Presentation7 multimedia & hypermedia

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  • This is an example of traditional multimedia for educational purposes. Notice that it has combined text, audio, animation to teach something.Let’s comment on the design.
  • This is another example from Angela Wessling on her livingbooks.com website.You should identify: text animation, graphic animation, audio (sound files), static text etc.
  • This is an example from Angela Wessling on her livingbooks.com website.Multimedia today is part of a wider hypermedia practices.You should identify: text animation, graphic animation, audio (sound files), static text etc.
  • Prompt: how did we “interact” with the material in BEAUTIFUL BIRDS? How do we “surf” via the world wide web?
  • Hypertext was a term coined by Nelson in 1974 to describe non-sequential documents composed of text, audio and visual information.
  • (hypermedia can encourage students to be proactive learners)(hypermedia varies so a learner who may not be good at written expression but who has visual aptitude can document learning with video or pictures).(hypermedia allows learners to make quick connections to content)
  • (hypermedia can encourage students to be proactive learners)(hypermedia varies so a learner who may not be good at written expression but who has visual aptitude can document learning with video or pictures).(hypermedia allows learners to make quick connections to content)
  • Presentation7 multimedia & hypermedia

    1. 1. Multimedia & Hypermedia Educational Technology Lecture 7
    2. 2. What’s happening here? SANKARSINGH TECH 10012
    3. 3. Background • Individual learners respond differently to various information resources and instructional methods. • Chances of reaching an individual are increased when a variety of media are used. • Our goal is to address different learning styles (who is an auditory learner? A visual learner? A tactile learner?) SANKARSINGH TECH 10013
    4. 4. Multimedia • Multimedia literally means “multiple media” OR “ a combination of media.” • This can be still graphics, photographs, sound, motion video, animation and text items all combined in a product. • The purpose is to communicate information in multiple ways. • Multimedia attempts to simulate more closely the conditions of real-world learning by providing multi-sensory experiences. SANKARSINGH TECH 10014
    5. 5. Let’s analyse this activity • How many media elements can you find? • What are they? • Do all the media elements support the theme? • Do all of these elements create a cohesive product? • Are they effective? Do they engage the user? Are they consistent? SANKARSINGH TECH 10015
    6. 6. Let’s analyse some activities • How many media elements can you find? • What are they? • Do all the media elements support the theme? • Do all of these elements create a cohesive product? • Are they effective? Do they engage the user? Are they consistent? SANKARSINGH TECH 10016
    7. 7. Multimedia + BENEFITS • Is used to arouse the interest of our learners • Engages multiple sensory organs at the same time (eyes, ears, hands) - LIMITATIONS • Can be expensive to purchase • time consuming to produce. SANKARSINGH TECH 10017
    8. 8. Hypermedia • Hypermedia refers to “linked” media or “interactive” media. • Hypermedia refers to computer software that uses multimedia elements (text, graphics, animation, audio and video) CONNECTED in such a way that the user can easily move within the information. • Hyperlinks can be used to connect elements. • Clicking or selecting one item sends the user to other related links or allows him to do things. SANKARSINGH TECH 10018
    9. 9. Hypermedia • The goal is to immerse users in a richly-textured information environment: one where words, sounds and images can be connected in diverse ways. • Users choose the pathway that is unique to their own style of thinking and processing information. • The intent of hypermedia is to enable the user to move about within the information without a pre-determined structure or sequence. • It is “connected” but “non-sequential” SANKARSINGH TECH 10019
    10. 10. Think about hypermedia… Traditional books for example are sequential. They are linear. Hypertext has changed and revolutionized this process: • Did we all use the same selection buttons in the exact sequence when we used “Beautiful Birds?” • Do we all use the world wide web in the same sequence? • Do we surf and conduct online research using one predetermined path? SANKARSINGH TECH 100110
    11. 11. Hypermedia & Instructional Software Instructional software today now use an extensive assortment of hypermedia features. • Tutorials [multimedia explanations, audio-visual descriptions in the absence of a teacher…what about “branching” tutorials?] • Drill and Practice [ interactive practice items with feedback?] • Simulations • Instructional Games [motion and sound enhance motivational qualities in a game?] • Problem Solving [visual presentation of problem requiring a solution?] SANKARSINGH TECH 100111
    12. 12. Some hypermedia products • Interactive or electronic storybooks (http://www.u-ventures.net/ ; www.livingbooks.com) • Encyclopaedias (CD-ROM format, web-based) • Instructional Software (http://www.rosettastone.come) • Lots more in your textbook! SANKARSINGH TECH 100112
    13. 13. Hypermedia Characteristics • Engrossing (there are opportunities for deeper involvement and student interest) • Multi-sensorial • Individualized • Unifying Benefits • Increased motivation • Flexible • Increased learner support and feedback mechanisms SANKARSINGH TECH 100113
    14. 14. Hypermedia Characteristics • Engrossing (there are opportunities for deeper involvement and student interest) • Multi-sensorial • Individualized • Unifying Limitations • Unstructured, learner can get lost and distracted. • Complex to produce • Time-consuming • Expensive SANKARSINGH TECH 100114
    15. 15. Checkpoint: distinguish between multimedia & hypermedia • The combination of media such as video and audio with text refer to multimedia (i.e. the fact that multiple forms of media simply exist in the product) • It is the ability to get from one point of information to another within the product that makes it hypermedia. (i.e. the fact that you are “moving” or being “re-directed” to another location when you perform an action with the software). SANKARSINGH TECH 100115
    16. 16. Virtual Reality The expansion of experience SANKARSINGH TECH 100116
    17. 17. Click the image
    18. 18. Virtual Reality • Virtual reality is a computer-generated, three-dimensional (3D) environment where the user can operate as an active participant. • The essence of virtual reality is the expansion of experiences. • It provides the opportunity to interact with that environment in a unique way. • It is a computer-based technology with levels that range from complex (full immersion) to augmented (partial immersion) to desktop level.
    19. 19. Avatars in Education? • You can animate historical figures, famous people, characters in a story to teach the class an important lesson. • You can have students create, design and give life to characters in a book. SANKARSINGH TECH 100120
    20. 20. VR Integration in Education? Benefits • Physical Safety • Expansive opportunities that may not be feasible at the time • Explorative opportunities • Interactive (motivational) • Fosters visual literacy and helps to develop communication skills Limitations • Cost can be prohibitive • Complexity (does not lend itself easily to classroom use) • Limited number of applications SANKARSINGH TECH 100121
    21. 21. So remember… Technology is the vehicle, not the destination. We are living in exciting times for education. As teachers, it is our duty to use technology in creative and innovative ways that enhance learning experiences for our students. Teachers all around the world are already doing it, will you? SuperTeacherTools SANKARSINGH TECH 100123

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