FORM 5 - RMM ICT GROUP | sekadar luahan rasa

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FORM 5
LEARNING AREA 4
TOPIC 4.1
MULTIMEDIA CONCEPTS
4.1.1 Definition of Multimedia
4.1.1.1 Define Multimedia
• PRESENTATION OF INFORMATION BY USING A
COMBINATION OF TEXT , AUDIO , GRAPHIC ,
VIDEO AND ANIMATION
• PERSEMBAHAN MAKLUMAT DENGAN
MENGGUNAKAN KOMBINASI TEKS, AUDIO,
GRFIK, VIDEO DAN ANIMASI.
4.1.2 Multimedia in Various Fields
4.1.2.1 Identify the use of multimedia in various fields.
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BUSINESS (ADVERTISING AND ETC)
PERNIAGAAN
ARTS (DRAWING / ANIMATION)
SENI
ENGINEERING (CAD)
KEJURUTERAAN
MEDICINE (MEDICINE/RESEARCH)
PERUBATAN
ENTERTAINMENT INDUSTRY (GAMES)
INDUSTRI HIBURAN
SCIENTIFIC RESEARCH
PENYELIDIKAN SAINS
EDUCATION AND TRAINING
PELAJARAN DAN LATIHAN
COMMON SOURCE OF REFERENCE (INTERNET)
PENCARIAN MAKLUMAT DAN DAPATAN
4.1.3 Interactivity in Multimedia
4.1.3.1 Differentiate between the characteristics of linear and non-linear
multimedia.
• LINEAR INTERACTIVITY
- NOT ALLOW USER TO CONTROL SEQUENCE AND PROGRESS MULTIMEDIA
CONTENT
• INTERAKTIF SEHALA
– TIDAK MEMBENARKAN PENGGUNA MENGAWAL PERJALANAN ISI
KANDUNGAN MULTIMEDIA
• NON LINEAR INTERACTIVITY
- LET USER TO CONTROL SEQUENCE AND PROGRESS MULTIMEDIA CONTENT
• INTERKTIF TIDAK SEHALA
- MEMBENARKAN PENGGUNA MENGAWAL PERJALANAN ISI KANDUNGAN
MULTIMEDIA
4.1.4 Medium of Delivery
4.1.4.Compare and contrast the mediums of
delivery for multimedia applications :
Web-based
CD-based
LIMITED IN SIZE AND LOW RESOLUTION
RESOLUSI RENDAH DAN SAIZ YANG
TERHAD
CAN STORE HIGH END MULTIMEDIA
ELEMENT SUCH VIDEO
BOLEH MENYIMPAN BAHAN MULTIMEDIA
TAHAP TINGGI SEPERTI VIDEO
CAN BE CHANGED, DELETE AND DAMAGED
BY IRRESPONSIBLE INDIVIDUALS
BOLEH DIUBAH , DIPADAM DAN
DIROSAKKAN OLEH ORANG TIDAK
BERTANGGUNGJAWAB
CAN BE PERMANENTLY STORE AND ARE
NOT CHANGEABLE
DISIMPAN SECARA KEKAL DAN BAHANNYA
TIDAK BOLEH DIUBAH
INFORMATION FOR MULTIMEDIA CAN BE
UPADATE EASILY AND ITS CHEAPER
INFORMASI MULTIMEDIA BOLEH
DIKEMASKINI DENGAN MUDAH DAN LEBIH
MURAH
INFORMATION ON MULTIMEDIA CAN BE
OUTDATED
INFORMASI MULTIMEDIA BOLEH
KETINGGALAN ZAMAN
4.1.5 Multimedia Elements
4.1.5.1
Identify the multimedia elements:
TEXT
STATIC ELEMENTS / ELEMENT STATIK
GRAPHICS
STATIC ELEMENTS / ELEMENT STATIK
AUDIO
DYNAMIC ELEMENTS / ELEMEN DINAMIK
VIDEO
DYNAMIC ELEMENTS / ELEMEN DINAMIK
ANIMATION DYNAMIC ELEMENTS / ELEMEN DINAMIK
•
4.1.5 Multimedia Elements
4.1.5.1
Identify the multimedia elements:
TEXT
• MANY SIZES,TYPES, COLOURS, BACKGROUND AND CAN BE LINK(HYPERLINK)
• BANYAK SAIZ, JENIS,WARNA, LATARBELAKANG DAN BOLEH GUNA HYPERLINK
GRAPHICS
