form 5 learning area 4. topic 4.1 multimedia concepts

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Page 1: FORM 5 LEARNING AREA 4. TOPIC 4.1 MULTIMEDIA CONCEPTS

FORM 5

LEARNING AREA 4

Page 2: FORM 5 LEARNING AREA 4. TOPIC 4.1 MULTIMEDIA CONCEPTS

TOPIC 4.1

MULTIMEDIA CONCEPTS

Page 3: 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.

Page 4: FORM 5 LEARNING AREA 4. TOPIC 4.1 MULTIMEDIA CONCEPTS

4.1.2 Multimedia in Various Fields

4.1.2.1 Identify the use of multimedia in various fields.

• 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

Page 5: FORM 5 LEARNING AREA 4. TOPIC 4.1 MULTIMEDIA CONCEPTS

4.1.3 Interactivity in Multimedia4.1.3.1 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

Page 6: FORM 5 LEARNING AREA 4. TOPIC 4.1 MULTIMEDIA CONCEPTS

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 RESOLUTIONRESOLUSI RENDAH DAN SAIZ YANG TERHAD

CAN STORE HIGH END MULTIMEDIA ELEMENT SUCH VIDEOBOLEH MENYIMPAN BAHAN MULTIMEDIA TAHAP TINGGI SEPERTI VIDEO

CAN BE CHANGED, DELETE AND DAMAGED BY IRRESPONSIBLE INDIVIDUALSBOLEH DIUBAH , DIPADAM DAN DIROSAKKAN OLEH ORANG TIDAK BERTANGGUNGJAWAB

CAN BE PERMANENTLY STORE AND ARE NOT CHANGEABLEDISIMPAN SECARA KEKAL DAN BAHANNYA TIDAK BOLEH DIUBAH

INFORMATION FOR MULTIMEDIA CAN BE UPADATE EASILY AND ITS CHEAPERINFORMASI MULTIMEDIA BOLEH DIKEMASKINI DENGAN MUDAH DAN LEBIH MURAH

INFORMATION ON MULTIMEDIA CAN BE OUTDATEDINFORMASI MULTIMEDIA BOLEH KETINGGALAN ZAMAN

Page 7: FORM 5 LEARNING AREA 4. TOPIC 4.1 MULTIMEDIA CONCEPTS

4.1.5 Multimedia Elements

4.1.5.1 Identify the multimedia elements:TEXT STATIC ELEMENTS / ELEMENT STATIKGRAPHICS STATIC ELEMENTS / ELEMENT STATIK AUDIO DYNAMIC ELEMENTS / ELEMEN DINAMIKVIDEO DYNAMIC ELEMENTS / ELEMEN DINAMIKANIMATION DYNAMIC ELEMENTS / ELEMEN

DINAMIK•

Page 8: FORM 5 LEARNING AREA 4. TOPIC 4.1 MULTIMEDIA CONCEPTS

4.1.5 Multimedia Elements4.1.5.1 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 / ALIHANIMATION • 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)

Page 9: FORM 5 LEARNING AREA 4. TOPIC 4.1 MULTIMEDIA CONCEPTS

4.1.5 Multimedia Elements4.1.5.1 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)

Page 10: FORM 5 LEARNING AREA 4. TOPIC 4.1 MULTIMEDIA CONCEPTS

4.1.5 Multimedia Elements4.1.5.1 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)

Page 11: FORM 5 LEARNING AREA 4. TOPIC 4.1 MULTIMEDIA CONCEPTS

4.1.5 Multimedia Elements4.1.5.1 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)

Page 12: FORM 5 LEARNING AREA 4. TOPIC 4.1 MULTIMEDIA CONCEPTS

Topic 4.2 -

Hardware and Software

Page 13: FORM 5 LEARNING AREA 4. TOPIC 4.1 MULTIMEDIA CONCEPTS

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 FORMTYPES : FLATBED / HANDHELD / SHEET FEDMENUKAR IMEJ/TEKS/FOTO KEPADA BORANG DIGITALJENIS : FLATBED / HANDHELD / SHEET FED

VIDEO CAMERA ANALOG VIDEO CAMERA – USE MAGNETIC TAPEDIGITAL VIDEO CAMERA – USE MEMORY CARD/HARDISK/CD/DVDKAMERA VIDEO ANALOG – GUNA TAPE MAGNETIKKAMERA VIDEO DIGITAL – GUNA MEMORI KAD/CAKERA KERAS/DVD

CAMERA OLD CAMERA –CAPTURE BY FILMDIGITAL CAMERA – CAPTURE AND STORE BY MEDIA CARD/MMC/SDKAMERA LAMA MENGGUNAKAN FILEMKAMERA DIGITAL – GUNA DAN SIMPAN DENGAN KAD MEMORI USB

