multimedia and technology project
DESCRIPTION
MULTIMEDIA PROJECT E-BOOKTRANSCRIPT
Multimedia E-book
MULTIMEDIA
E-BOOK
NANCY PINEDA
Nelson Group A division by Thomas Nelson Publishers
Desde 1798
Multimedia E-book
MULTIMEDIA
E-BOOK
NANCY PINEDA
Grupo Nelson A division by Thomas Nelson Publishers
Desde 1798
NASVILLE DALLAS MÉXICO D.F. RÍO DE JANEIRO BEIJING
Multimedia E-book
Table of content
1. Introduction 01
2. Multimedia projects 02
3. Some multimedia project types 04
4. Critic circle project 06
5. Technology and multimedia 09
The value of Multimedia 10
History of Technology 12
Roles of existing Multimedia Content 14
Organizing content 16
6. 7 Principles of good practice in technology 21
7. Visual cues and important programs that support teaching with multimedia
24
8. Flash 27
Multimedia E-book
INTRODUCCIÓN
Multimedia is a combination of different media and content. It is a media with multiple
content forms which includes a combination of text, audio, still images, animation, video,
and interactivity content forms.
This book was elaborated to the people who want to know about multimedia, what is
multimedia? Characteristics of multimedia. What is a multimedia project? We can find
different kind of information like the types of multimedia and technology.
The introduction of multimedia Project and different types of multimedia projects, how
used the multimedia project and the components of it, what are the types of project like
Information technology, technical projects, existing application enhancement software
programs, educational problems (general, specific classroom innovation, research,
evaluation, and steps for simple projects like plan, design organize, execute, guide and
develop.
The information about critics circle project, its objectives, how to work in groups,
different kinds of example to work, what kind of audiences use the project, the content,
and how to practice it.
Also, multimedia technology, like computer elements, how to use graphics, videos, text,
sound and animation, to present a dynamic message, careers like web developer,
graphic artist, digital photographer, instructional designer production assistant, desktop
publisher.
What is the value of multimedia? Benefits to use it., history of technology and education,
the roles of existing multimedia content, how to organize information? How to create a
touring, and navigation.
Information about the seven principles of good practice in technology.
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MULTIMEDIA PROJECT
A combination of text, audio, animation, video, images, graphics, and interactivity
multimedia, which is used, and has the potential to increase learning. According to
Szuprowicz, Fetterman, and Gupta, humans retain only 20% of what they see, from
20% to 30% of what they hear, and about 40% to 50% of what they both see and hear.
And they can retain up to 80% of what they see, hear, and do at the same time.
The word project comes from the Greek root and the Latin verb “proicere” which means
“to throw” something forward. Original meaning is also connected to the actions taken in
advance before any activities, in other words, or a Plan. But at the beginning it was not
connected to the act of carrying out a plan out. Later the word was adopted to refer to
the course of actions to be taken in order to fulfil a need.
A multimedia project is the one that integrates media components. Project is a group of
actions:
Plan
Design
Prepare
Execution
Development
Control
Evaluation
PROJECT:
It is a succession of steps that pretends to provide a solution to a given problem to
pretend a change or an innovation.
CHARACTERISTICS OF PROJECTS:
It is temporary; contains task, phases, and steps; follows a process; it has a cycle and
control; it produces a unique result.
The thinking skills that learners need as designers of multimedia presentations:
1. Project Management Skills
creating a project
locating resources, time in different parts of the project
assigning roles
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2. Research Skills
should be organized
posing thoughtful questions about structure, models, cases, values, and roles
searching for information using text, electronic, and pictorial information sources
developing new information with interviews, questionnaires and other survey
methods
analyzing and interpreting all the information collected to identify and interpret
patterns.
3. Organization and Representation Skills:
deciding how to segment and sequence information to make it understandable
deciding how information will be represented (text, pictures, movies, audio, etc.)
deciding how the information will be organized (hierarchy, sequence) and how it
will be linked.
4. Presentation Skills:
mapping the design onto the presentation and implementing the ideas in
multimedia
attracting and maintaining the interests of the intended audiences.