• 2 TYPES: BITMAP (PAINT GRAPHICS) / VECTOR (DRAW GRAPHICS)
• 2 JENIS : BITMAP (GRAFIK WARNA) / VEKTOR (GRAFIK LUKIS)
AUDIO
• SPEECH , MUSIIC , SOUND EFFECTSUCAPAN , MUZIK , KESAN BUNYI
VIDEO
• CAN BE EDITED / STORE / TRANFER BOLEH UBAHSUAI / SIMPAN / ALIH
ANIMATION
• PROCESS STATIC IMAGE LOOK LIKES MOVING
• 2 BROAD AREA : 3D (CREATING MOVEMENTS TO 3 DIMENSIONAL DIGITAL OBJECT)
2D (CREATING MOVEMENTS IN BASIC OBJECTS
• MEMPROSES IMEJ STATIK MENJADI KELIHATAN BERGERAK
• 2 BAHAGIAN UTAMA : 3D ( MEMBINA PERGERAK DIGITAL 3 DIMENSI)
2D ( MEMBINA PERGERAKAN DALAM OBJEK ASAS)
4.1.5 Multimedia Elements
4.1.5.1 Identify the multimedia elements:
FILE FORMAT (ALLLOW TO MAKE DECISION OF TYPES MULTIMEDIA ELEMENT)
FORMAT FAIL (MEMBENARKAN ELEMENT MULTIMEDIA MEMBUAT
KEPUTUSAN/JENIS)
TEXT
• .doc (MICROSOFT WORD DOCUMENT)
• .txt (ASCII)
• .rtf (RICH TEXT FORMAT)
GRAPHICS
• .jpg (JOINT PHOTOGRAPHIC EXPERT GROUP)
• .bmp (BITMAP)
• .gif (GRAPHICAL INTERCHANGE FORMAT)
• .png (PORTABLE NETWORK GRAPHICS)
• .psd (PHOTOSHOP DOCUMENT)
• .tiff (TAGGED IMAGE FILE FORMAT)
4.1.5 Multimedia Elements
4.1.5.1 Identify the multimedia elements:
FILE FORMAT (ALLLOW TO MAKE DECISION OF TYPES MULTIMEDIA ELEMENT)
FORMAT FAIL (MEMBENARKAN ELEMENT MULTIMEDIA MEMBUAT
KEPUTUSAN/JENIS)
AUDIO
• .wav (WAVEFORM)
• .midi (MUSICAL INSTRUMENT DIGITAL INTERFACE)
• .wma (WINDOW MEDIA AUDIO)
• .aif (AUDIO INTERCHANGE FILE FORMAT)
• .au (AUDIO)
VIDEO
• .avi (AUDIO VIDEO INTERLEAVE)
• .mov (QUICK TIME)
• .wmw (WINDOW MEDIA VIDEO)
• .mpeg (MOTION PICTURE EXPERT GROUP)
4.1.5 Multimedia Elements
4.1.5.1 Identify the multimedia elements:
FILE FORMAT (ALLLOW TO MAKE DECISION OF TYPES MULTIMEDIA
ELEMENT)
FORMAT FAIL (MEMBENARKAN ELEMENT MULTIMEDIA MEMBUAT
KEPUTUSAN/JENIS)
ANIMATION
• .swf (FLASH AND SHOCKWAVE)
• .swi (ANIMATION SWISH FORMAT)
• .gif (GRAPHICAL INTERCHANGE FORMAT)
Topic 4.2 Hardware and Software
4.2.1 Hardware
4.2.1.1 Identify Hardware that can be use to produce multimedia products
SCANNER
CONVERT IMAGE/TEXT/PHOTO INTO DIGITAL FORM
TYPES : FLATBED / HANDHELD / SHEET FED
MENUKAR IMEJ/TEKS/FOTO KEPADA BORANG DIGITAL
JENIS : FLATBED / HANDHELD / SHEET FED
VIDEO CAMERA ANALOG VIDEO CAMERA – USE MAGNETIC TAPE
DIGITAL VIDEO CAMERA – USE MEMORY CARD/HARDISK/CD/DVD
KAMERA VIDEO ANALOG – GUNA TAPE MAGNETIK
KAMERA VIDEO DIGITAL – GUNA MEMORI KAD/CAKERA KERAS/DVD
CAMERA
OLD CAMERA –CAPTURE BY FILM
DIGITAL CAMERA – CAPTURE AND STORE BY MEDIA CARD/MMC/SD
KAMERA LAMA MENGGUNAKAN FILEM
KAMERA DIGITAL – GUNA DAN SIMPAN DENGAN KAD MEMORI USB
AUDIO DEVICE
NEED TO RECORD ANALOG SOUND AND CHANGE TO DIGITAL
SOUND. EXAMPLE: MICROPHONE/SOUND CARD
PERLU REKOD BUNYI ANALOG DAN TUKAR KE BUNYI DIGITAL.
