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Student: Daysi Pachacama
Computer
Assisted
Language
Learning
• It´s a text within a network with interconnected writings usually
found in a computer or website.
• Hypertext is text that links to other information. By clicking on a
link in a hypertext document, a user can quickly jump to different
content.
• The references that takes the reader to the other text are underlined
blue types which are called:
Hotlinks
Hyperlinks
Links
• In this document I will show a link that will take you to another text, we
just have to make a click and we will have others resources to find more
information about this topic.
• This is examples of a link:
• http://aetos.it.teithe.gr/~cs1msa/hyp0.html
• http://www.cenaynailor.com/examples-embedded-links-hyperlinks/
• We just need to find a good multimedia program that is
dedicated to foster the main 4
English skills:
Listening, Speaking, Reading and Writing.
These kind of programs have lots of links that takes to different
activities which helps to improve language skills.
In these times is easy to Access to lots of programs, we just
have to browse or the net and choose what we need.
 CONSTRUCTIVISM
 NEGOCIATION OF MEANING
 DECISION – MAKING
THE READER HAS ACCESS TO LOTS
OF REFERENCES
• Similar to Hypertexts, uses links, but now they take the reader to media
resources like:
• Sound
• Images
• Animation
• Videos.,etc.
Not only uses one or two types of media, It uses several media
types like:
• Text
• Images
• Sound
• Video
• Animation
Spelling city:
it’s a program that helps to
develop spelling activities, it has
lots links that take to
intercartive activities including
game:
http://www.spellingcity.com/
• PROGRAM BACKPACK:
This program is design by LONGMAN Editorial, it has 6
different levels. It has interactive activities like song, exercises
to complete, stories,etc.
DIFFERENCE BETWEEN HYPERTEXT -
HYPERMEDIA & MULTIMEDIA
• The HYPERTEXT refers just to APPLICATIONS with links that takes
to other texts with information.
• The HYPERMEDIA is a particular multimedia application that use just
two types of media, while MULTIMEDIA applies several media types.
• In general, the term MULTMEDIA subsumes the terms Hypertext and
Hypermedia.
• It became from the ideas into creating modern computer
applications might suggest new tips for research and development.
• Douglas Engelbart, whose Stanford Research Institute laboratory
developed tools which make multimedia possible; the mouse pointing
device, a windows interface, word processing and e-mail were
developed there in the 1950 and 1960.
• In 1960, Ted Nelson invented the expressions hypertext and
hypermedia that been established for use and access to computers.
• Alan Kay, introduced the idea of the graphical user interface (GUI)
made up of icons to represent chains of textual commands.
• In 1968, the portable computer, which he call ed the Dynabook
(Cotton and OLiver,1993) . The Dynabook looked very much like a
modern laptop but was wildly impossible to turn into a reality given the
technology of the time .
• One of SCIENCE FICTION'S techniques is to analyze concepts
for their irreducible meanings and then to synthesize new
and sometimes surprising combinations of ideas out of that
basic material.
Gunn (1995: 26)
• Author William Gibson created the metaphor cyberspace in
1984 Science fiction novel Neuromancel: Cyberspace retain
its original (and poetic) in a graphic illustration such as
hypertext, hypermedia a and multimedia).
(Gibson, 1984: 51).
• The sense of cyberspace as a meeting place has been
developed in other novels by Gibson (1986, 1988) and Neal
Stephenson (1995, 2000).
• In their virtual venues, simulate worlds are created and
machines given avatars or online personalities based on human
forms, fanciful animals or even machines.
Example: Novel Snow Crash, based on ideas of the fall of
Tower of Babel.
• The use of human like avatars was not far-fetched the
technology, just with manipulate with a keyboard or mouse.
Example: The social networking spaces Second Life:
https://join.secondlife.com/?lang=en-US#2
• Affordances
Affordances, or signs in the environment that indicate
possibilities for action, are perceived in a direct, immediate
way with no sensory processing.
Examples include: buttons for pushing, knobs for turning,
handles for pulling, levers for sliding, etc.
• Misaffordances
Misaffordances are common in software programs.
Example: flashing words or pictures
CONCEPTS
• Interface
Graphical User Interface (GUI) in pedagogical term refer
an interface sensory interaction with any program in computer
controlled by cursor or keyboard commands.
