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CORE MIL Q2 Mod17 W5 Manipulative Information and Media

This document is a learning module for Senior High School students in the Philippines, focusing on Media and Information Literacy, specifically on Manipulative Information and Media. It outlines the objectives, content structure, and interactive elements of the module, aiming to enhance students' understanding of various media forms and their implications. The module includes activities, assessments, and guidance for both learners and facilitators to support home-based learning.
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0% found this document useful (0 votes)
47 views23 pages

CORE MIL Q2 Mod17 W5 Manipulative Information and Media

This document is a learning module for Senior High School students in the Philippines, focusing on Media and Information Literacy, specifically on Manipulative Information and Media. It outlines the objectives, content structure, and interactive elements of the module, aiming to enhance students' understanding of various media forms and their implications. The module includes activities, assessments, and guidance for both learners and facilitators to support home-based learning.
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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Senior High

School
Core

Republic of the Philippines


Department of Education
Region I
SCHOOLS DIVISION OF ILOCOS NORTE

Media and
Information
Literacy
Quarter 2 – Module 17:
Manipulative Information and
Media

SDOIN_Core_Q2_MIL11/12_Module17
Disaster Readiness and Risk Reduction
Crafting-Resources-for-Accessible-and-Flexible-Teaching (CRAFT)
Quarter 2 – Module 17: Manipulative Information and Media
First Edition, 2023
Republic Act 8293, section 176 states that: No copyright shall subsist
in any work of the Government of the Philippines. However, prior approval of the
government agency or office wherein the work is created shall be necessary for
exploitation of such work for profit. Such agency or office may, among other
things, impose as a condition the payment of royalties.
Borrowed materials (i.e., songs, stories, poems, pictures, photos, brand
names, trademarks, etc.) included in this book are owned by their respective
copyright holders. Every effort has been exerted to locate and seek permission
to use these materials from their respective copyright owners. The publisher and
authors do not represent nor claim ownership over them.

Published by the Department of Education


Secretary: Sara Z. Duterte
Undersecretary: Gina O. Gonong

Development Team of the Module

Writers: Louie J. Ubay


Editor: Mark Neil L. Banigan
Reviewers: Lourie Joy T. Pagaling
Illustrators: Henry Uddon
Layout Artist: Mark Neil L. Banigan
Management Team: Donato D. Balderas
Joye D. Madalipay
Ursino C. Pascua
Jenetrix T. Tumaneng
Arthur M. Llaguno – EPS In-Charge

Division Design & Layout Artist: Rey L. Miguel, Jannibal A. Lujero

Printed in the Philippines by ______________________________


Schools Division of Ilocos Norte
Office Address: Brgy. 7B, Giron Street, Laoag City, Ilocos Norte
Telefax: (077) 771-0960
Telephone No.: (077) 770-5963, (077) 600-2605
E-mail Address: [email protected]
Media and
Information
Literacy
Quarter 2 – Module 17:
Manipulative Information and
Media

MELC: Describes the different dimensions of


manipulative information and media.
(MIL11/12MPIM-IVgh-19)

Prepared by:

LOUIE J. UBAY
Teacher II
Piddig National High School
Introductory Message
This Contextualized Learning Module (CLM) is prepared so that you, our
dear learners, can continue your studies and learn while at home. Activities,
questions, directions, exercises, and discussions are carefully stated for you to
understand each lesson with ease.
This CLM is composed of different parts. Each part shall guide you step-
by-step as you discover and understand the lesson prepared for you.
Pre-test is provided to measure your prior knowledge on the lesson. This
will show you if you need to proceed in completing this module or if you need to
ask your facilitator or your teacher’s assistance for better understanding of the
lesson. At the end of this module, you need to answer the post-test to self-check
your learning. Answer keys are provided for all activities and tests. We trust that
you will be honest in using them.
In addition to the material in the main text, Notes to the Teacher is also
provided to our facilitators and parents for strategies and reminders on how they
can best help you in your home-based learning.
Please use this module with care. Do not put unnecessary marks on any
part of this CLM. Use a separate sheet of paper in answering the exercises and
tests. Likewise, read the instructions carefully before performing each task.
If you have any question in using this CLM or any difficulty in answering
the tasks in this module, do not hesitate to consult your teacher or facilitator.
Thank you.
What I Need to Know

This module was designed and written with you in mind. It is here to help
you master the Manipulative Information and Media. The scope of this module
permits it to be used in many different learning situations. The language used
recognizes the diverse vocabulary level of students. The lessons are arranged to
follow the standard sequence of the course. But the order in which you read
them can be changed to correspond with the textbook you are now using.

