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Online Resources

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0% found this document useful (0 votes)
817 views17 pages

Online Resources

Uploaded by

Angelyn Estaño
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Online Resources

A. Open Source

Open source refers to software that is released with a license that allows the source
code to be freely viewed, modified, and distributed by anyone. This approach fosters
collaboration and transparency within the software development community.

Advantages of open source include:

1. Cost-effectiveness: Open source software is usually free to use, reducing


licensing and support costs.
2. Flexibility and customization: Users can modify the source code to suit their
specific needs.
3. Community support: Open source projects often have active communities that
provide support and updates.
4. Security: Transparency of the source code allows for quicker identification and
resolution of security vulnerabilities.

Disadvantages of open source may include:

1. Lack of official support: Some open source projects may lack dedicated
customer support.
2. Compatibility issues: Integration with proprietary software can sometimes be
challenging.
3. Quality control: The quality of open source software can vary, and not all
projects are well-maintained.
4. Security risks: While transparency can enhance security, it can also expose
vulnerabilities to malicious actors.

Examples of open source software include:

1. Linux operating system


2. Mozilla Firefox web browser
3. Apache web server
4. WordPress content management system
5. LibreOffice office suite

B. Multimedia Sources
Multimedia sources refer to content that incorporates a combination of different
media types, such as text, images, audio, video, and interactive elements. These
sources aim to provide a rich and engaging user experience by leveraging various
forms of media to convey information or entertainment.

Advantages of multimedia sources include:

1. Enhanced Engagement: Multimedia sources can captivate audiences through a


combination of visuals, audio, and interactive elements, making content more
engaging and memorable.
2. Improved Communication: By incorporating multiple media types, multimedia
sources can convey complex information more effectively and facilitate better
understanding.
3. Creativity and Innovation: Multimedia sources offer creators a versatile platform
to express ideas creatively, experiment with different media formats, and push the
boundaries of storytelling.
4. Accessibility: Multimedia sources can cater to diverse learning styles and
preferences, making information more accessible and inclusive for a wider audience.

Disadvantages of multimedia sources may include:

1. Technical Challenges: Creating and managing multimedia content can require


specialized skills, software, and resources, which may pose challenges for
individuals or organizations with limited expertise.
2. Compatibility Issues: Different devices and platforms may have varying levels of
support for multimedia formats, leading to compatibility issues that affect the user
experience.
3. Bandwidth and Loading Times: Multimedia content, especially high-quality
video and audio, can require significant bandwidth and may result in longer loading
times, impacting user satisfaction.
4. Distraction and Overload: Excessive use of multimedia elements in content can
overwhelm users, leading to distraction, cognitive overload, and reduced information
retention.

Examples of multimedia sources include:

1. Online videos on platforms like YouTube and Netflix.


2. Interactive websites with multimedia content, such as animations, infographics,
and games
3. Digital magazines and e-books that combine text, images, and videos.
4. Multimedia presentations and slideshows used for education and business
purposes.
5. Virtual reality (VR) and augmented reality (AR) experiences that blend various
media types to create immersive environments.

C. Finding Images
In today’s digital age, finding high-quality images for various purposes has become
essential. Whether for presentations, websites, social media, or personal projects,
the internet offers a plethora of resources for discovering images. This presentation
will explore some of the top online platforms and tools available for finding images
to meet your needs.

• GOOGLE IMAGES
Is a great tool to see the work of many photographers. For your presentations,
however, the images may not be high enough resolution to project well. It’s possible
to find useful images with introductory information, and you can even use the
advanced settings to limit to works that are in the public domain.
• Openverse
Openverse is a tool that allows openly licensed and public domain works to be
discovered and used by everyone.
• Freerange Stock
Freerange Stock was formed with the goal to provide quality stock photos for
commercial and non-commercial use.
• Getty Images
Getty Images is a premier online resource for high-quality stock photography and
videos. With millions of images available, it offers diverse options for commercial,
editorial, and personal use.

D. Music and Auido; Webcast


Music and audio online resources encompass platforms where users can discover,
stream, download, or create music and audio content.
These resources include:
1. Streaming Platform
• Spotify
• Apple music
• Amazon music

2. Royalty-Free Music Library


• Audiojungle
Features a diverse collection of royalty-free music tracks, sound effects, and audio
assets for various projects.
• Artlist
Provides a curated library of royalty-free music tracks for filmmakers, video creators,
and content producers.

3. Sound Effects Library


• FreeSound
A collaborative database of creative commons-licensed sound effects and field
recordings.
• Soundbible
Provides thousands of free sound effects, ranging from nature sounds to industrial
noises

4. Podcast Platforms
• Anchor
Allows users to create, distribute, and monetize podcasts with easy-to-use tools and
hosting services.
• Podbean
Provides podcast hosting, analytics, and monetization features, along with a
directory for discovering new podcasts.

5. Webcast Platforms
• Zoom
Offers webcasting features for hosting live events, webinars, and virtual conferences
with interactive audience engagement
•GoToWebinar
Provides tools for hosting professional webinars, including registration,
presentation sharing, and audience interaction features.

E. Locating Web Sources by Topic:


This skill involves the ability to effectively search the internet for relevant information
related to a specific topic. It includes understanding how to use search engines efficiently,
evaluating the credibility of sources, and selecting appropriate sources for research or
learning purposes. Strategies may include using specific search terms, utilizing advanced
search features, and critically assessing the reliability and relevance of web sources.

F. Others:
In addition to locating web sources by topic, other skills and concepts that might be
covered in Lesson J could include:

•Evaluating the credibility of web sources:


Teaching students how to assess the reliability, accuracy, and authority of online
information to determine whether it’s suitable for their needs.

