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*Interactive Media – a method of
communication in which the
program's outputs depend on the
user's inputs, and the user's inputs
in turn affect the program's
outputs. Interactive media engage
the user and interact with him or
her in a way that non-interactive
media do not. Websites and video
games are two common types of
interactive media.
*Interactivity – the communication
process that takes place between
humans and computer software.
The most constant form of
interactivity is typically found in
games, which need a continuous
form of interactivity with the
gamer. Database applications and
other financial, engineering and
trading applications are also
typically very interactive.
*One area where
interactivity is most useful is
in online training.
Interactivities in this area
allow learners to interact
with the course in terms of
action and/or thinking.
a. Example 1: Social media (Facebook)
- sent friend request; responded to
friend request; liked a post; followed a
site; commented on a friend’s post;
uploaded a file; chat with a friend;
sent private message.
b. Example 2: Online booking - search
for flights; booked a flight and paid
through credit card; web-check-in.
a. Mobile apps - a software
application developed
specifically for use on small,
wireless computing devices such
as smartphones and tablets,
rather than desktop or laptop
computers.
b. 3D TV - a television display
technology that enables a
three-dimensional effect, so
that viewers perceive that an
image has depth as well as
height and width, similar to
objects in the real world.
c. Video games (multi-player) - a
game played by electronically
manipulating images produced by a
computer program on a television
screen or other display screen.
Multiplayer games allow two or more
players to play with one another or
play together.
d. Role-playing games (RPG) - a game
in which players assume the roles of
characters in a fictional setting.
Players take responsibility for acting
out these roles within a narrative,
either through literal acting or through
a process of structured decision-
making or character development.
e. Massively Multiplayer Online Role
Playing Game (MMORPG) - any story-
driven online video game in which a
player, taking on the persona of a
character in a virtual or fantasy world,
interacts with a large number of other
players.
f. Interactive websites (pools,
surveys, exams, exercises)
g. Virtual reality and immersive
environments - the computer-generated
simulation of a three dimensional image or
environment that can be interacted with
in a seemingly real or physical way by a
person using special electronic equipment,
such as a helmet with a screen inside or
gloves fitted with sensors.
h. Social media - websites or online
services where users (actual people)
are the creators and consumers of the
content, and where social interactions
(commenting, liking, posting, talking)
are the main features of content.
Examples are Facebook, Twitter,
Instagram, Snapchat, Vine, etc.
a. Online shopping - compare prices;
compare features of similar items; add
to cart; choose payment type; track
delivery; get advice from experts; search
products; check local availability; get
product recommendations.
b. Online gaming - choose a game; play
with computer; play with others; choose
a level, in-game customization, etc.
c. Online classes - interact with content;
interact with instructors; interact with
classmates.
d. Chat - group chat; search groups; search
friends; translate language.
e. News and information - exchange
information; give reaction; news on demand;
monitor views.
f. Videos - choose your own adventure; get
multimedia content; experience game
elements.
a. Click on images
b. Hotspot - a special region to act as a
trigger to another web page. The hotspot
could be a circle, triangle, rectangle or
polygon.
c. Rollover - an image or portion of an
image that changes in appearance when the
mouse cursor moves over it.
d. Tabs - clicking on them displays a
relevant content with an appropriate
graphic.
e. Timeline - a menu slide that branches to
different events.
f. Numbers/processes - the number of clicks
and the time spent in an interactive function
provide data points.
g. Slideshow - non-linear interactive
slideshow where the pathway through the
show is determined by the user's interaction
with it.
h. Frequently asked questions (FAQs)
i. Flip cards - a card that when clicked
flips to display a description and other
information.
a. Interactive television - also known as ITV or iTV.
A form of media convergence, adding data services
to traditional television technology. Throughout its
history, these have included on-demand delivery of
content, as well as new uses such as online
shopping, banking, and so forth. ITV enables the
viewer to issue commands and give feedback
information through an electronic device called a
setup box. The viewer can select which program or
movie to watch, at what time, and can place
orders in response to commercials. New setup
boxes also allow access to email and e-commerce
applications via internet.
b. Allow viewers to participate in
games shows - viewers compete
with on-screen contestants
c. Select alternate endings to their
favorite program
d. Encourage children to interact
with educational programs

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Manipulatives/Interactive Media Information

  • 1.