The module is divided into three lessons, namely:


 Lesson 1 – describes the different dimensions of manipulative information
and media. (MIL11/12MPIM-IVgh-19)

After going through this module, you are expected to:


1. Explain what manipulatives media are;
2. Compare the different platforms and uses of manipulatives media
software; and
3. Assess the reliability of manipulative media and information and its
sources.

What I Know

Read the given questions and/or statements comprehensively. After reading,


answer each item by writing your answer in a separate sheet of paper.

1. What is the defining characteristic of interactive media?


A. Static content
B. User-generated content
C. Pre-recorded information
D. User inputs affecting program outputs

2. Which of the following is NOT a common type of interactive media?


A. Websites
B. Mobile apps
C. Video games
D. Traditional newspapers

1 SDOIN_Core_Q2_MIL11/12_Module17
3. In interactive media, what is the primary advantage of 3D TV technology?
A. Enhancing user engagement
B. Creating two-dimensional images
C. Providing real-world depth perception
D. Reducing the need for viewers' inputs

4. What type of game enables two or more players to engage in gameplay


either against each other or collaboratively?
A. Puzzle game
B. Multiplayer game
C. Single-player game
D. Role-playing game (RPG)

5. Massively Multiplayer Online Role-Playing Games (MMORPGs) are


characterized by?
A. Solo adventures
B. Lack of narrative
C. Isolated gameplay
D. Collaborative storytelling

6. Which method of interacting with the Internet involves sending and


receiving electronic messages?
A. Email
B. Social media
C. Web browsing
D. Search engines

7. What do users primarily do when they engage in online forums and


communities?
A. Watch videos
B. Share content
C. Conduct research
D. Participate in discussions

8. Which online activity involves watching videos, movies, and TV shows on


various platforms?
A. Streaming
B. Web browsing
C. Online gaming
D. Online shopping

9. What is the primary purpose of cloud storage services like Google Drive?
A. Social networking
B. Conducting video calls
C. Managing bank accounts
D. Storing, accessing, and sharing files

2 SDOIN_Core_Q2_MIL11/12_Module17
10. What does a "rollover" do in interactive media?
A. Provides data points
B. Creates a three-dimensional effect
C. Displays a relevant content with an appropriate graphic
D. Changes the appearance when the mouse cursor moves over it

11. What is the purpose of a timeline in interactive media?


A. Displaying FAQs
B. Collecting user data
C. Creating a linear pathway
D. Branching to different events

12. What does a "flip card" do in interactive media?


A. Provides data points
B. Creates a three-dimensional effect
C. Flips to display a description and other information
D. Displays a relevant content with an appropriate graphic

13. Traditional Manipulative Media primarily involve:


A. Digital devices
B. Online gaming platforms
C. Virtual reality simulations
D. Hands-on materials for active learning

14. How has education merged with technology in virtual and digital
manipulative media?
A. By reducing student engagement
B. By eliminating hands-on experiences
C. By aiding learning with digital devices
D. By discouraging questions from students

15. In the context of manipulative information and media, what is the


primary role of technology?
A. To limit student exploration
B. To replace traditional teaching aids
C. To create passive learning experiences
D. To foster interactive and experiential learning

3 SDOIN_Core_Q2_MIL11/12_Module17
Lesso
Manipulative Information
n
and Media
17
Media and other sources of information assume a central role within the
realm of information and communication processes. In contemporary times,
media serves as a prevalent channel for self-expression and creative endeavors,
exerting a substantial and swift global influence. The interplay between
technological advancements and human connectivity has generated a profound
impact on the lives of the present generation. This module comprehensively
addresses all the aforementioned concepts.

What’s In

Motion media stands as a acknowledged method for delivering valuable


information. Its engaging and captivating attributes make information readily
accessible to the intended audiences.

Moreover, motion media fosters engagement between media creators and


their audience. Additionally, information gains significance when a connection is
established. This concept will be introduced within the Manipulative/Interactive
Media and Information context.

To learn more about the lesson, let us take a look at the next activity.