5. Reflection Skills:
evaluating the program and the process used to create it
revising the design of the program using feedback
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TYPES OF PROJECT
They can be categorized based in the orientation they get, the type of solution they
provide, kind of institution they are oriented to, the necessity they cover, the field they
perform, resources and people in the process. Multimedia projects are usually
developed by using computers and technology. They have to contain audio, animation,
text, graphics, video and sound.
They cover purposes for students to become independent, self-learners, as they
demonstrate knowledge learned, sharing info, with others, meeting a variety of students
learning style, gathering and citing info, from many resources.
IT projects: information technology
Technical projects
Existing application enhancement (software
programs) reengineering
Educational problems (general, specific,
classroom, innovation, research, evaluation,
Planning, development, etc.)
Product development projects
Organization development projects
Logistics, marketing, cultural, internal, external,
Community, management projects
Multimedia projects
Online projects
Evaluation projects
Business implementation projects
Modelling projects
Experiment projects
Projects help designers to:
Transmit an idea, convince, guide, influence; provide interaction; explore creativity;
analyze and synthesize; motivate.
Simple steps for simple projects:
Plan
Design
Organize
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Execute
Guide
Develop
Control
Evaluate
Students practice skills and gained lot of multiple intelligences when working with
multimedia and the project method as follow:
Verbal: subject content, text, reports
Musical: sound effects
Spatial Visual: text, graphics, animations, background
Logical: navigation and project management
Interpersonal: group work and evaluation feedback
Intrapersonal: understanding, confidence, and self-management
EXAMPLES:
Brochures Websites
Documents E-mails
Logos Media shows
Advertising Presentations
Animation Projects
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CRITICS CIRCLE PROJECT
It describes a project that involves teacher, students, parents, audience, and give
opportunity to the students to criticize movies or other topics that they design.
It describes the academic outcomes that creating this project by creating, giving opinion,
giving points of views etc.
Objectives of critics circle project:
Students take roles of movie critics
Works in teamwork
Gives different opinions or points of view
Creating different project and topics
Background:
Critic‟s project means when somebody gives an oral opinion about a movie. Somebody
show a movie or something and the others will give their viewpoints of that.
Groups create their critics circle:
Select a movie
Division of the class in two groups of 5 each group
Discussion of each group for selecting a movie
Decide which group is going to be the critics team
Students make a multimedia project
Students can open the front page movie and are ready to give a point.
Example:
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WELCOME TO
CRITICS´ CIRCLE
Critic 1 Critic 3
Critic 4
Click here for summary
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Audience uses each project:
Teachers, staff, parents, and other students play the role of users because they enjoy
and evaluate the projects by playing.
Internal view of critic´s circle:
Critic´s circle uses voice, drawings, and images which captures critic´s emotion and
mood.
Example:
Theory:
Teacher selects projects, executes four-step process, and facilitates creation.
Students create project 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.
Goals for critics circle project:
Formulating viewpoints
Choosing among different viewpoints
Analyzing and meaningfully
Communicating contradictory opinions
Synthesizing and composing a concise summary
Articulating and refining an oral statement
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Welcome
To
Critics´ Circle
Opinion Page
Critic 1
Desk of Critic 1
Opinion Page
Desk of
Summary
Opinion Page
Critic 3
Desk of Critic 3
Opinion Page
Critic 2
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Imagination and empathy
Playing to cover a range of opinions
Content material learning:
Expository writing (speakers „scripts and text summary)
Deeper understanding of tensions involved in context
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 opinion in text, graphics, and speech
Creating expressive graphic icons
Using text for a formal summary of opinions
Modifying a template, perhaps following cookbook
Practice:
1. Step one One teacher prepares
2. Step two Teacher assigns project
3. Step three Students create project
4. Step four Reflection (students do self-evaluation)
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TECHNOLOGY AND MULTIMEDIA
Multimedia technology applies interactive computer elements, such as graphics, text,
video, sound and animation, to deliver a message.
People who study in this field use computer software to create, develop and manage
online graphics, pictures, videos, sounds and content by using a touring creating links to
the other projects of multimedia. Specialists produce in various mediums, such as
training programs, Web pages and news sites.