CONTOH : MIKROFON / KAD BUNYI
VIDEO CAPTURE HELP TO CONVERT ANALOG DEVICES TO DIGITAL VIDEO
DEVICES
TRANSFER VIDEO BY FIREWIRE OR USB
MEMBANTU MENUKAR PERANTI ANALOD KE VIDEO DIGITAL
MENGHANTAR MENGGUNAKAN WAYAR FIREWIRE ATAU USB
4.2.2 Editing Software
4.2.2.1 Identify editing software that can be used to produce multimedia
elements
TEXT EDITOR
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GRAPHICS AND IMAGE
EDITOR
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AUDIO EDITOR
-
VIDEO AND ANIMATION
EDITOR
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NOTEPAD / MS WORD /
OPEN OFFICE
MICROSOFT PAINT /
ADOBE PHOTOSHOP /
PIXILLION IMAGE
CONVERTER / COREL
DRAW
SOUND RECORDER /
SONY SOUND FORGE /
ADOBE AUDITION
ADOBE PRIMIER /
PINNACLE STUDIO /
ULEAD MEDIA STUDIO
11.0
4.2.3 Authoring Tools
4.2.3.1 Define the various concepts in authoring tools
Time frame concept
• HELP USER CORDINATE WHEN EACH MULTIMEDIA
ELEMENT PLAYS
• CONSISTS OF LAYERS , EACH LAYER HAD A FRAME
• EXAMPELS: FLASH AND DIRECTOR
• MEMBANTU PENGGUNA MENGKOORDINASI SETIAP
ELEMENT MULTIMEDIA YANG DIMAINKAN
• MENGANDUNGI LAYER DIMANA SETIAP LAYER ADA
BINGKAI
• CONTOH : FLASH DAN DIRECTOR
Untuk lebih maklumat
..layari..klikk sbelah
4.2.3 Authoring Tools
4.2.3.1 Define the various concepts in authoring tools
Icon concept
• PROVIDES A VISUAL PROGRAMMING APPROACH
• ELEMENT AND EVENTS ARE ORGANIZED IN STRUCTURAL FRAMEWORKS
• USER CAN PRESENT VISUALLY A LOGICAL FLOW BY DRAGGING ICON
• USE DRAG AND DROP
• EXAMPLES : AUTHORWARE AND ICON AUTHOR
• PENDEKATAN PROGRAM VISUAL
• ELEMEN DAN PERSEMBAHAN DIURUSKAN OLEH RANGKAI KERJA
STRUKTUR
• PENGGUNA MERUJUK KEPADA IKON GERAKAN
• MENGGUNA TARIK DAN LETAK
• CONTOH : AUTHORWARE DAN ICON AUTHOR
4.2.3 Authoring Tools
4.2.3.1 Define the various concepts in authoring tools
Card concept
• CONTAINING MULTIMEDIA ELEMENTS
• ELEMENT AND EVENTS ARE ORGANIZED AS PAGES IN BOOK OR A STACK
OF CARDS
• INSERTING OBJECT INTO SEVERAL PAGES, A MULTIMEDIA BOOK
• CAN CREATED TRANSITION BETWEEN PAGES
• EXAMPLES : TOOLBOOK / SUPER CARD / HYPER CARD
• MENGANDUNGI ELEMEN MULTIMEDIA
• ELEMEN DAN PERSEMBAHAN DIURUSKAN SEBAGAI MUKASURAT DALAM
BOOK ATAU KAD
• MELETAK OBJEK DALAM BEBERAPA MUKASURA IAITU SEBAGAI BUKU
MULTIMEDIA
• ANTARA MULASURAT BOLEH DIBUAT TRANSISI
• CONTOH: TOOLBOOK / SUPER CARD / HYPER CARD
4.2.4 Web Editor
4.2.4.1 Describe and give examples of web editors
Text-based
-BASIC EDITOR WHERE WORK WITH
HTML (HYPERTEXT MARKUP
LANGUAGE) TAGS TO CREATE A
WEB PAGES
-CAN BE USED TO CHANGE HTML
SOURCE CODE
-EXAMPLE : NOTEPAD / PSPAD
-MENGEDIT SECARA ASAS DIMANA
TAG HTML MENREKACIPTA
HALAMAN WEB
-BOLEH DIGUNAKAN UNTUK
MENGUBAHUSAI KOD HTML
-CONTOH: NOTEPAD / PSPAD
WYSIWYG
-PROVIDE AN EDITING INTERFACE
THAT SHOWS HOW THE PAGE WILL
BE DISPLAYED IN WEB BROWSER
-EXAMPLE: MICROSOFT
FRONTPAGE / JOOMLA / WHIZZ /
MACROMEDIA DREAMWEAVER
-MENGANDUNGI ANTARAMUKA
UNTUK MENGUBAHSUAI
BAGAIMANA IA MAHU KELIHATAN
KETIKA CARIAN WEB
MENCAPAINYA.
