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UNDERSTANDING
HYPERMEDIA
HYPERMEDIA
Is a nothing but multimedia
Package as an educational
computer software where
information is presented and
students activities are integrated in
a virtual learning environment.
MOST EDUCATIONAL IT
APPLICATION ARE HYPERMRDIA
INCLUDING;
>tutorial software package
>knowledge webpage
>simulation instructional games
>learning project management and
others
The presentation of information learning activities in
hypermedia is said to be sequenced in a non linear
manner.”
“This fact make 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 use to train pilots in an example of
a highly developed hypermedia program. Observe
that it simulates an environment that allows student
pilots in 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
HYPERMEDIAAPPLICATIONS
1. . LEARNER CONTROL
The learner makes his own decisions
on the path, flows or events of
instructions.
1. LEARNER CONTROL. THE LEARNER
MAKES HIS OWN DECISIONS ON THE
PATH, FLOWS OR EVENTS OF
INSTRUCTIONS.
The learner controls the sequence and pace of
his path depending on his ability and
motivation. He has the option to repeat and
change speed.
The learner also has a wide range of navigation
routes such as by working and concepts he is
already familiar with. follow a linear or
logical path if the previous activity is half
completed.
3. 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. 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
limitation of such an application. Hypermedia does not
replace life's experience and learning from nature and
life. Information and communication technology cannot
replace the teacher altogether. Note that even technologies
admit that the computer has an IQ of zero and depends
on what man can input or make of it. GIGO or garbage in
garbage out the very first principle that should be
remember about the computers.
USE OF COMPUTERS
1. Get the learners 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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Understanding hypermedia

  • 2. HYPERMEDIA Is a nothing but multimedia Package as an educational computer software where information is presented and students activities are integrated in a virtual learning environment.
  • 3. MOST EDUCATIONAL IT APPLICATION ARE HYPERMRDIA INCLUDING; >tutorial software package >knowledge webpage >simulation instructional games >learning project management and others
  • 4. The presentation of information learning activities in hypermedia is said to be sequenced in a non linear manner.” “This fact make 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 use to train pilots in an example of a highly developed hypermedia program. Observe that it simulates an environment that allows student pilots in practice authentic [as is needed to be done in the real world] tasks while reducing the load of the cognitive mode of learning.”
  • 5. CHARACTERISTICS OF HYPERMEDIAAPPLICATIONS 1. . LEARNER CONTROL The learner makes his own decisions on the path, flows or events of instructions.
  • 6. 1. LEARNER CONTROL. THE LEARNER MAKES HIS OWN DECISIONS ON THE PATH, FLOWS OR EVENTS OF INSTRUCTIONS. The learner controls the sequence and pace of his path depending on his ability and motivation. He has the option to repeat and change speed. The learner also has a wide range of navigation routes such as by working and concepts he is already familiar with. follow a linear or logical path if the previous activity is half completed.
  • 7. 3. 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. 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 limitation of such an application. Hypermedia does not replace life's experience and learning from nature and life. Information and communication technology cannot replace the teacher altogether. Note that even technologies admit that the computer has an IQ of zero and depends on what man can input or make of it. GIGO or garbage in garbage out the very first principle that should be remember about the computers.
  • 8. USE OF COMPUTERS 1. Get the learners 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