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ENGLISH-10 Q2 Mod1

This document provides instructions for a module on using multimedia resources. It explains that students should set aside distractions and carefully follow the instructions in the module. The module will include expectations, pre-tests, lessons, activities, and post-tests to assess what students have learned about using multimedia resources appropriately. The first lesson will introduce students to different types of multimedia resources like text, audio, images, and video, and discuss their various uses in fields like education, entertainment, social work, and language communication.

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Jadine Sivillino
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0% found this document useful (0 votes)
115 views17 pages

ENGLISH-10 Q2 Mod1

This document provides instructions for a module on using multimedia resources. It explains that students should set aside distractions and carefully follow the instructions in the module. The module will include expectations, pre-tests, lessons, activities, and post-tests to assess what students have learned about using multimedia resources appropriately. The first lesson will introduce students to different types of multimedia resources like text, audio, images, and video, and discuss their various uses in fields like education, entertainment, social work, and language communication.

Uploaded by

Jadine Sivillino
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 17

Republic of the Philippines

Department of Education
National Capital Region
DIVISION OF CITY SCHOOLS – MANILA
Manila Education Center Arroceros Forest Park
Antonio J. Villegas St. Ermita, Manila

ENGLISH 10

Let’s Go Digital!

Quarter 2 Module 1
Most Essential Learning Competency:
Use multimedia resources that
accompany language

1
HOW DO YOU USE THIS MODULE

Before starting the module, I want you to set aside other tasks that will disturb
you while enjoying the lessons. Read the simple instructions below to successfully enjoy
the objectives of this kit. Have fun!

1. Follow carefully all the contents and instructions indicated in every page of this
module.

2. Write on your notebook the concepts about the lessons. Writing enhances learning
that is important to develop and keep in mind.

3. Learning non-linear texts such as advance organizers, charts, tables and graphs make
learning very easy to comprehend aside from their visual attractions. It makes studying
more enjoyable.

4. Let your facilitator/guardian assess your answers using the answer keycard.

5. Analyze conceptually the posttest and apply what you have learned.

6. Enjoy studying!

PARTS OF THE MODULE

 Expectations - These are what you will be able to know after completing the
lessons in the module.
 Pretest - This will measure your prior knowledge and the concepts to be mastered
throughout the lesson.
 Looking Back to your Lesson - This section will measure what learnings and
skills did you understand from the previous lesson.
 Brief Introduction- This section will give you an overview of the lesson.
 Activities - This is a set of activities you will perform with a partner.
 Remember - This section summarizes the concepts and applications of the
lessons.
 Check your Understanding- It will verify how you learned from the lesson.
 Post Test - This will measure how much you have learned from the entire module.

2
LESSON 1 LET’S GO DIGITAL!
EXPECTATIONS
At the end of the lesson the student should be able to

1. get acquainted with the different kinds of multimedia resources


2. identify the different uses of multimedia
3. determine how to use multimedia resources properly and
appropriately
4. use multimedia resources in giving and getting information
5. use appropriate multimedia resources in writing an informative
paragraph

PRETEST
Directions: Identify the following illustrations and cite the use/s of
each item.

1.

2.

3.

_____________________________________

https://ukdiss.com/examples/data-multimedia-images.php

3
LOOKING BACK TO YOUR LESSON
What are Multimedia Resources?
Multimedia is a broad term for combining multiple media formats.
Whenever text, audio, still images, animation, video and interactivity are
combined together, the result is multimedia. Slides, for example, are
multimedia as they combine text and images, and sometimes video and
other types.
Examples of Multimedia Resources (https://ukdiss.com/examples/data-multimedia-
images.php)