Example: Microsoft windows are widely used interface tool
CONCEPTS
 Johannes Gutenberg's (1400-68) invention of the moveable type
printing press books that changed the world.
In words WWW today the information became more portable,
cheaper and more accessible.
The WWW has begun to 'team' with agents such as automated bots
which search and compare different kinds of information, such as
the price as goods and services and 'spiders' which look throughout
the entire web, documenting- web pages for the use of search
engines.
THE PRINTED BOOK AND CALL
CALL helps in process by increasing the resources available to
leaners outside the search tools for finding that information and the
presentation of that information in multiple media.
Weyer(1982) refer to the organization devices of a book that make
useful tool for a reader whose needs match its organization.
 Example Microsoft Word a learner misspells phone as *fone,
automatically check for potential spelling and grammatical errors as
you type, you can turn off automatic checking, or you can check
spelling and grammar all at once.
THE CALL
• A hypertext footnote can be traced backwards and forward to the
reference respectively.
• A hypertext section can be referenced in places within text reducing
the need for paraphrasing ideas that are used often and confirming
consistency of information.
• Additional can be visible at the same time as the text to which it
refers; in a book one might need to turn to an appendix.
• The functions can be useful for learners, if they are given the
opportunity to create multimedia materials.
APPLICATIONS TO GENERAL LEARNING
ADVANTAGES
• A Montali and Lewandowski (1996) suggest that readers who enjoy
reading tend to read more and are more motivated to read and that
a computer can be useful in promoting ¡interest.
APPLICATIONS OF MULTIMEDIA TO
LANGUAGE LEARNING
ADVANTAGES
APPLICATIONS OF MULTIMEDIA TO
LANGUAGE LEARNING
ADVANTAGES
• Learning (retention, under standing, knowledge acquisition)
• The user-friendliness of user interfaces and thus man- machine
interaction
• The entertainment value of systems (i.e. more fun)
• The impact of messages (e.g. during the commercial o business
presentations)
• M.Hoogeveen suggest that strong recognition effects, using mental
reference models.
• A high level of involvement, attention, concentration.

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Hypertext, Hypermedia and Multimedia for improving the language skills,

  • 2.
  • 3. • It´s a text within a network with interconnected writings usually found in a computer or website. • Hypertext is text that links to other information. By clicking on a link in a hypertext document, a user can quickly jump to different content.
  • 4. • The references that takes the reader to the other text are underlined blue types which are called: Hotlinks Hyperlinks Links
  • 5. • In this document I will show a link that will take you to another text, we just have to make a click and we will have others resources to find more information about this topic. • This is examples of a link: • http://aetos.it.teithe.gr/~cs1msa/hyp0.html • http://www.cenaynailor.com/examples-embedded-links-hyperlinks/
  • 6. • We just need to find a good multimedia program that is dedicated to foster the main 4 English skills: Listening, Speaking, Reading and Writing. These kind of programs have lots of links that takes to different activities which helps to improve language skills. In these times is easy to Access to lots of programs, we just have to browse or the net and choose what we need.
  • 7.  CONSTRUCTIVISM  NEGOCIATION OF MEANING  DECISION – MAKING THE READER HAS ACCESS TO LOTS OF REFERENCES
  • 8. • Similar to Hypertexts, uses links, but now they take the reader to media resources like: • Sound • Images • Animation • Videos.,etc.
  • 9.
  • 10. Not only uses one or two types of media, It uses several media types like: • Text • Images • Sound • Video • Animation
  • 11. Spelling city: it’s a program that helps to develop spelling activities, it has lots links that take to intercartive activities including game: http://www.spellingcity.com/
  • 12. • PROGRAM BACKPACK: This program is design by LONGMAN Editorial, it has 6 different levels. It has interactive activities like song, exercises to complete, stories,etc.
  • 13. DIFFERENCE BETWEEN HYPERTEXT - HYPERMEDIA & MULTIMEDIA • The HYPERTEXT refers just to APPLICATIONS with links that takes to other texts with information. • The HYPERMEDIA is a particular multimedia application that use just two types of media, while MULTIMEDIA applies several media types. • In general, the term MULTMEDIA subsumes the terms Hypertext and Hypermedia.