AUDIO DEVICE NEED TO RECORD ANALOG SOUND AND CHANGE TO DIGITAL SOUND. EXAMPLE: MICROPHONE/SOUND CARDPERLU REKOD BUNYI ANALOG DAN TUKAR KE BUNYI DIGITAL. CONTOH : MIKROFON / KAD BUNYI

VIDEO CAPTURE DEVICES

HELP TO CONVERT ANALOG DEVICES TO DIGITAL VIDEOTRANSFER VIDEO BY FIREWIRE OR USBMEMBANTU MENUKAR PERANTI ANALOD KE VIDEO DIGITALMENGHANTAR MENGGUNAKAN WAYAR FIREWIRE ATAU USB

Page 14: FORM 5 LEARNING AREA 4. TOPIC 4.1 MULTIMEDIA CONCEPTS

4.2.2 Editing Software

4.2.2.1 Identify editing software that can be used to produce multimedia elements

TEXT EDITOR - NOTEPAD / MS WORD / OPEN OFFICE

GRAPHICS AND IMAGE EDITOR

- MICROSOFT PAINT / ADOBE PHOTOSHOP / PIXILLION IMAGE CONVERTER / COREL DRAW

AUDIO EDITOR - SOUND RECORDER / SONY SOUND FORGE / ADOBE AUDITION

VIDEO AND ANIMATION EDITOR

- ADOBE PRIMIER / PINNACLE STUDIO / ULEAD MEDIA STUDIO 11.0

Page 15: FORM 5 LEARNING AREA 4. TOPIC 4.1 MULTIMEDIA CONCEPTS

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

Page 16: FORM 5 LEARNING AREA 4. TOPIC 4.1 MULTIMEDIA CONCEPTS

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

Page 17: FORM 5 LEARNING AREA 4. TOPIC 4.1 MULTIMEDIA CONCEPTS

4.2.3 Authoring Tools

4.2.3.1 Define the various concepts in authoring toolsCard 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

Page 18: FORM 5 LEARNING AREA 4. TOPIC 4.1 MULTIMEDIA CONCEPTS

4.2.4 Web Editor

4.2.4.1 Describe and give examples of web editors

Text-basedWYSIWYG

-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

-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

Page 19: FORM 5 LEARNING AREA 4. TOPIC 4.1 MULTIMEDIA CONCEPTS

4.3 -

MULTIMEDIA DEVELOPMENT

Page 20: FORM 5 LEARNING AREA 4. TOPIC 4.1 MULTIMEDIA CONCEPTS

4.3.1 User Interface principles4.3.1.1 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

Page 21: FORM 5 LEARNING AREA 4. TOPIC 4.1 MULTIMEDIA CONCEPTS

4.3.1 User Interface principles4.3.1.1 Apply suitable user interface principle in a projects1. 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 UNDERSTANDKEKEMASAN – SEMUA LABEL ATAU IKON MESTI MUDAH DIGUNAKAN DIFAHAMI

3. CONTENT - EVERY CONTENT MUST RELEVANT TO THE PARTICULAR TITLEISI KANDUNGAN - SEMUA ISI KANDUNGAN MESTI RELEVAN DENGAN TAJUK.

4. NAVIGATION - USER CAN USE NAVIGATION EASILY TO ALL AROUND SYSTEMNAVIGASI - NAVIGASI YANG DIBINA MUDAH DIGUNA DAN DIFAHAMI

.

Page 22: FORM 5 LEARNING AREA 4. TOPIC 4.1 MULTIMEDIA CONCEPTS

4.3.1 User Interface principles4.3.1.1 Apply suitable user interface principle in a projects5. SEARCH - THE SYSTEM ENABLES USER TO SEARCH KEYWORD

OR GLOSSARY.CARIAN - SISTEM MEMPUNYAI ENJIN CARIAN ATAU KATAKUNCI CARIAN.

6. LEARNABILITY – PROVIDES SUPPORT INFORMATIONPEMBELAJARAN - 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.

Page 23: FORM 5 LEARNING AREA 4. TOPIC 4.1 MULTIMEDIA CONCEPTS

4.3.2 Development Team4.3.2.1 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 CONTENTMENGADAKAN ISI KANDUNGAN BAGI ISI KANDUNGAN MULTIMEDIA