TEXTS/GRAPHICS AUDIO VIDEO

OTHERS

4
BRIEF INTRODUCTION
What is multimedia?
Multimedia is a form of communication that combines different
content forms such as text, audio, images, animations, or video into a single
presentation, in contrast to traditional mass media, such as printed material
or audio recordings. Popular examples of multimedia include video
podcasts, audio slideshows, animated shows, and movies.
Multimedia can be recorded for playback on computers, laptops,
smartphones, and other electronic devices, either on demand or in real time
(streaming). In the early years of multimedia, the term "rich media" was
synonymous with interactive multimedia. Over time, hypermedia extensions
brought multimedia to the World Wide Web.
Multimedia presentations may be viewed by person on stage,
projected, transmitted, or played locally with a media player. A broadcast
may be a live or recorded multimedia presentation. Broadcasts and
recordings can be either analog or digital electronic media technology.
Digital online multimedia may be downloaded or streamed. Streaming
multimedia may be live or on-demand.
Multimedia games and simulations may be used in a physical
environment with special effects, with multiple users in an online network,
or locally with an offline computer, game system, or simulator.
The various formats of technological or digital multimedia may be
intended to enhance the users' experience, for example to make it easier and
faster to convey information. Or in entertainment or art, to transcend
everyday experience.
https://en.wikipedia.org/wiki/Multimedia

Uses of Multimedia in Different Fields


1. 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. An
individual multimedia designer may cover the spectrum throughout their
career. Request for their skills range from technical, to analytical, to
creative.
2. Commercial Uses
Much of the electronic old and new media used by commercial artists
and graphic designers is multimedia. Exciting presentations are used to
grab and keep attention in advertising. Business to business, and interoffice
communications are often developed by creative services firms for advanced
multimedia presentations beyond simple slide shows to sell ideas or liven up
training. Commercial multimedia developers may be hired to design for
governmental services and nonprofit services applications as well.
3. Entertainment and Fine Arts
Multimedia is heavily used in the entertainment industry, especially to
develop special effects in movies and animations (VFX, 3D animation, etc.).

5
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. In the arts there are multimedia artists, whose
minds are able to blend techniques using different media that in some way
incorporates interaction with the viewer. One of the most relevant could be
Peter Greenaway who is melding cinema with opera and all sorts of digital
media.
4. Education
In education, multimedia is used to produce computer-based training
courses (popularly called CBTs) and reference books like encyclopedia and
almanacs. A CBT lets the user go through a series of presentations, text
about a particular topic, and associated illustrations in various information
formats. Edutainment is the combination of education with entertainment,
especially multimedia entertainment.
Learning theory in the past decade has expanded dramatically
because of the introduction of multimedia. Several lines of research have
evolved, e.g. cognitive load and multimedia learning.
Defined as separate technologies such as voice (and telephony
features), data (and productivity applications), and video that now share
resources and interact with each other, media convergence is rapidly
changing the curriculum in universities all over the world.
5. Educational Technology
Interactive multimedia educational game.
Multimedia provides students with an alternate means of acquiring
knowledge designed to enhance teaching and learning through various
mediums and platforms. This technology allows students to learn at their
own pace and gives teachers the ability to observe the individual needs of
each student. The capacity for multimedia to be used in multi-disciplinary
settings is structured around the idea of creating a hands-on learning
environment through the use of technology. This kind of learning
encourages interactive communication between students and teachers and
opens feedback channels, introducing an active learning process especially
with the prevalence of new media and social media. Technology has
impacted multimedia as it is largely associated with the use of computers or
other electronic devices and digital media due to its capabilities concerning
research, communication, problem-solving through simulations and
feedback opportunities.
6. Social Work
First introduced to social work education by Seabury & Maple in 1993,
multimedia technology is utilized to teach social work practice skills
including interviewing, crisis intervention, and group work. In comparison
with conventional teaching method, including face-to-face courses,
multimedia education shortens transportation time, increases knowledge
and confidence in a richer and more authentic context for learning,
generates interaction between online users, and enhances understanding of
conceptual materials for novice students.
7. Language Communication

