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UNDERSTANDING

HYPERMEDIA
What is
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.
MULTIMEDIA HYPERMEDIA
Most educational IT applications are
hypermedia and these include:

• tutorial software packages;


• knowledge webpages;
• simulation instructional games; and
• learning project assessment, and others
The presentation of information-
learning activities in multimedia is said to
be sequenced in a non-linear manner.
Meaning, the learner may follow his
path of activities thus providing an
environment of learner autonomy and
thinking skills.
This fact makes it therefore
important to understand hypermedia in
the educational context in order to
ensure their successful integration in
the teaching-learning process.
The flight simulator used to train pilots is an
example of a highly developed hypermedia program.

Observe that it stimulates 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.
What are the
characteristics of
HYPERMEDIA?
CHARACTERISTICS of
HYPERMEDIA
Variety
Learner of
Control media

Learner wide
range of
navigation
routes
1. LEARNER CONTROL
This means the learner makes his own
decisions on the path, flow or events od
instruction. The learner has control on such
aspects as sequence, pace, content, media,
feedback, etc. that he/she may encounter
in the hypermedia learning program.
LEARNER WIDE RANGE OF
NAVIGATION ROUTES
For the most part, the learner
controls the sequence and pace of
his path depending on his/her
ability and motivation.
He/She has the option to repeat and
change speed, if desired. Of course, at
the start, the learner may choose the
learning activities he/she prefers.

Meanwhile, the teacher has the


prerogative to determine suitable
learning objectives.
The learner has a wide range of
navigation routes such as by working on
concepts he/she is already familiar with.
He/She may even follow a linear or
logical path, even if the previous activity
is half-completed. He/She may explore
other sections opting to return or
complete the previous activity.
2. VARIETY OF MEDIA
Hypermedia includes more than one
media (text, graphics, audio, animation and
video clip) but does not necessarily use all
types of media in one presentation.
Since only virtual learning activity takes
place, it is important from the standpoint of the
teacher to optimize the learning process by
identifying the characteristics of media
application, as well as the advantages and
limitations of such an application.
Given all capabilities, hypermedia still doesn’t replace
life’s experiences. Even technologist admit that computer
has a ZERO IQ. and depends on what man can input or
make of it.

GIGO “Garbage-in, garbage out” is the very first principle


that should be remembered about the computer.
In the use of HYPERMEDIA, the following instructional
events will prove useful to the owner.

1 2 3 4

5 6 7 8
Gain the learner’s
attention
Recall prior
learning
Inform learner’s of
lesson objectives
Introduce the
software and its
distinctive features
Guiding learning,
eliciting
performance
Provide learning
feedback
Assess
performance
Enhance retention
and transfer
RTA:

Hypermedia provides autonomous


learning. How is this better than the
traditional classroom learning, which often
fails to consider the case of slow and poor
individual learners?
RTA:

How can teacher help slow and poor


learners using the traditional teaching
methods?
RTA:

Hypermedia provides an atmosphere of


search, exploration and discovery. How can
the teacher provide such an environment in
the traditional classroom?

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