Multimedia technology refers to interactive, computer-based applications that allow
people to communicate ideas and information with digital and print elements.
Career Opportunities:
Many opportunities for multimedia technology professionals are in a variety of
industries. To communicate to an audience can contain digital and print images, text or
animation which take attention and deliver the message. It is used in marketing or
advertising.
Possible career choices include:
Web developer
Graphic artist
Digital photographer
Instructional designer
Production assistant
Desktop publisher
Education Options
Many professionals in multimedia technology provide introductory education in this field.
These programs prepare users for an employment in this field.
In these programs, you learn how to use computer programs and create interactive
presentations or materials. You can use website development software like Cascading
Style Sheet or the Adobe suite, which includes Photoshop, Flash, Illustrator and
Dreamweaver.
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Multimedia technology courses typically include:
Interactive media
Website design fundamentals
Electronic imaging
Introductory photography
Animation
Multimedia programming
Graphic design
Digital editing
THE VALUE OF MULTIMEDIA
Multimedia has benefit like learning environments by practicing. This value is for people
who wants to share the information and designs an interactive and dynamic information,
and help by showing the projects.
Learning by no simply ability to recall information at rotting memorization or superficial
learning. From computer-based training to Multimedia
Provides alternative classes
Audio for pronunciation
Existence of multiple training options gave them the flexibility to get their training
In trainings show illustrations of terms
Animations shows visualizations of each parts
Live Interaction
Flashcards and resources
Videos for using each part
What is Multimedia?
Richard Mayer, professor of psychology at the University of California, Santa Barbara,
defines multimedia as presentation of content.
Mao Neo and Ken T.K. Neo, faculty at Multimedia University in Malaysia, extend this
definition. They say that multimedia is “the combination for various digital media types,
such as video, into an integrated multisensory interactive application or presentation to
convey a message of information to an audience.
Multimedia can offer layers of beneficial resources
Provide gratuitous information
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Overload, or anything in between
Online encyclopedia
Links to videos
Articles on specific topics of interest
New stories
Links to audio commentaries
Replays of video footage, and links to websites
Simulations, illustrations and photographs, and media types of activities
Multiple media
Learning and Multimedia:
Views of learning and illustrations transmit information to another like teacher to the
students.
A contrasting view integrates and makes sense of new information while they are
applying it in their daily lives.
Three steps of acquiring knowledge:
1. Declarative knowledge
2. Procedural knowledge
3. Process knowledge
Benefits of Multimedia in Learning:
1. Alternative perspectives
2. Active participation
3. Accelerated learning
4. Retention and application of knowledge
5. Problem-solving and decision-making skills
6. System understanding
7. Higher-order thinking
8. Autonomy and focus
9. Control over pacing and sequencing of information
10. Access to support information
How Multimedia Works in Learning:
1. Presentation of information
2. Guidance about how to proceed
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3. Practice for fluency and retention
4. Assessment to determine need for remediation and next steps
Multimedia design: A Team Sport:
Writing skills to write content, information architecture skills to structure the content so it
was easily to follow and access, graphic design skills to develop clear and attractive
navigation and explanatory graphics, multimedia skills to work with instructional
designers to create interactive elements.
Some concerns about multimedia and learning:
Consistent-looking and consistently placed navigation elements clarify what to do next.
Multimedia adds complexity both to the screen and to the tasks that learners need to
perform with no control over their own learning.
HISTORY OF TECHNOLOGY AND EDUCATION
Technology has helped in the process of teaching and learning. The advancement of
media and technology has led us to the information society. It brought to the knowledge
society. It encourages children and people to learn in different ways used in the
classroom. It makes grow learning, and increase the joys in learning.
Strengthen, activate and modernize the educational sector, to promote activities to
make learning useful. To develop of capacity and to motivate students integration.
The technology of education has many changes over time and the evolution of
conceptualization from an instrumentalist, passing through a systematic approach to
teaching focused on problem solving.
Prendes, 1998, assumed the importance of context and the evolution from a behavioral
psychological Foundation towards a constructive perspective.
Generation of technology (computers):
First Generation: (1940-1952) computers operated valves; its use was exclusive to
the field military scientist.