  • 14. • It became from the ideas into creating modern computer applications might suggest new tips for research and development. • Douglas Engelbart, whose Stanford Research Institute laboratory developed tools which make multimedia possible; the mouse pointing device, a windows interface, word processing and e-mail were developed there in the 1950 and 1960. • In 1960, Ted Nelson invented the expressions hypertext and hypermedia that been established for use and access to computers. • Alan Kay, introduced the idea of the graphical user interface (GUI) made up of icons to represent chains of textual commands.
  • 15. • In 1968, the portable computer, which he call ed the Dynabook (Cotton and OLiver,1993) . The Dynabook looked very much like a modern laptop but was wildly impossible to turn into a reality given the technology of the time .
  • 16. • One of SCIENCE FICTION'S techniques is to analyze concepts for their irreducible meanings and then to synthesize new and sometimes surprising combinations of ideas out of that basic material. Gunn (1995: 26) • Author William Gibson created the metaphor cyberspace in 1984 Science fiction novel Neuromancel: Cyberspace retain its original (and poetic) in a graphic illustration such as hypertext, hypermedia a and multimedia). (Gibson, 1984: 51).
  • 17. • The sense of cyberspace as a meeting place has been developed in other novels by Gibson (1986, 1988) and Neal Stephenson (1995, 2000). • In their virtual venues, simulate worlds are created and machines given avatars or online personalities based on human forms, fanciful animals or even machines. Example: Novel Snow Crash, based on ideas of the fall of Tower of Babel. • The use of human like avatars was not far-fetched the technology, just with manipulate with a keyboard or mouse. Example: The social networking spaces Second Life: https://join.secondlife.com/?lang=en-US#2
  • 18. • Affordances Affordances, or signs in the environment that indicate possibilities for action, are perceived in a direct, immediate way with no sensory processing. Examples include: buttons for pushing, knobs for turning, handles for pulling, levers for sliding, etc. • Misaffordances Misaffordances are common in software programs. Example: flashing words or pictures CONCEPTS
  • 19. • Interface Graphical User Interface (GUI) in pedagogical term refer an interface sensory interaction with any program in computer controlled by cursor or keyboard commands. Example: Microsoft windows are widely used interface tool CONCEPTS
  • 20.  Johannes Gutenberg's (1400-68) invention of the moveable type printing press books that changed the world. In words WWW today the information became more portable, cheaper and more accessible. The WWW has begun to 'team' with agents such as automated bots which search and compare different kinds of information, such as the price as goods and services and 'spiders' which look throughout the entire web, documenting- web pages for the use of search engines. THE PRINTED BOOK AND CALL
  • 21. CALL helps in process by increasing the resources available to leaners outside the search tools for finding that information and the presentation of that information in multiple media. Weyer(1982) refer to the organization devices of a book that make useful tool for a reader whose needs match its organization.  Example Microsoft Word a learner misspells phone as *fone, automatically check for potential spelling and grammatical errors as you type, you can turn off automatic checking, or you can check spelling and grammar all at once. THE CALL
  • 22. • A hypertext footnote can be traced backwards and forward to the reference respectively. • A hypertext section can be referenced in places within text reducing the need for paraphrasing ideas that are used often and confirming consistency of information. • Additional can be visible at the same time as the text to which it refers; in a book one might need to turn to an appendix. • The functions can be useful for learners, if they are given the opportunity to create multimedia materials. APPLICATIONS TO GENERAL LEARNING ADVANTAGES
  • 23. • A Montali and Lewandowski (1996) suggest that readers who enjoy reading tend to read more and are more motivated to read and that a computer can be useful in promoting ¡interest. APPLICATIONS OF MULTIMEDIA TO LANGUAGE LEARNING ADVANTAGES
  • 24. APPLICATIONS OF MULTIMEDIA TO LANGUAGE LEARNING ADVANTAGES • Learning (retention, under standing, knowledge acquisition) • The user-friendliness of user interfaces and thus man- machine interaction • The entertainment value of systems (i.e. more fun) • The impact of messages (e.g. during the commercial o business presentations) • M.Hoogeveen suggest that strong recognition effects, using mental reference models. • A high level of involvement, attention, concentration.