6
With the spread and development of the English language around the
world, it has become an important way of communicating between different
people and cultures. Multimedia Technology creates a platform where
language can be taught. The traditional form of teaching English as a
Second Language (ESL) in classrooms have drastically changed with the
prevalence of technology, making easier for students to obtain language
learning skills. Multimedia motivates students to learn more languages
through audio, visual and animation support. It also helps create English
contexts since an important aspect of learning a language is developing their
grammar, vocabulary and knowledge of pragmatics and genres. In addition,
cultural connections in terms of forms, contexts, meanings and ideologies
have to be constructed.
8. Journalism
Newspaper companies all over are trying to embrace the new
phenomenon by implementing its practices in their work. While some have
been slow to come around, other major newspapers like The New York
Times, USA Today and The Washington Post are setting the precedent for the
positioning of the newspaper industry in a globalized world.
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. It engages global audiences and tells stories
with technology, which develops new communication techniques for both
media producers and consumers. The Common Language Project, later
renamed to The Seattle Globalist, is an example of this type of multimedia
journalism production. Multimedia reporters who are mobile (usually driving
around a community with cameras, audio and video recorders, and laptop
computers) are often referred to as mojos, from mobile journalist.

9. Engineering
Software engineers may use multimedia in computer simulations for
anything from entertainment to training such as military or industrial
training. Multimedia for software interfaces are often done as a collaboration
between creative professionals and software engineers.
10. Mathematical and Scientific Research
In mathematical and scientific research, multimedia is mainly used
for modeling and simulation. For example, a scientist can look at a
molecular model of a particular substance and manipulate it to arrive at a
new substance. Representative research can be found in journals such as
the Journal of Multimedia.
11. Medicine
In medicine, doctors can get trained by looking at a virtual surgery or
they can simulate how the human body is affected by diseases spread by
viruses and bacteria and then develop techniques to prevent it. Multimedia
applications such as virtual surgeries also help doctors to get practical
training.
12. Virtual Reality
Virtual reality is a new platform for multimedia in which it merges all
categories of multimedia into one virtual environment. Virtual reality is used
for educational and also recreational purposes like watching movies,

7
interactive video games, simulations etc. Ford Motor Company uses this
technology to show customers the interior and exterior of their cars via their
Immersion Lab. In Pima County, Arizona their police force is trained by
using Virtual Reality to create scenarios for police to practice in.
13. Augmented reality
Augmented reality is a form of multimedia that in which computer-
generated perceptual information is superimposed onto a real-world
environment. The perceptual information can encompass a single sense or
can extend across multiple sensory modalities, such as visual, auditory,
haptic, somatosensory, and olfactory.
https://en.wikipedia.org/wiki/Multimedia

Different Types of Multimedia Resource and their Features

TEXTS/GRAPHICS

1. POWERPOINT PRESENTATION
PPT is a file extension for a presentation
file format used by Microsoft
PowerPoint, the popular presentation
software commonly used for office and
educational slide shows. All text images,
sound and video used in the
presentation are contained in the PPT
file.
2. PREZI
Prezi is a presentation tool that can be
used as an alternative to traditional slide
making programs such as PowerPoint.
Instead of slides, Prezi makes use of one
large canvas that allows you to pan and
zoom to various parts of the canvas and
emphasize the ideas presented there.

3. DIAGRAMS
A diagram is a symbolic representation of
information using visualization
techniques. Diagrams have been used
since ancient times on walls of caves ,
but became more prevalent during the
Enlightenment. Sometimes, the
technique uses a three-dimensional
visualization which is then projected
onto a two-dimensional surface. The
word graph is sometimes used as a
synonym for diagram.
8
4. INFOGRAPHICS
Infographics (a clipped compound of
"information" and "graphics") are graphic
visual representations of information,
data, or knowledge intended to present
information quickly and clearly. Similar
pursuits are information visualization,
data visualization, statistical graphics,
information design, or information
architecture. Infographics have evolved
for mass communication.

PODCAST
A podcast is an episodic series of spoken
word digital audio files that a user can
download to a personal device for easy
listening. ... A podcast series usually
features one or more recurring hosts
engaged in a discussion about a
particular topic or current event
VIDEO
AUDIO

TIKTOK
Tik Tok (formerly known as musical.ly) is
a social media platform for creating,
sharing and discovering short music
videos, think Karaoke for the digital age.
The app musical.ly was used by young
people as an outlet to express themselves
through singing, dancing, comedy, and
lip-syncing.