Second Generation: (1964-1971) valve is replaced by the transistor with operating
system.
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Third Generation: (1964-1971) used integrated circuits reduces the physical size,
improve programming languages and the utility programs are listed.
Fourth Generation: (1971-1981) appearance of the microprocessor, the integration of
the basic elements of the computer in a single integrated circuit.
Fifth Generation: (1982 to the date) is the emergence of the PC.
Concretions:
First concretion: Main precursors of this stage with input methods and related
technology foundations are: Socrates, Thomas Aquinas, Comenius, Rousseau,
Pestalozzi, and Herbart.
Precursors of technology of the 20th century are:
Dewy education base on experience
Thorndike (behaviorism)
Montessori (Psychology in education)
Empiric technic:
Based on the media materials generators learning tools: Hardware and software. The
1940s considered technology in education such as films, school, newspapers, still
images, slide show, Museum materials, maps, illustration.
1970, computers are used for educational purposes, and 1994 UNESCO establishes
educational technology, uses of audiovisual media, television and computers.
Perspective:
From this approach, the educational technology relies on Psychology cognitive,
including the following:
Changing behavioral vision by the cognitive
The media must be consistent with the cognitive features of the student. Critical
reflective.
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ROLES OF EXISTING MULTIMEDIA CONTENT
Multimedia contents is called titles too, it helps people about the specific examples of
how we can be interactive creators. It gives a suggestion of how it is easier to create a
project; it talks about the laws called copyright and the right things to do as an ethic.
Using multimedia contents users can be interactive creators as professionals and
nonprofessionals.
It helps users to learn some important categories in multimedia content, suggest
techniques using multimedia context and considerations about copyrights and ethics.
Categories of Multimedia content:
There are three dimensions:
1. Types of Multimedia
2. Purposes
3. Subjects
First Dimension: types
a. A template: The title project can be changed by others not only by the creator.
b. A closed: The title cannot be changed by others, just observed and learned
from.
c. A extendible: The title cannot be changed, just users can add material. It is
more interactive and collaborative
d. Partially opened Title.
e. Part of some complete content
Second Dimension: the purpose
1. Media clip
2. On-line-book
3. General reference
4. Sales
5. Public information
6. Focused reference
7. Education and training
8. Games and edutainment
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9. Computer mediated instruction
Third Dimension: the subject
1. Mathematics
2. Science
3. History
Fourth Dimension: extra multimedia content distribution method
1. CD-ROM discs
2. Diskettes
3. Laser discs from catalogs
4. Book stores
5. Software companies
6. Conferences
7. Educational achieves
8. Student´s and teacher´s contribution
9. Downloading from on-line service
Ways students can use multimedia:
Students can observe other projects
Select particular media to express ideas
Split information
Arrange information
Browse through a title
Take notes, ideas and techniques
Use media clip
Use image clips
Use some audio and video format conversation filters
Use copy and paste (copy and image)
Use title graphics
Use a password
Examples of Multimedia Titles:
1. General references and Databases (Microsoft 1995, The New Grolier Multimedia
Encyclopedia).
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2. Focused References (Microsoft cinema 1995, U.S Presidents from Campton‟s
New Media.
3. Computer Mediated Instructions (comprehensive Chemistry CD-ROM from falcon
Software, Inc. Math and more 1 and 2 from IBM Eduquest).
4. Simulated environments (Hurricane Hugo, from Turner Education services, Inc,
Floyd design, Tacoma Bridge, from RPI University´s comprehensive Unified
Physics Learning).
5. Sales information: (Mannington, choose floor covering materials, buick and Ford
mail a diskette).
Copyrights and Ethics:
Ethics: The right thing to do is to make a citation when we write or say something
which appears in other project or book.
Requesting permission to use content:
If a person wants to copy someone else project has to have permission to the owner,
(written permission) to present in public.
Practice:
Suggestions of several ways to practice making evaluation.
