Hypermedia is a form of multimedia that packages educational content like text, graphics, audio, animation and video clips into an interactive software program. This allows students to learn within a virtual environment through tutorial software, knowledge webpages, simulation games and other activities. An example is a flight simulator, which simulates an authentic pilot training experience to reduce cognitive load while practicing skills. In a hypermedia program, the learner controls the sequence, pace and options within the learning experience based on their abilities and motivation. However, hypermedia alone cannot replace real-world experiences or a teacher's guidance.
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1.
2. From the Educational Technology I course, the student
has already become aware of multimedia or an
audiovisual package that includes more than one
instructional media (means of knowing) such as text,
graphics, audio animation and video clip.
3. 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.
5. The flight simulator used to train 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.
6. This means the learner makes his own
decisions on the path, flow or events of
instructions. The learner has control on such
aspects as sequence, pace, content, media,
feedback, etc. that he/she may encounter in the
hypermedia learning program.
7. 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 objecctives.
8. 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 os such an application.
9. Given all it’s capabilities, hypermedia still does not
replace life’s experience and learning from nature
and life. This is the saying that information and
communication technology cannot replace the
teacher altogether. Note that even technologist admit
that the computer has an IQ of zero and depends on
what man can input or make of it. GIGO or “garbage
out” is the very first principle that should be
remembered about the computer.
10. Get the learners’ attention.
Recall prior learning
Inform learners of lesson objectives.
Introduce the software and its distinctive features.
Guide learning, eliciting performance.
Provide learning feedback.
Assess performance.
Enhance retention and learning transfer.