Note the Teachers


The teacher must consider the prerequisite skills needed
in the development of this competency including the schema or
background knowledge which may reinforce learning. This
module will help the learners bridge the gap of learning to attain
mastery of the lesson in its spiral progression.

4 SDOIN_Core_Q2_MIL11/12_Module17
What is New

Activity 1: e-Exam
Have you had the opportunity to respond to test questions online? Share a
brief evaluation or appraisal of your experience with an online examination,
whether it was administered over the internet or by your teacher. Answer the
following questions based on your own point of view.
1. Is the online exam practical? Why, or Why not?
_______________________________________________________________________
_______________________________________________________________________
_______________________________________________________________________
_______________________________________________________________________
2. Did you find the online exam interactive? In what way?
_______________________________________________________________________
_______________________________________________________________________
_______________________________________________________________________
_______________________________________________________________________
3. What features of this kind of platform would you like to improve?
_______________________________________________________________________
_______________________________________________________________________
_______________________________________________________________________
_______________________________________________________________________
4. How is your overall experience taking the exam?
_______________________________________________________________________
_______________________________________________________________________
_______________________________________________________________________
_______________________________________________________________________

What is It

Interactive Media

Interactive Media is 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. Interactive websites refer to an Internet
page that uses different kinds of software to create an interaction between users
and its content.

One area where interactivity is most useful is in online training.

5 SDOIN_Core_Q2_MIL11/12_Module17
Interactivities in this area allow learners to interact with the course in terms of
action and/or thinking. Interactive media platform includes the following:

 Mobile apps – A software application designed specifically for utilization


on compact, wireless computing devices like smartphones and tablets, as
opposed to traditional desktop or laptop computers.
 3D TV - Television display technology that creates a three-dimensional
effect, allowing viewers to perceive depth, height, and width in an image,
akin to real-world objects.
 Video games (multi-player) – A game in which players interact with
electronically generated images displayed on a television screen or any
other type of display screen. Multiplayer games enable two or more
players to engage in gameplay either against each other or
collaboratively.
 Role-playing games (RPG) – A game where participants step into the
roles of characters within an imaginary world or scenario. These players
are tasked with embodying these roles by engaging in a storyline, either
through actual acting or a structured approach involving decision-making
and character growth.
 Massively Multiplayer Online Role-Playing Game (MMORPG) – An
online video game driven by narrative, wherein a player assumes the
identity of a character within a virtual or fantastical realm and engages
with a substantial community of other players.
 Interactive websites (pools, surveys, exam) – Interactive websites,
such as those featuring polls, surveys, and exams, are web-based
platforms or pages designed to engage users by allowing them to actively
participate in various activities or provide input.
 Virtual reality and immersive environments – A computer-generated
representation of a three-dimensional image or environment that allows a
person to interact with it in a way that feels realistic or physical. This
interaction is made possible through specialized electronic equipment,
such as a helmet with an internal screen or gloves equipped with sensors.
 Social media – Websites or online platforms where content is both
created and consumed by actual users, and where the primary focus
revolves around social interactions such as commenting, liking, posting,
and communicating. Some examples include Facebook, Twitter,
Instagram, Snapchat, Vine, and similar platforms.

Ways of interacting with the Internet:

 Web Browsing: Using web browsers (e.g., Chrome, Firefox, Safari)


to visit websites and access information, news, entertainment, and
more.
 Search Engines: Entering keywords into search engines (e.g.,
Google, Bing) to find specific information or websites.
 Email: Sending and receiving electronic messages through email
services (e.g., Gmail, Outlook).