1. Content meet the objectives
2. Take an account about software and hardware
3. Lan environment
4. The depth of the content´s subject
5. Interesting, lively and compelling way
6. Appropriate level
7. Content interaction
8. Content´s navigation options
9. Personalize the content
10. Options for bookmarks
11. Content´s licenses agreement
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Personal collection:
It includes:
Intended purposes
Target audience
Licenses provisions
Hardware and software requirements
ORGANIZING INFORMATION
Organizing information refers to the different techniques and different methods that a
creator can use for organizing information in projects, for helping users to be interested
in learning by touristing each of project each project. Users has opportunity to use
hypermedia links to the others projects.
Using different techniques and methods users can organize information in projects as a
creator.
Benefits which help students learn how to organize information, organizing information
by touristing, or to use appropriate organization.
Importance of organizing information:
Help students to understand meanings, relationships of different pieces of
information
Develop life-long learning techniques
Practice articulating good questions
Pursuing answers
Analyzing
Synthesizing
Logical organization placing
Authentic Projects:
Creators has to take account of using just four levels of menus
Creators can provide different methods
Providing maps
Leaving footprints
Checking off options
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Supplying a checklist
Providing landmarks
Ability to zoon
Ability to mark a notebook
Common set of buttons
Projects run in a public location (schools, corridors)
Divide the project into several sections
Using different backgrounds
Helping students to organize information:
Teacher will help students by: well-throughout assignment
Having a concrete purpose in mind
Types of assignment:
In the form of a question to be answer
Representation of all sides
Relate a list of terms to one another
Using hot words that play audio, images videos etc.
Includes set up a one-screen form to fit other screens
Key to good organizations:
Understand the assignment
Brainstorm and do research
Select pieces of information to include in the project discuss several overall
organizations
Select organization
Decide on a metaphor for visualizing the body of information
Decide on one or more media to represents each piece of information
Prepare scripts and story boards as required
Fill in the organization with the media
Provide links among the pieces of information
Test the result with typical members of the project´s intended audience
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Example:
Touring and Navigating:
The information can be organized by:
1. Paintings
2. Dates
3. Materials
4. School
5. Artist´s name
6. Artist´s national orgin
Organizing the creators:
1. Organizing by groups and subgroups
2. Matches media or functions to students
3. Gives responsibilities to the students and then reorganize the project
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tours
city 1
ch1 ch2
city 2
ch 1
Theory-organize information:
1. Shakespeare organization
2. Hurricane organization
3. Tours:
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main menu
part 1
part 2
part 3
part 4
part 5
part 6
part 7
main topic
sub topic b
sub sub topic b
sub sub topic
subtopic
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4. Columbus organization
5. Community photographs organization
6. Class pictures to organization
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7 PRINCIPLES OF GOOD PRACTICE IN TECHNOLOGY
Some ideas for using technology to implement the seven principles is the main
objective.
In March 1987, the AAHE Bulletin first published “Seven principles for Good Practice in
Undergraduate education. The principles, created by art Checkering and Zelda
Gamson with help from higher education colleagues.
Since the Seven Principles of Goo Practice were created in 1987, new communication
and information technologies have become resources for teaching and learning in
higher education.
The seven principles of good practice provide the way to use in a good way videos,
computers, videos, and telecommunications in education.
Learn how to use technology implement the seven principles, and understand clearly
the purposes when technology is using in application.
Principle 1: Good practice encourages contacts between students and faculty
It is important to increase student motivation and involvement through communication
between students and faculty members.
Technology communications has improved because it 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 the topics in a better way.
Now days, the technology has had an advancement because some years ago the e-
mail uses to send homework but now, with other available tools such as computer
conferencing and chats, gives the opportunity to converse and exchange information
faster and safer than before and in a better way without being face to face,
It uses asynchrony communication and students are going to ask and to write, avoiding
unnecessary details.
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Principle 2: Good practice develops Reciprocity and Cooperation among
students
The communication is better when is working in collaborative work by using technology.
Working by using cooperative learning is better because members in the group help
each other to present tasks. Something that is important is that each member learns
from the others.
When communication tools Group is using, work is strengthened
Principle 3: Good practice uses active learning techniques:
Excellent teachers are made by practicing. Practicing knowledge plays an important
role, in order to get a meaningful learning. To be an expert in technology, they users
have to practice.
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.
Principle 4: Good Practice Gives Prompt Feedback:
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
By using technology giving feedback becomes more meaning for the student.