Page 24: FORM 5 LEARNING AREA 4. TOPIC 4.1 MULTIMEDIA CONCEPTS

4.3.2 Development Team4.3.2.1 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

Page 25: FORM 5 LEARNING AREA 4. TOPIC 4.1 MULTIMEDIA CONCEPTS

4.3.2 Development Team4.3.2.1 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

Page 26: FORM 5 LEARNING AREA 4. TOPIC 4.1 MULTIMEDIA CONCEPTS

4.3.3 Multimedia Production4.3.3.1 Describe the phases in multimedia production:6 PHASES1. ANALYSIS (ANALISIS) PRE PRODUCTION2. DESIGN (REKABENTUK) PRE PRODUCTION3. IMPLEMENTASI (PEMBUATAN) PRODUCTION4. TESTING (CUBAAN PROGRAM) POST PRODUCTION5. EVALUATION (PENILAIAN) POST PRODUCTION6. PUBLISHING (PENGELUARAN) POST PRODUCTION 1. ANALYSIS (ANALISIS)MULTIMEDIA DEVELOPER SET THE FOCUS OF THE PROJECTIDENTIFYING PROJECT (TITLE / PROBLEM / OBJECTIVE / POSIBLE SOLUTION / TARGET USER )INTERVIEW CLIENT NEEDSWRITE PROPOSAL AFTER IDENTIFYING THE PROJECTPEMBINA MULTIMEDIA MNETAPKAN FOKUS PROJEKMENGENALPASTI PROJEK (TAJUK / MASALAH / OBJEKTIF / PENYELESAIAN MASALAH YANG MUNGKIN / KEPERLUAN PELANGGAN)MENGENALPASTI KEMAHUAN PELANGGANMENULIS PROPSOSAL SELEPAS MENGENALPASTI PROJEK

Page 27: FORM 5 LEARNING AREA 4. TOPIC 4.1 MULTIMEDIA CONCEPTS

4.3.3 Multimedia Production4.3.3.1 Describe the phases in multimedia production:2. DESIGN (REKABENTUK)MULTIMEDIA DEVELOPER WILL PLANNING DESIGNDRAW FLOW CHART, DESIGN STORYBOARD(CONTENT,NAVIGATION SISTEM)USING CASPER PRICIPLES TO MAKE SURE MULTIMEDIA PROGRAM ARE USER FRIENDLYC – CONTENTA – ALIGNMENTS – SIMPLICITYP – PROXIMITYE – EMPHASISR – REPITITIONPEREKA MULTIMEDIA AKAN MEREKABENTUK PELANMELUKIS CARTA ALIR, MEREKABENTUK PAPAN CERITA (ISI KANDUNGAN, SISTEM NAVIGASI) MENGGUNAKAN PRINSIP CASPER BAGI MEMASTIKAN PROGRAM YANG DIBINA MESRA PENGGUNAC – CONTENTA – ALIGNMENTS – SIMPLICITYP – PROXIMITYE – EMPHASISR – REPITITION

Page 28: FORM 5 LEARNING AREA 4. TOPIC 4.1 MULTIMEDIA CONCEPTS

4.3.3 Multimedia Production4.3.3.1 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 DIPERSETUJUIMERUPAKAN PROSES MEMINDAHKAN PELAN KEPADA MULTIMEDUA SEPERTI MEREKACIPTA TEKS, DAN MELETAKKAN (GRAFIK/ANIMASI/AUDIA/VIDEO/HIPER RANGKAI)

Page 29: FORM 5 LEARNING AREA 4. TOPIC 4.1 MULTIMEDIA CONCEPTS

4.3.3 Multimedia Production4.3.3.1 Describe the phases in multimedia production:

4. TESTING (MENCUBA PROGRAM)ENSURE THE MULTIMEDIA PROGRAM RUN SMOOTHLY AND CORRECTLYFIX THE PROGRAM IF GET ANY ERROR BASED FROM CHECKLIST WHICH TEST BEFORECHECKLIST CONTENT ARE (HAD TEXT,GRAPHIC,ANIMATION,AUDIO,VIDEO, LANGUAGE, NAVIGATION AID, CONSISTENCY AND USE CASPER)

MEMASTIKAN PROGRAM MULTIMEDIA YANG DIBINA BERJALAN DENGAN LANCAR DAN BETULMEMBETULKAN 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)

Page 30: FORM 5 LEARNING AREA 4. TOPIC 4.1 MULTIMEDIA CONCEPTS

4.3.3 Multimedia Production4.3.3.1 Describe the phases in multimedia production:

5. EVALUATION (PENILAIAN)EVALUATECONTENT (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

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4.3.3 Multimedia Production4.3.3.1 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 (WEB-BASED DAN CD-BASED)

Page 32: FORM 5 LEARNING AREA 4. TOPIC 4.1 MULTIMEDIA CONCEPTS

4.3.3 Multimedia Production4.3.3.2 Apply all the phases of multimedia production to produce an interactive educational multimedia project.

(Assessment project – TOOLBOOK S08.1)

Page 33: FORM 5 LEARNING AREA 4. TOPIC 4.1 MULTIMEDIA CONCEPTS

4.4 Current and Future Developments

Page 34: FORM 5 LEARNING AREA 4. TOPIC 4.1 MULTIMEDIA CONCEPTS

4.4.1 Immersive Multimedia

4.4.1.1Give an example of immersive multimedia in

education business entertainment.

(Assessment project – immersive multimedia S09.1)