6 SDOIN_Core_Q2_MIL11/12_Module17
 Social Media: Engaging with social media platforms such as
Facebook, Twitter, Instagram, and LinkedIn to connect with others,
share content, and stay updated.
 Online Shopping: Making purchases from e-commerce websites
(e.g., Amazon, eBay).
 Streaming: Watching videos, movies, and TV shows on platforms
like YouTube, Netflix, Hulu, and others.
 Online Gaming: Playing video games, often with other players,
through various gaming platforms and consoles.
 Online Learning: Enrolling in online courses, accessing educational
resources, and participating in virtual classrooms.
 Video Conferencing: Conducting meetings, interviews, and video
calls using platforms like Zoom, Microsoft Teams, or Skype.
 Cloud Storage: Uploading, accessing, and sharing files and
documents using cloud storage services like Google Drive, Dropbox,
and iCloud.
 Social Networking: Building and maintaining personal and
professional connections on platforms like LinkedIn, Facebook, and
Instagram.
 News and Information: Reading news articles, blogs, and online
publications for information and updates.
 Online Forums and Communities: Participating in discussion
forums, social groups, and online communities related to specific
interests or hobbies.
 Blogging: Creating and managing personal or professional blogs to
share thoughts, ideas, and experiences.
 Digital Marketing: Promoting products or services through online
advertising, social media marketing, and email campaigns.
 Research and Reference: Conducting research, accessing
databases, and using online references like Wikipedia.
 Web Development: Building and managing websites, web
applications, and online platforms.
 File Sharing: Sending and receiving files through email
attachments or file-sharing services.
 Smart Devices: Interacting with internet-connected devices like
smart home appliances, wearables, and Internet of Things (IoT)
devices.
 Online Banking and Finance: Managing finances, making
payments, and conducting financial transactions through online
banking services.
 Government Services: Accessing government websites for
services like tax filing, applying for permits, or voter registration.
7 SDOIN_Core_Q2_MIL11/12_Module17
 Healthcare and Telemedicine: Using online platforms for
scheduling appointments, accessing medical records, and consulting
with healthcare professionals.
 Online Surveys and Feedback: Participating in surveys and
providing feedback to businesses and organizations.
 Content Creation: Producing and sharing multimedia content,
such as videos, podcasts, and artwork, on platforms like YouTube,
TikTok, and SoundCloud.
 Internet of Things (IoT): Interacting with and controlling internet-
connected devices and sensors in various contexts, including home
automation and industrial settings.

These are some of the fundamental and commonly used ways


people interact with the Internet for various purposes in their daily lives.

What is Manipulative Media?

 Manipulatives within the educational context refer to tangible


teaching aids that actively involve students by utilizing physical
objects like coins, blocks, puzzles, markers, and similar items to
enhance their learning experiences.
 The utilization of manipulatives adheres to constructivist principles
since it encourages students to be actively immersed in the process
of discovery during their learning journey. While a teacher provides
the necessary materials and some initial guidance, students should
have the freedom to explore these materials and pose questions
both before and during the lesson.
 Manipulative Information and Media encompass a range of
materials, software, programs, and related resources employed by
educators and students to foster the creation of fresh knowledge.
This is achieved by facilitating learning through activities that
involve utilizing, analyzing, assessing, and crafting interactive and
experiential media.

Ways of manipulating with the Internet:

 Search Engines: Use search engines like Google to find information on


specific topics or websites.
 Email: Send, receive, and organize emails using email clients or webmail
services.
 Social Media Posting: Share updates, photos, and videos on social
media platforms like Facebook, Twitter, and Instagram.
 Online Shopping: Browse e-commerce websites, add items to a cart, and
make online purchases.

8 SDOIN_Core_Q2_MIL11/12_Module17
 Online Banking: Manage bank accounts, transfer funds, and pay bills
through online banking platforms.
 Cloud Storage: Store, access, and share files and documents using cloud
storage services like Dropbox or Google Drive.
 Web-Based Applications: Use web-based tools and software
applications (e.g., Google Docs, Office Online) for productivity tasks.
 Downloading Files: Download files, software, music, or videos from the
internet.
 Streaming Media: Watch movies, TV shows, or listen to music via
streaming services like Netflix or Spotify.
 Social Networking: Connect with friends, colleagues, and acquaintances
on social networking sites.
 Online Learning: Enroll in online courses, access educational resources,
and submit assignments.
 Research: Conduct research on various topics using online databases,
libraries, and academic journals.
 Web Development: Build and manage websites or web applications for
personal or business use.
 Video Conferencing: Participate in video calls, meetings, or webinars
using platforms like Zoom or Microsoft Teams.
 Online Forms and Surveys: Fill out online forms, surveys, and
questionnaires for various purposes.
 Online Reservations: Make reservations for flights, hotels, restaurants,
or events through booking websites.
 Blogging: Create and manage personal or professional blogs to share
thoughts and content.
 Social Networking Messaging: Send instant messages and engage in
chats on social media or messaging apps.
 Smart Home Control: Use mobile apps to control smart home devices
like thermostats, lights, and security systems.
 Online Forums and Communities: Participate in discussions and
communities related to hobbies, interests, or professional topics.
 File Sharing: Share files or collaborate on documents with others through
online collaboration tools.
 Online Forums and Communities: Participate in discussions and share
information with like-minded individuals in online communities.