YOUTUBE
YouTube is an American online video-
sharing platform. YouTube allows users
to upload, view, rate, share, add to
playlists, report, comment on videos, and
subscribe to other users. It offers a wide
variety of user-generated and corporate
media videos. Available content includes
video clips, TV show clips, music videos,
short and documentary films, audio
recordings, movie trailers, live streams,
and other content such as video
blogging, short original videos, and
educational videos.
9
OPENTOOZ ANIMATION
Software for the production of 2D
animation. Based on the software
"Toonz", developed by Digital Video
S.p.A. in Italy, OpenToonz has been
customized by Studio Ghibli, and used
for the creation of its works for many
years. ... OpenToonz can be used free of
charge for both commercial and non-
commercial projects.

VLOGS
A video blog or video log, sometimes
shortened to vlog[1] (/vlɒɡ/), is a form of
blog for which the medium is video,[2]
and is a form of web television. Vlog
entries often combine embedded video (or
a video link) with supporting text,
images, and other metadata. Entries can
be recorded in one take or cut into
multiple parts. Vlog category is popular
on the video-sharing platform YouTube.

OTHERS

ZOOM
Zoom Video Communications, Inc. is an
American communications technology
company headquartered in San Jose,
California. It provides videotelephony
and online chat services through a
cloud-based peer-to-peer software
platform and is used for
teleconferencing, telecommuting,
distance education, and social relations.

GOOGLE MEET
Google Meet (formerly known as
Hangouts Meet) is a video-
communication service developed by
Google. It is one of two apps that
constitute the replacement for Google
Hangouts, the other being Google Chat.
Google planned to begin retiring Google
Hangouts in October 2019.
10
MOODLE
Moodle is a free and open-source
learning management system (LMS)
written in PHP and distributed under the
GNU General Public License. Developed
on pedagogical principles, Moodle is used
for blended learning, distance education,
flipped classroom and other e-learning
projects in schools, universities,
workplaces and other sectors.

KAHOOT
Kahoot! is a game-based learning
platform, used as educational technology
in schools and other educational
institutions. Its learning games,
"Kahoots", are user-generated multiple-
choice quizzes that can be accessed via a
web browser or the Kahoot app.
Kahoot! can be used to review students'
knowledge, for formative assessment,[3]
or as a break from traditional classroom
activities. Kahoot! also includes trivia
quizzes.

GOOGLE CLASSROOM
Google Classroom is a free web service
developed by Google for schools that
aims to simplify creating, distributing,
and grading assignments. The primary
purpose of Google Classroom is to
streamline the process of sharing files
between teachers and students.
Google Classroom integrates Docs,
Sheets, Slides, Gmail, and Calendar into
a cohesive platform to manage student
and teacher communication. Students
can be invited to join a class through a
private code, or automatically imported
from a school domain. Teachers can
create, distribute and mark assignments
all within the Google ecosystem.

11
FACEBOOK
Facebook can be accessed from devices
with Internet connectivity, such as
personal computers, tablets and
smartphones. After registering, users can
create a profile revealing information
about themselves. They can post text,
photos and multimedia which is shared
with any other users that have agreed to
be their "friend", or, with a different
privacy setting, with any reader. Users
can also use various embedded apps,
join common-interest groups, buy and
sell items or services on Marketplace,
and receive notifications of their
Facebook friends' activities and activities
of Facebook pages they follow.

ACTIVITIES
Activity 1. Give examples of the following types of multimedia resources.

SOCIAL
VIDEO AUDIO TEXT/GRAPHICS MEDIA/
OTHERS
1. 1. 1. 1.

2. 2. 2. 2.

3. 3. 3. 3.

4. 4. 4.

12
REMEMBER

Summarizing Concepts on Multimedia Resources

CHECK YOUR UNDERSTANDING

TRUE OR FALSE
Read each statement carefully. Write T if it is TRUE and F if otherwise.

