- Digital art: electronic music, interactive visual art, desktop publishing
- Film: digital actor simulations, characters and animation
- Live arts: digital effects, choreography, lighting, marketing
- New media: DVD, CD, VR, stereolithography
- Broadcast media: digital radio and television, electronic news, magazines and books
- Toys and games: CD or online games, online gambling
Resources
Beekman Chapter 6: Graphics, Digital Media and Multimedia
- Learn keyterms (also saved in DP students on the school server)
- Read end of chapter summary
- Complete online study guide (19 questions)
- Watch PPT (also saved in DP students on the school server)
Beekman Chapter 11: Computers at Work, School and Home
- Watch PPT (also saved in DP students on the school server)
- Read end of chapter summary
- Read textbook pg 451-456
Some Questions to Consider
- Do you think home computers strengthen families and communities? Explain.
- Do you think home computers in the future will make people more or less creative? Why?
- Do you think educational games and gaming in general are good ways for studnets to learn in school? at home? Give reasons and examples to support your ideas.
Issues to Consider
Find current news articles on:
- Interactive media
- Read textbook pg 254-255
- ‘….involving the learner in a two-way conversation.’
- Issues: addiction, digital divide, educational opportunities, shift in powerbase
- Virtual reality eg Second Life see Online SL Guide see Teen Second Life see Teen Second Life Community Standards
- Read questions at the end of this section
- Home entertainment industry: developments, concepts and trends
- Gaming online: impact and issues
- The impact of the Internet on home entertainment
- Media formats, media piracy: social and ethical issues
- Mobile phone technology and converging technologies
- Use of IT in films, virtual actors: impact on employment, ethical and social issues
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