It's crucial to use the internet responsibly and in compliance with laws and
regulations, respecting privacy, and adhering to ethical guidelines.

Types of interactive/manipulative and their purposes:


 Click on images
 Hotspot - a special region to act as a trigger to another web page. The
hotspot could be a circle, triangle, rectangle or polygon.
 Rollover - an image or portion of an image that changes in appearance
when the mouse cursor moves over it.

9 SDOIN_Core_Q2_MIL11/12_Module17
 Tabs - clicking on them displays a relevant content with an appropriate
graphic.
 Timeline - a menu slide that branches to different events.
 Numbers/processes - the number of clicks and the time spent in an
interactive function provide data points.
 Slideshow - non-linear interactive slideshow where the pathway
through the show is determined by the user's interaction with it.
 Frequently asked questions (FAQs)
 Flip cards - a card that when clicked flips to display a description and
other information.

TYPES OF MANIPULATIVE MEDIA

Traditional Manipulative Media

 Traditional Manipulative Media is actually being used in certain


schools, wherein they use different materials that the students can
use to have a hands-on experience regarding the lesson.

Virtual and Digital Manipulative Media

 With the dawn of the digital age, education should keep up with the
interests of the 21st century learners. And in order to do so,
education have been merged with technology in such a way that
students can learn more with the aid of these devices.

Advantages and Disadvantages of Manipulative Media Traditional


Manipulative Media

Advantage Disadvantage
 Hands on learning  Not available for everyone
 Increase confidence &  Disinterest on discussion type
motivation for learning learning
 Opportunity for collaboration  Expensive
 Multisensory
 Variation in learning

Virtual and Digital Manipulative Media

Advantage Disadvantage
 Hands on learning  Not available for everyone
 Increase confidence &  Distraction
motivation for learning  Dependence on them
 Plenty of resources
 Engaging
 Attention grabber
 Flexible and easy access

10 SDOIN_Core_Q2_MIL11/12_Module17
 No clean up needed

What’s More

Activity 2: Interactive & Manipulative Media Platforms


Study the image below and answer the questions that follow. Write your
answer in your activity notebook.

Interactive Media Platforms

https://99designs.com/blog/marketing-advertising/social-media-advertising/

Directions: Write a short evaluation on how interaction happens using each media
platforms, focusing on the following scenarios.
1. Social media (as a way of posting news)
___________________________________________________________________________
___________________________________________________________________________
___________________________________________________________________________
___________________________________________________________________________
___________________________________________________________________________
2. Online game (as a form of posting news)
___________________________________________________________________________
___________________________________________________________________________
___________________________________________________________________________

11 SDOIN_Core_Q2_MIL11/12_Module17
___________________________________________________________________________
___________________________________________________________________________
3. Online shopping (as a means of business transactions)
___________________________________________________________________________
___________________________________________________________________________
___________________________________________________________________________
___________________________________________________________________________
___________________________________________________________________________
4. Online classes (as a tool of teaching-learning process)
___________________________________________________________________________
___________________________________________________________________________
___________________________________________________________________________
___________________________________________________________________________
___________________________________________________________________________
5. Online chatting (as platform of socialization)
___________________________________________________________________________
___________________________________________________________________________
___________________________________________________________________________
___________________________________________________________________________
___________________________________________________________________________

What I have Learned

Directions: To assess yourself about the things you have learnt from the lesson,
list
down 5 (manipulative media and identify each as traditional or virtual/digital
media
by putting a check (✓) on the appropriate column.

Traditional Virtual/Digital
Manipulative media
Manipulative Media Manipulative Media

Online Games ✓

1.

2.

3.

4.

12 SDOIN_Core_Q2_MIL11/12_Module17
5.

What I Can Do

Activity 1: MOBIL-izE your Learning


Mobile learning lets you maximize the technology at your fingertips.
Mobile applications such as translators and dictionaries serve as learning aids.
What other interactive mobile applications do you think will help you in learning?
Draw the application icons inside the boxes provided in the mobile phone below:

13 SDOIN_Core_Q2_MIL11/12_Module17
https://clipart-library.com/img/1344171.png

Assessment

Read the given questions and/or statements comprehensively. After reading,


answer each item by writing your answer in a separate sheet of paper.