Computers can also keep track of the actions done to demonstrate how much
knowledge has been gained.
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Principle 5: Good Practice emphasizes time on task:
To meaningful learning, value time is important.
In order to increase knowledge, the amount of time, people spend in technology is
important
Principle 6: Good Practice communicates High expectations:
A good motivation is expecting to have more; motivation is for all users, when someone
tries to get something bigger 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.
Because it sharpens their cognitive skills of analysis, synthesis, application, and
evaluation, new technologies can communicate high expectations explicitly and
efficiently. Their results will we shown in the internet, so they search by themselves to
obtain the best results they can.
Principle 7: 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:
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. Signposting breaks up text and
images into readable, easy-to-follow blocks or panels of information.
Print design is about communication. Print designers communicate with text and
images. The presentation of text and images can aid or hinder effective communication.
There can be some overlap visual signposts fall into five groups:
artwork
titles
paragraphs
characters
and explicit
navigation
elements
Artwork:
Readers are often drawn to the visuals on a page. Both the choice of images and their
placement within a document provide information about the document, its purpose, and
its organization.
photos and captions
clip art
charts and graphs
elaborate initial caps
Titles:
Typically headlines and titles are larger and more prominent than other text. These
visual cues signal the start of a book, a magazine, an article, or a major division in a
publication such as chapter of a book or a sub-section of a report.
nameplate / title page
headlines
secondary headings including kickers, decks, and subheads
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Paragraph Emphasis and Organization:
Entire blocks of text can be emphasized by using devices such as call-outs, frames, and
bullets. 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
Character Emphasis:
Using bold or italics text is one common method of letting the readers know what
information is especially important or noteworthy.
Within larger blocks of text it is sometimes necessary to draw attention to certain words
and phrases.
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AIM YOUR PROJECT WITH FLASH
It is animation for creating:
content containing text
graphics
audio
video
animation
Different purposes:
1. Sources version
2. Compress version
3. Executable version
Elements of flash:
Stage
Timeline
Media object
Action script mode
Working with graphics:
1. Bitmaps (pictures, photos, clipart)
2. Vector (individuals lines, shapes locations)
Course Resources:
1. Key elements
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2. Variety of applications
3. Reasons for using
Differentiate
Engage
Teach
Versatile
Quality
Technology
4. Barriers to use
Technology
Easy of using
Accessibility
Projects:
1. Students and teachers project
2. Subject areas
3. Award winning
4. Flash websites
5. Informational
6. Entertainment
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Exploration:
1. To entertain
2. To inform
3. To instruct
4. To persuade
Approaches:
Evaluation criteria:
1. Overall impressions
2. Audience and purpose
3. Content
4. Organizations
5. Design
6. Navigation
7. Technical overall
8. Technical animation
Animation flash:
1. Frame by frame
2. Motion tweening
3. Shapertweening
4. Action script
5. Amature tweens
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Types of animation:
Morphing
Tweening
Animation basics
Animation needs
Movie clips
Bouncing balls
Animation project:
Interaction with action script:
Action script in flash
Types of interactivity
Components in flash
Adding interactivity
Active learning
Multimedia:
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Planning:
1. Audience
2. Purpose
3. Architecture
Issues:
1. Accessibility
2. Testing and usability
Packing:
1. File sharing
2. Preloaded
3. Project presentation
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CONCLUSION
1. I can learn about how can I relate new items using technology and multimedia,
how can I use different media to convey and synthesize different people´s
feelings on controversial issue
2. How can I use different media to appeal to different group of people? And how
can create dynamic content, by using information, sounds, videos etc.
3. How can I teach to my students using different kind of organizing information
from different resources?
4. How can I get my students motivated by learning this kind of information?
5. How can I use the internet for their multimedia magazine and a book.
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BIBLIOGRAPHY AND E-GRAPHY
1. The book of Multimedia and technology
2. www.wikipedia.com
3. http://www.jhepple.com/multimedia/whatsmultimedia.htm
4. http://searchsoa.techtarget.com/definition/multimedia
5. http://www.tech-faq.com/multimedia.html
http://searchsoa.techtarget.com/definition/multimedia
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