 8
SUB-TOPIC B
MAIN TOPIC
SUB-TOPIC A SUB-TOPIC C
UNDER A UNDER B
UNDER C
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TRAVEL AGENCY ORGANIZATION TREE AND TABLE
ORGANIZATION
CH 1 CH 2 CH 3 CH 4 CH 5
CITY 1
CITY 2
CITY 3
CITY 4
COLUMBUS DAY ORGANIZATION
MAIN MENU
PRO
CON
QUIT
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ENCYCLOPEDIA ORGANIZATION
MAIN MENU
CLASS PICTURES ORGANIZATION
RETUR
N
AUDI
O VIDE
O
PICTUR
E OF
SUBJEC
T
TEXT
NO
WOR
DS
EXI
T
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CONCLUSION
Multimedia course has developed on students not only theory
knowledge but also the ability to apply many of the programs.
The multimedia projects are a wide range of opportunities for
students to learn about the subject they are studying, the learning
effective, efficient and interactive. Teaching with multimedia involves
more than putting together the five media but also the creativity and
imagination of students.
This book will be a source which people can encounter a variety of
information about multimedia.
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BIBLIOGRAPHY
Ash, L. E. (2000). Electronic student portfolios. Arlington Heights, IL:
Skylight Training and Publishing, Inc.
Carroll, J. A. & Witherspoon, T. L. (2002). Linking technology and
curriculum: Integrating the ISTE NETS standards into teaching and
learning (2nd ed.). Upper Saddle River, NJ: Pearson Education,
Inc./Merrill Prentice Hall.
Cunningham, C. A. & Billingsley, M. (2003). Curriculum webs: A
practical guide to weaving the web into teaching and learning.
Boston, MA: Pearson Education, Inc.
Roblyer, M. D. (2003). Integrating educational technology into
teaching (3rd ed.). Upper Saddle River, NJ: Pearson Education,
Inc./Merrill Prentice Hall.
Schipper, B. & Rossi, J. (1997). Portfolios in the classroom: Tools
for learning and instruction. York, ME: Stenhouse Publishers.
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E-GRAPHY http://www.online.tusc.k12.al.us/shortc/techint/u1-5.htm http://www.wikipedia.org/
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CREATED BY:
SHIRLEY LANNEE VENTURA CASTRO HERRERA