-CONTOH : MICROSOFT
FRONTPAGE / JOOMLA / WHIZZ /
MACROMEDIA DREAMWEAVER
4.3 MULTIMEDIA DEVELOPMENT
4.3.1 User Interface principles
4.3.1.1 State user interface principles
USER INTERFACE
• – WAY OF COMPUTER PROGRAM
COMMUNICATES WITH THE PERSON WHO
USING IT
• - CARA BAGAIMANA PROGRAM KOMPUTER
BERKOMUNIKASI DENGAN INDIVIDU YANG
MENGGUNAKANNYA
4.3.1 User Interface principles
4.3.1.1 Apply suitable user interface principle in a projects
1.
CONSISTENCY
– USER INTERFACE MUST HARMONY AND APPLY TO
ALL SCREEN
KONSISTEN
– ANTARAMUKA PENGGUNA MESTI HARMONY DAN
DIGUNAKAN PADA SEMUA HALAMAN
2. CLARITY
– LEARNERS OF LABELS ON ALL ICON TO MAKE THE
SYSTEM EASY TO UNDERSTAND
KEKEMASAN
– SEMUA LABEL ATAU IKON MESTI MUDAH
DIGUNAKAN DIFAHAMI
3. CONTENT
- EVERY CONTENT MUST RELEVANT TO THE
PARTICULAR TITLE
ISI KANDUNGAN - SEMUA ISI KANDUNGAN MESTI RELEVAN DENGAN
TAJUK.
4. NAVIGATION
- USER CAN USE NAVIGATION EASILY TO ALL AROUND
SYSTEM
NAVIGASI
- NAVIGASI YANG DIBINA MUDAH DIGUNA DAN
DIFAHAMI
.
4.3.1 User Interface principles
4.3.1.1 Apply suitable user interface principle in a projects
5. SEARCH
- THE SYSTEM ENABLES USER TO SEARCH
KEYWORD OR GLOSSARY.
CARIAN
- SISTEM MEMPUNYAI ENJIN CARIAN ATAU
KATAKUNCI CARIAN.
6. LEARNABILITY
– PROVIDES SUPPORT INFORMATION
PEMBELAJARAN - MEMBEKALKAN KHIDMAT BANTUAN.
7. PERSONALISATION
– USER CAN MAKE THEIR OWN
PERSONAL OR INDIVIDUAL LEARNING.
PERSONALISASI – PENGGUNA BOLEH MEMBINA PEMBELAJARAN
KENDIRI.
8. FLEXIBILTY
- A USER HAS THE AUTHORITY TO NAVIGATE
THROUGH ALL THE SECTIONS WITHOUT ANY LIMITATION.
FLEKSIBEL
- PENGGUNA ADA KEMUDAHAN MENEROKA
SISTEM TANPA BATASAN.
