Interactive media is a method of communication in which the programs outputs depend on the users input in turn affect the programers outputs. websites and video games are 2 common examples
Interactivity refers to the communication process that takes place between humans and computers software
One area where interactivity is most useful is in online training. Interactivities in this area allow learners to interact with the course in terms of action and or thinking.
Mobile apps: a software application developed specifically for use on small, wireless computing devices such as smart phones, tablets, rather than desktop or laptop computers.
3D TV: a television display technology that enables a dimensional effect, so that viewers perceive an image has depth as well as height and width, similar to objects in the real world
Video games (Multiplayer): a game played by electronically manipulating images produced by a computer program or a television screen or tother display screen.
Multi player games allow two or more players to play with one another or play together.
Role-Playing Games (RPG): a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out roles within a narrative, either through literal acting or through a process of structured decision making or character development.
Massively Multiplayer Online Role-Playing game (MMORPG): any story-driven game in which a player, taking on the persona of a character in a virtual or fantasy world interacts with a large number of other players.
Virtual reality and immersive environments: the computer-generated simulation of a three dimensional image or environment that can be interacted with in a seemingly real or phsdical way by a person using special electronic equipment, such as a helmet with a screen inside or gloves fitted with sensors.
Social Media: websites or online services where users (Actual people) are the creators and consumers of content, and where social interactions (commenting, liking, posting, talking) are the main features of content.
Online shopping: compare prices; compare features of similar items; ass to cart; choose payment type; track delivery; get advice from experts; search products; check local availability; get product reccommendations
online gaming: choose a game;play with computer; play with others; choose a level, in-game, customization
Online classes: interact with content; interact with instructors, interact with classmates
chat: group chat; search groups; search friends; translate language
news and information: exchange information; give reaction; news on demand; monitor views
videos: choose your own adventure; get multimedia content; experience game elements
click on images: type of interactivity
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.
tabs: clicking on them displays relevant content with an appropriate graphic
timeline: a menu slide that branches to differnet 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 users interaction with it
Frequently asked questions (FAQ)
flip cards: a card that when clicked flips to display a description and other information.
Interactive television?/ITV or iTV: a form of media convergence adding data services to tradditional television technology.
setup box: enables viewers to issue commands and give feedback information through an electronic device. the viewer can select which program or movie to watch, at what time, and can place orders in response to commercials
Manipulative media: in the context of education are physical tools of teaching, engaging students visually and physically with objects such as coins, blocks, puzzles, markers, etc.
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 the 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.