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1. Tan Jin Wei (A20HP0269)

2. Nur Farah Syafiqah binti Ahmad Bukhari (A20HP0174)

3. Raja Hazeera Najwa binti Raja Hairul Nizam (A20HP0238)

4. Vanesssa Clara Anak Gubar @ Tinggie (A20HP0274)

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→Describes the elements of teaching and learning through the use of pictures and words. The purpose is for effective communication, higher retention, supporting inclusive classroom and high interactivity between the teacher and the learners.

Examples:

1. Watching a PowerPoint presentation, watching a pre-recorded lecture or reading a physics textbook or illustrated textbooks,

2. Online narrated animations, and educational computer games.

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→involves more than one medium to communicate information. This includes audio, visual, and written materials to help people learn new skills to meet their career objectives. It is the modern way to instruct employees who want to learn about the latest advances in training programme such as business and technology.

Examples:
1. E-Learning Modules: Educational platforms such as like Khan Academy utilize graphics, videos, interactive quizzes, and animations to teach various subjects.
2. Online Courses: Platforms like Coursera and Udemy include video lectures, online resources, and interactive discussions

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→Refers to the use of various forms of content, such as text, audio, video, and graphics, to convey information or promote products and services.

Examples:

1. A company website that includes text, images, videos, and interactive elements to showcase their products and provide information to customers.

2. A business presentation that uses slides with a combination of text, charts, and videos to effectively communicate a strategy or proposal to stakeholders.

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→Multimedia in entertainment involves utilizing a mix of media like music, videos, pictures, and interactive elements to captivate and involve viewers. By blending these different media forms, it crafts immersive experiences that boost audience enjoyment and engagement with entertainment materials.

Examples:

Examples:

1. Video Games: It contains texts, graphics, sound effects, soundtracks, animation, and most importantly, interactivity to create immersive experiences for players.

2. Music Videos: Artists incorporate multimedia elements to create visually captivating music videos that complement their songs, often incorporating texts, graphics, animation, visual effects, and storytelling.

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→Multimedia in research is the incorporation of various digital media formats such as text, images, videos, audio recordings, and animations to boost and support the research process. Researchers use multimedia to enhance the effectiveness of their presentations, visualizations of data, conceptual illustrations, and communication of complex ideas.

Examples:

1. Data Visualization: Researchers can present complex data in the form of multimedia. For instance, data can be presentend in charts, infographics, and other 3D visualizations.

2. Conference Presentations: Researchers use PowerPoint, Canva, or other similar tools to create presentation slides containing images, videos, and animations to illustrate their findings.

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→Multimedia in medicine incorporates multiple digital materials, including text, images, videos, and animations, to augment patient care, research, medical education, and diagnostic processes. It facilitates interactive learning experiences and enhances the communication of complex medical concepts.

Examples:

1. Interactive Anatomy Software: A 3D application of human anatomy to help medical users interactively investigate various systems, structures, and functions of the body. These programs frequently include rotation, labeling, and zooming to facilitate a better understanding of anatomy.

2. Surgical Simulation Systems: Augmented reality (AR) or virtual reality (VR) systems implemented in surgical planning and training. By simulating surgical procedures in a realistic virtual environment, these systems enable surgeons to hone their abilities and perfect their techniques without risking patients.