4.3.2 Development Team
4.3.2.1 State the role of each member in a development team
1. PROJECT MANAGER (PENGURUS PROJEK)
• DEFINE THE SCOPE OF PROJECT
MEMASTIKAN SKOP PROJEK
• DISCUSS WITH CLIENT
BERBINCANG DENGAN PELANGGAN (KEPERLUAN)
• SEARCH FOR FINANCIAL RESOURCE,FACILITIES AND EQUIPMENTMENCARI
SUMBER KEWANGAN, KEMUDAHAN DAN PERALATAN
• COORDINATE THE PRODUCTION TEAM
MENGURUSKAN KUMPULAN PRODUKSI
2. SUBJECT MATTER EXPERT (PAKAR SUBJEK)
• DO A RESEARCH ON THE CONTENT OF A MULTIMEDIA PROGRAM
MELAKUKAN PENYELIDIKAN TENTANG KANDUNGAN PROGRAM
MULTIMEDIA
• PROVIDE CONTENT FOR A MULTIMEDIA CONTENT
MENGADAKAN ISI KANDUNGAN BAGI ISI KANDUNGAN MULTIMEDIA
4.3.2 Development Team
4.3.2.1 State the role of each member in a development team
3. INSTRUCTIONAL DESIGNER (PAKAR REKABENTUK PROGRAM)
• DECIDE ON THE BEST EDUCATIONAL STRATEGIES AND
PRACTIES TO PRESENT THE INFORMATION
MEMUTUSKAN STRATEGI TERBAIK DALAM
MEMPERSEMBAHKAN MAKLUMAT YANG TERDAPAT DALAM
PROGRAM
4. GRAPHICS ARTIST (PEREKA GRAFIK)
• DEVELOP THE GRAPHIC ELEMENT SUCH AS:
MEREKA ELEMEN-ELEMEN GRAFIK TERMASUKLAH:
• BACKGROUND / BUTTON / PHOTO COLLAGES
LATAR BELAKANG / BUTANG / GAMBAR
• 3D OBJECTS / LOGO / ANIMATION
OBJEK-OBJEK 3D / LOGO / ANIMASI
4.3.2 Development Team
4.3.2.1 State the role of each member in a development team
5. AUDIO-VIDEO TECHNICIAN (JURUTEKNIK AUDIO-VIDEO)
• RESPONSIBLE FOR: BERTANGGUNGJAWAB UNTUK
• RECORDING THE VOICE / EDIT SOUND EFFECTS . MEREKOD
SUARA / MENGEDIT KESAN BUNYI
• EDIT AND RECORD MUSIC MENGEDIT DAN MEREKOD MUZIK
• CAPTURING , EDITING AND DIGITIZING VIDEO
MENANGKAP , MENGEDIT DAN MENDIGITALKAN VIDEO
6. PROGRAMMER
(PEMBUAT PROGRAM)
• WRITE THE PROGRAM CODE LINES OR SCRIPTS USING THE
AUTHORING TOOLSMENULIS KOD PROGRAM ATAU SKRIP
MENGGUNAKAN PERISIAN PERSEMBAHAN YANG DIPILIH
• COMBINES THE MULTIMEDIA ELEMENT INTO A MULTIMEDIA
PROGRAM MENGGABUNGKAN ELEMEN-ELEMEN
MULTIMEDIA KE DALAM PROGRAM MULTIMEDIA
4.3.3 Multimedia Production
4.3.3.1 Describe the phases in multimedia production:
6 PHASES
1. ANALYSIS
(ANALISIS)
PRE PRODUCTION
2. DESIGN
(REKABENTUK)
PRE PRODUCTION
3. IMPLEMENTASI (PEMBUATAN)
PRODUCTION
4. TESTING
(CUBAAN PROGRAM) POST PRODUCTION
5. EVALUATION
(PENILAIAN)
POST PRODUCTION
6. PUBLISHING
(PENGELUARAN)
POST PRODUCTION
1. ANALYSIS (ANALISIS)
MULTIMEDIA DEVELOPER SET THE FOCUS OF THE PROJECT
IDENTIFYING PROJECT (TITLE / PROBLEM / OBJECTIVE / POSIBLE SOLUTION / TARGET
USER )
INTERVIEW CLIENT NEEDS
WRITE PROPOSAL AFTER IDENTIFYING THE PROJECT
PEMBINA MULTIMEDIA MNETAPKAN FOKUS PROJEK
MENGENALPASTI PROJEK (TAJUK / MASALAH / OBJEKTIF / PENYELESAIAN MASALAH
YANG MUNGKIN / KEPERLUAN PELANGGAN)
MENGENALPASTI KEMAHUAN PELANGGAN
MENULIS PROPSOSAL SELEPAS MENGENALPASTI PROJEK
4.3.3 Multimedia Production
4.3.3.1 Describe the phases in multimedia production:
2. DESIGN (REKABENTUK)
MULTIMEDIA DEVELOPER WILL PLANNING DESIGN
DRAW FLOW CHART, DESIGN STORYBOARD(CONTENT,NAVIGATION SISTEM)
USING CASPER PRICIPLES TO MAKE SURE MULTIMEDIA PROGRAM ARE USER FRIENDLY
C – CONTENT
A – ALIGNMENT
S – SIMPLICITY
P – PROXIMITY
E – EMPHASIS
R – REPITITION
PEREKA MULTIMEDIA AKAN MEREKABENTUK PELAN
MELUKIS CARTA ALIR, MEREKABENTUK PAPAN CERITA (ISI KANDUNGAN, SISTEM
NAVIGASI) MENGGUNAKAN PRINSIP CASPER BAGI MEMASTIKAN PROGRAM YANG
DIBINA MESRA PENGGUNA
C – CONTENT
A – ALIGNMENT
S – SIMPLICITY
P – PROXIMITY
E – EMPHASIS
R – REPITITION
4.3.3 Multimedia Production
4.3.3.1 Describe the phases in multimedia production:
3. IMPLEMENTATION (PEMBUATAN)
START WHEN THE MULTIMEDIA DEVELOPER CONFIRM THE STORYBOARD.