1. Multimedia a form communication that combine different content


forms such as texts, graphics, audio, video, animations or other
media platforms.
2. Posting messages on social media is not the same as writing it in
public.
3. Infographics include brochures and printed advertisements.
4. Facebook can be used for online learning and teaching.
5. Teachers are not allowed create, distribute and mark assignments
all within the Google classroom.
6. Multimedia encourages deep reflective thinking among students.
7. Prezi has similar functions with PowerPoint presentations.

13
8. Multimedia motivates students to learn more languages through
audio, visual and animation support.
9. Zoom and Google meet can be both used for online meetings and
classroom discussions.
10.YouTube limits the users to upload and view only videos.

POST TEST
Choose one multimedia resource that you highly recommend/usually use or
familiar with. Write an informative paragraph about it. Do not forget to state the
background, uses, advantages, disadvantages and etc. of the chosen multimedia
resource.

____________________________________________________________________________________
____________________________________________________________________________________
____________________________________________________________________________________
____________________________________________________________________________________
____________________________________________________________________________________
____________________________________________________________________________________
____________________________________________________________________________________
____________________________________________________________________________________
____________________________________________________________________________________
____________________________________________________________________________________
____________________________________________________________________________________
____________________________________________________________________________________
____________________________________________________________________________________
____________________________________________________________________________________
___________________________________________________________________________________

14
Name: _______________________ Grade and Sec.______________

Directions: Write a reflective learning on Multimedia Resources by answering the


questions inside the box. You may express your answers in a more critical and
creative presentation of your great learning. Have fun and enjoy!

Lessons on What learnings What other example


(Multimedia have I found from
can I contribute to
Resources) guide explore and think
this lesson?
me to reflect on… more?

What good
What learnings can What is my
character have I
I share with my conclusion on the
developed from
family and peers? lesson?
this?

15
REFERENCES

Images
https://www.google.com.ph/search?source=univ&tbm=isch&q=infographics+sampl
e&sa=X&ved=2ahUKEwjBmMLemtnrAhXPGaYKHdYIB9QQsAR6BAgQEAE&biw=17
08&bih=869

https://www.uen.org/general_learner/multimedia_resources.shtml

https://ukdiss.com/examples/data-multimedia-images.php

https://www.google.com.ph/search?q=multimedia&tbm=isch&hl=en&chips=q:mult
imedia,g_1:design:qc_UD9rNhII%3D&hl=en&sa=X&ved=2ahUKEwiPyeLcntnrAhXC
AqYKHYgHCrwQ4lYoAHoECAEQFA&biw=1688&bih=849#imgrc=fBB3LAR_QNhOm
M

Websites

https://en.wikipedia.org/wiki/Multimedia

https://techterms.com/definition/multimedia

https://www.uen.org/general_learner/multimedia_resources.shtml

https://classroom-aid.com/educational-resources/multimedia-resources/

https://ukdiss.com/examples/data-multimedia-images.php

Management and Development Team

Schools Division Superintendentent: Maria Magdalena M. Lim, CESO V


Chief Education Supervisor: Aida H. Rondilla
CID Education Program Supervisor: Vicente M. Victorio Jr.
CID LR Supervisor: Lucky S. Carpio
CID-LRMS Librarian II: Hannah C. Gillo
CID-LRMS PDO II: Albert James P. Macaraeg

Editor/s: Carol L. Noces, Head Teacher VI

Writer/s: Michelle G. Bangoy, MT II

16
17
ASSESSMENT
Post-test
Pre-test ANSWERS MAY VARY
1. PowerPoint is a file
extension for a
presentation file
format used by
Microsoft PowerPoint,
the popular
presentation software
commonly used for
office and educational
slide shows.
2. Podcast A podcast is an
episodic series of
spoken word digital
audio files that a user
can download to a
personal device for
easy listening.
Activity 1 Checking your
3. Google Classroom is a free Understanding
web service developed by ANSWERS MAY VARY
Google for schools that
aims to simplify creating, 1. T
distributing, and grading 2.F
assignments. The primary 3.T
purpose of Google 4.T
Classroom is to streamline 5.F
the process of sharing files
6.T
between teachers and
7.T
students.
8.T
9.T
10.F
Answer Key

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