•Navigating online databases and libraries:


Introducing students to online repositories of academic journals, books, and other
resources to support their research.
•Understanding copyright and fair use:
Educating students about intellectual property rights, plagiarism, and ethical use of
online content.

•Utilizing web tools for collaboration and communication:


Introducing students to platforms and tools for sharing information, collaborating with
peers, and communicating effectively in an online environment.

•Digital literacy and information literacy:


Developing students’ skills in critically evaluating, interpreting, and applying information
from digital sources.

1. Technology- the branch of


knowledge that deals with
the creation and use of
technical means
and their interrelation with
life, society, and the
environment, drawing upon
such subjects as
industrial arts, engineering,
applied science, and pure
science.
2. Information and
Communication- refers to all
the technology used to
handle
telecommunications,
broadcast media, intelligent
building management
systems, audiovisual
processing, and transmission
systems, and network-based
control and monitoring
functions.
Although ICT is often
considered an extended
synonym for information
technology (IT), its
scope is broader.
3. Educational Technology- is
a field of study that
investigates the process of
analyzing,
designing, developing,
implementing, and
evaluating the instructional
environment and learning
materials in order to improve
teaching and learning. It is
important to keep in mind
that the
purpose of educational
technology (also referred to
as instructional technology)
is to improve
education. We must define
the goals and needs of
education first and then we
use all our
knowledge, including
technology, to design the
most effective learning
environment for students.
4. Technology, Media, and
Learning- Transform
teaching and learning by
applying theory and
research to practice. Use
current and emerging
technologies to create new
media, design
innovative instruction, and
build online learning
experiences that enrich
informal and formal
education.
5. Instructional System and
Instructional Technology-
Instructional System is
concerned with a
subject matter content which
is something less than the
total subject matter of a
greater
curriculum. Moreover,
Instructional technology is
the branch of education
concerned with the
scientific study of
instructional design and
development. The main
purpose of instructional
designers is to create
engaging, effective learning
experiences.
6. Technology Tools- refers
to software, primarily, that
can be used to develop or
support online
course content. This could
include blogs, wikis,
authoring tools such as
Articulate or Captivate,
and Web 2.0 tools available
through the internet
DICT's ICT4E RA 10844

1. Technology- the branch of


knowledge that deals with
the creation and use of
technical means
and their interrelation with
life, society, and the
environment, drawing upon
such subjects as
industrial arts, engineering,
applied science, and pure
science.
2. Information and
Communication- refers to all
the technology used to
handle
telecommunications,
broadcast media, intelligent
building management
systems, audiovisual
processing, and transmission
systems, and network-based
control and monitoring
functions.
Although ICT is often
considered an extended
synonym for information
technology (IT), its
scope is broader.
3. Educational Technology- is
a field of study that
investigates the process of
analyzing,
designing, developing,
implementing, and
evaluating the instructional
environment and learning
materials in order to improve
teaching and learning. It is
important to keep in mind
that the
purpose of educational
technology (also referred to
as instructional technology)
is to improve
education. We must define
the goals and needs of
education first and then we
use all our
knowledge, including
technology, to design the
most effective learning
environment for students.
4. Technology, Media, and
Learning- Transform
teaching and learning by
applying theory and
research to practice. Use
current and emerging
technologies to create new
media, design
innovative instruction, and
build online learning
experiences that enrich
informal and formal
education.
5. Instructional System and
Instructional Technology-
Instructional System is
concerned with a
subject matter content which
is something less than the
total subject matter of a
greater
curriculum. Moreover,
Instructional technology is
the branch of education
concerned with the
scientific study of
instructional design and
development. The main
purpose of instructional
designers is to create
engaging, effective learning
experiences.
6. Technology Tools- refers
to software, primarily, that
can be used to develop or
support online
course content. This could
include blogs, wikis,
authoring tools such as
Articulate or Captivate,
and Web 2.0 tools available
through the internet
1. Technology- the branch of
knowledge that deals with
the creation and use of
technical means
and their interrelation with
life, society, and the
environment, drawing upon
such subjects as
industrial arts, engineering,
applied science, and pure
science.
2. Information and
Communication- refers to all
the technology used to
handle
telecommunications,
broadcast media, intelligent
building management
systems, audiovisual
processing, and transmission
systems, and network-based
control and monitoring
functions.
Although ICT is often
considered an extended
synonym for information
technology (IT), its
scope is broader.
3. Educational Technology- is
a field of study that
investigates the process of
analyzing,
designing, developing,
implementing, and
evaluating the instructional
environment and learning
materials in order to improve
teaching and learning. It is
important to keep in mind
that the
purpose of educational
technology (also referred to
as instructional technology)
is to improve
education. We must define
the goals and needs of
education first and then we
use all our
knowledge, including
technology, to design the
most effective learning
environment for students.
4. Technology, Media, and
Learning- Transform
teaching and learning by
applying theory and
research to practice. Use
current and emerging
technologies to create new
media, design
innovative instruction, and
build online learning
experiences that enrich
informal and formal
education.
5. Instructional System and
Instructional Technology-
Instructional System is
concerned with a
subject matter content which
is something less than the
total subject matter of a
greater
curriculum. Moreover,
Instructional technology is
the branch of education
concerned with the
scientific study of
instructional design and
development. The main
purpose of instructional
designers is to create
engaging, effective learning
experiences.
6. Technology Tools- refers
to software, primarily, that
can be used to develop or
support online
course content. This could
include blogs, wikis,
authoring tools such as
Articulate or Captivate,
and Web 2.0 tools available
through the interne

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