Lunes, Marso 14, 2016

Lesson 15: Understanding Hypermedia







Hypermedia is nothing but multimedia, but this time packaged as an educational computer software where information is presented and student activities are integrated in a virtual learning environment. Most educational IT applications are hypermedia and these include:


1. Tutorial software packages
2. Knowledge web pages
3. Simulation instructional games
4. Learning project management, and others

         The presentation of information-learning activities in hypermedia is said to be sequenced in a non-linear manner, meaning that the learner may follow his path of activities thus providing an environment of learner autonomy and thinking skills.

The flight simulator used to train pilots is an example of a highly developed hypermedia program. Observe that it simulates an environment that allows student pilots to practice authentic (as is needed to be done in the real world) tasks while reducing the load of the cognitive mode of learning.



Characteristics of hypermedia applications:

There are two important features that are outstanding—among other features – that characterize the hypermedia software:

1. Learner control.
This means the learner makes his own decisions on the path, flow or events of instruction.

2. Learner wide range of navigation routes.
The learner controls the sequence and pace of his path depending on his ability and motivation.

3. Variety of media.
Includes more than one media (text, graphics, audio, animation and video clip) but does not necessarily use all types of media in one presentation.

In the use of hypermedia the following instructional events will prove useful to the teacher:


1. Get the learner’s attention
2. Recall prior learning
3. Inform learners of lesson objectives
4. Introduce the software and its distinctive features
5. Guide learning, eliciting performance
6. Provide learning feedback
7. Assess performance
8. Enhance retention and learning transfer


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