PROCESS OF CONVERTING THE DESIGN PLAN INTO MULTIMEDIA PROGRAM SUCH AS
CREATING TEXT AND INSERTING (GRAPHIC/ANIMATION/AUDIO/VIDEO/HYPERLINK)
DIMULAKAN SETELAH PAPAN CERITA DIPERSETUJUI
MERUPAKAN PROSES MEMINDAHKAN PELAN KEPADA MULTIMEDUA SEPERTI
MEREKACIPTA TEKS, DAN MELETAKKAN
(GRAFIK/ANIMASI/AUDIA/VIDEO/HIPER RANGKAI)
4.3.3 Multimedia Production
4.3.3.1 Describe the phases in multimedia production:
4. TESTING (MENCUBA PROGRAM)
ENSURE THE MULTIMEDIA PROGRAM RUN SMOOTHLY AND CORRECTLY
FIX THE PROGRAM IF GET ANY ERROR BASED FROM CHECKLIST WHICH TEST BEFORE
CHECKLIST CONTENT ARE (HAD TEXT,GRAPHIC,ANIMATION,AUDIO,VIDEO, LANGUAGE,
NAVIGATION AID, CONSISTENCY AND USE CASPER)
MEMASTIKAN PROGRAM MULTIMEDIA YANG DIBINA BERJALAN DENGAN LANCAR DAN
BETUL
MEMBETULKAN PROGRAM JIKA ADA RALAT BERDASARKAN SENARAI SEMAK YANG
TELAH DIBUAT.
SENARAI SEMAK MENGANDUNGI (TEKS,GRAFIK, ANIMASI,AUDIO,VIDEO,BAHASA,
SISTEM NAVIGASI DAN JUGA MENGGUNAKAN CASPER)
4.3.3 Multimedia Production
4.3.3.1 Describe the phases in multimedia production:
5. EVALUATION (PENILAIAN)
EVALUATE
CONTENT (INTRODUCTION, REASON, EFFECTS, PRESENTATION AND CONCLUSION)
USER INTERFACE CONSISTENCY,CLARIFY,CONTENT,NAVIGATION AND FLEXIBILITY)
SELECTED USER USE EVALUATION FORM TO TRY THE PROGRAM AND GIVE FEEDBACK.
MENILAI
ISIS KANDUNGAN (PERMULAAN, KESAN, SEBAB, PERSEMBAHAN DAN KESIMPULAN)
ANTARA MUKA PENGGUNA(KONSISTEN, KEKEMASAN, ISI KANDUNGAN, NAVIGASI DAN
FLEKSIBILITI)
MENGAMBIL SECARA RAWAK PENGGUNA MENGGUNAKANNYA DAN MEMBERIKAN
TINDAKBALAS
4.3.3 Multimedia Production
4.3.3.1 Describe the phases in multimedia production:
6. PUBLISHING (PENGELUARAN)
WHEN MULTIMEDIA PROGRAM COMPLETELY, IT WILL PUBLISH INTO 2 COMMON
MEDIUM (WEB-BASED AND CD-BASED)
APABILA PROGRAM MULTIMEDIA TELAH SIAP SEPENUHNYA, IA
AKAN DIKELUARKAN DALAM 2 BENTUK YANG BIASA IAITU (WEBBASED DAN CD-BASED)
4.3.3 Multimedia Production
4.3.3.2 Apply all the phases of multimedia production to produce an interactive
educational multimedia project.
(Assessment project – TOOLBOOK S08.1)
4.4
Current and Future Developments
4.4.1 Immersive Multimedia
4.4.1.1Give an example of immersive
multimedia in
 education
 business
 entertainment.
(Assessment project – immersive
multimedia S09.1)