  • 2.
  • 3. *Interactive Media – a method of communication in which the program's outputs depend on the user's inputs, and the user's inputs in turn affect the program's outputs. Interactive media engage the user and interact with him or her in a way that non-interactive media do not. Websites and video games are two common types of interactive media.
  • 4.
  • 5.
  • 6.
  • 7. *Interactivity – the communication process that takes place between humans and computer software. The most constant form of interactivity is typically found in games, which need a continuous form of interactivity with the gamer. Database applications and other financial, engineering and trading applications are also typically very interactive.
  • 8. *One area where interactivity is most useful is in online training. Interactivities in this area allow learners to interact with the course in terms of action and/or thinking.
  • 9. a. Example 1: Social media (Facebook) - sent friend request; responded to friend request; liked a post; followed a site; commented on a friend’s post; uploaded a file; chat with a friend; sent private message. b. Example 2: Online booking - search for flights; booked a flight and paid through credit card; web-check-in.
  • 10. a. Mobile apps - a software application developed specifically for use on small, wireless computing devices such as smartphones and tablets, rather than desktop or laptop computers.
  • 11.
  • 12. b. 3D TV - a television display technology that enables a three-dimensional effect, so that viewers perceive that an image has depth as well as height and width, similar to objects in the real world.
  • 13.
  • 14. c. Video games (multi-player) - a game played by electronically manipulating images produced by a computer program on a television screen or other display screen. Multiplayer games allow two or more players to play with one another or play together.
  • 15.
  • 16. d. Role-playing games (RPG) - a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting or through a process of structured decision- making or character development.
  • 17.
  • 18. e. Massively Multiplayer Online Role Playing Game (MMORPG) - any story- driven online video game in which a player, taking on the persona of a character in a virtual or fantasy world, interacts with a large number of other players. f. Interactive websites (pools, surveys, exams, exercises)
  • 19.
  • 20. g. Virtual reality and immersive environments - the computer-generated simulation of a three dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment, such as a helmet with a screen inside or gloves fitted with sensors.
  • 21.
  • 22. h. Social media - websites or online services where users (actual people) are the creators and consumers of the content, and where social interactions (commenting, liking, posting, talking) are the main features of content. Examples are Facebook, Twitter, Instagram, Snapchat, Vine, etc.
  • 23.
  • 24.
  • 25. a. Online shopping - compare prices; compare features of similar items; add to cart; choose payment type; track delivery; get advice from experts; search products; check local availability; get product recommendations. b. Online gaming - choose a game; play with computer; play with others; choose a level, in-game customization, etc.
  • 26. c. Online classes - interact with content; interact with instructors; interact with classmates. d. Chat - group chat; search groups; search friends; translate language. e. News and information - exchange information; give reaction; news on demand; monitor views. f. Videos - choose your own adventure; get multimedia content; experience game elements.
  • 27. a. Click on images b. Hotspot - a special region to act as a trigger to another web page. The hotspot could be a circle, triangle, rectangle or polygon. c. Rollover - an image or portion of an image that changes in appearance when the mouse cursor moves over it. d. Tabs - clicking on them displays a relevant content with an appropriate graphic.
  • 28. e. Timeline - a menu slide that branches to different events. f. Numbers/processes - the number of clicks and the time spent in an interactive function provide data points. g. Slideshow - non-linear interactive slideshow where the pathway through the show is determined by the user's interaction with it.
  • 29. h. Frequently asked questions (FAQs) i. Flip cards - a card that when clicked flips to display a description and other information.
  • 30.
  • 31.
  • 32.
  • 33. a. Interactive television - also known as ITV or iTV. A form of media convergence, adding data services to traditional television technology. Throughout its history, these have included on-demand delivery of content, as well as new uses such as online shopping, banking, and so forth. ITV enables the viewer to issue commands and give feedback information through an electronic device called a setup box. The viewer can select which program or movie to watch, at what time, and can place orders in response to commercials. New setup boxes also allow access to email and e-commerce applications via internet.
  • 34. b. Allow viewers to participate in games shows - viewers compete with on-screen contestants c. Select alternate endings to their favorite program d. Encourage children to interact with educational programs