1. In the context of manipulative information and media, what is the primary


role of technology?

14 SDOIN_Core_Q2_MIL11/12_Module17
A. To limit student exploration
B. To replace traditional teaching aids
C. To create passive learning experiences
D. To foster interactive and experiential learning

2. What type of game enables two or more players to engage in gameplay


either against each other or collaboratively?
A. Puzzle game
B. Multiplayer game
C. Single-player game
D. Role-playing game (RPG)

3. Massively Multiplayer Online Role-Playing Games (MMORPGs) are


characterized by?
A. Solo adventures
B. Lack of narrative
C. Isolated gameplay
D. Collaborative storytelling

4. What is the defining characteristic of interactive media?


A. Static content
B. User-generated content
C. Pre-recorded information
D. User inputs affecting program outputs

5. Which method of interacting with the Internet involves sending and


receiving electronic messages?
A. Email
B. Social media
C. Web browsing
D. Search engines

6. What do users primarily do when they engage in online forums and


communities?
A. Watch videos
B. Share content
C. Conduct research
D. Participate in discussions

7. Which online activity involves watching videos, movies, and TV shows on


various platforms?
A. Streaming
B. Web browsing
C. Online gaming
D. Online shopping

8. Which of the following is NOT a common type of interactive media?


A. Websites

15 SDOIN_Core_Q2_MIL11/12_Module17
B. Mobile apps
C. Video games
D. Traditional newspapers

9. In interactive media, what is the primary advantage of 3D TV technology?


A. Enhancing user engagement
B. Creating two-dimensional images
C. Providing real-world depth perception
D. Reducing the need for viewers' inputs

10. What is the primary purpose of cloud storage services like Google Drive?
A. Social networking
B. Conducting video calls
C. Managing bank accounts
D. Storing, accessing, and sharing files

11. What does a "rollover" do in interactive media?


A. Provides data points
B. Creates a three-dimensional effect
C. Displays a relevant content with an appropriate graphic
D. Changes the appearance when the mouse cursor moves over it

12. What is the purpose of a timeline in interactive media?


A. Displaying FAQs
B. Collecting user data
C. Creating a linear pathway
D. Branching to different events

13. What does a "flip card" do in interactive media?


A. Provides data points
B. Creates a three-dimensional effect
C. Flips to display a description and other information
D. Displays a relevant content with an appropriate graphic

14. Traditional Manipulative Media primarily involve:


A. Digital devices
B. Online gaming platforms
C. Virtual reality simulations
D. Hands-on materials for active learning

15. How has education merged with technology in virtual and digital
manipulative media?
A. By reducing student engagement
B. By eliminating hands-on experiences
C. By aiding learning with digital devices
D. By discouraging questions from students

16 SDOIN_Core_Q2_MIL11/12_Module17
Additional Activities

Direction: Using the chart below, compare and contrast Manipulative and
Interactive Media

Interactive Manipulative

17 SDOIN_Core_Q2_MIL11/12_Module17
Answer Key

Pre-test Assessment

1. D 1. D
2. D 2. B
3. C 3. D
4. B 4. D
5. D 5. A
6. A 6. D
7. D 7. A
8. A 8. D
9. D 9. C
10.D 10.D
11.D 11.D
12.C 12.D
13.D 13.C
14.C 14.D
15.D 15.C

References
Commission on higher Education, 2016. Teaching Guide for Senior High School
MEDIA AND INFORMATION LITERACY CORE SUBJECT.

Media and Information Literacy Curriculum Guide by DepEd

Tabura, M., Robles, R., et al. Manipulative Media. (nd). Retrieved from
https://sites.google.com/site/manipulativemediaahis/7-authors

18 SDOIN_Core_Q2_MIL11/12_Module17
For inquiries and feedback, please write or call:

Schools Division of Ilocos Norte – Curriculum Implementation Division


Learning Resource Management Section (SDOIN-CID LRMS)

Office Address : Brgy. 7B, Giron Street, Laoag City, Ilocos Norte
Telefax : (077) 771-0960
Telephone No. : (077) 770-5963, (077) 600-2605
E-mail Address : [email protected]
Feedback link: : https://bit.ly/sdoin-clm-feedbacksystem

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