Hypermedia is a multimedia educational software that presents information and integrates student activities in a virtual learning environment. It includes tutorial software, websites, simulation games, and learning management projects. Information and learning activities are presented non-linearly, making it important to understand hypermedia to ensure its successful integration into teaching. Flight simulators are an example of a highly developed hypermedia program that allows student pilots to practice authentic tasks while reducing cognitive load. Key characteristics of hypermedia include learner control over pacing and sequencing. It also incorporates multiple media like text, graphics, audio, animation and video. Computers on their own have no intelligence and depend on what users input.
Hypermedia is a computer-based information retrieval system that enables a user to gain or provide access to texts, audio, and video recording, photographs, and computer graphics related to a particular subjects.
Hypermedia is a computer-based information retrieval system that enables a user to gain or provide access to texts, audio, and video recording, photographs, and computer graphics related to a particular subjects.
Lesson 15 understanding hypermedia by wilmar manatad and jennifer moscosowilmar1998
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.
Hypermedia is nothing but multimedia, but this tie packaged as an educational computer software where information is presented and student activities are integrated in a virtual I learning environment. Most educational IT applications are hypermedia and these include:
Multimedia and hypermedia in teaching dr minae mwangiIsaac Mwangi
The presentation is a resource for teacher educators on how to integrate multimedia and hypermedia tools in creating constructivist learning environments.
Hypermedia is nothing but multimedia, but this tie packaged as an educational computer software where information is presented and student activities are integrated in a virtual I learning environment. Most educational IT applications are hypermedia and these include:
Lesson 15 understanding hypermedia by wilmar manatad and jennifer moscosowilmar1998
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.
Hypermedia is nothing but multimedia, but this tie packaged as an educational computer software where information is presented and student activities are integrated in a virtual I learning environment. Most educational IT applications are hypermedia and these include:
Multimedia and hypermedia in teaching dr minae mwangiIsaac Mwangi
The presentation is a resource for teacher educators on how to integrate multimedia and hypermedia tools in creating constructivist learning environments.
Hypermedia is nothing but multimedia, but this tie packaged as an educational computer software where information is presented and student activities are integrated in a virtual I learning environment. Most educational IT applications are hypermedia and these include:
Teaching & Learning with Technology: In Practice
A course learning activity of Cebu Technological University - Argao Campus
Prepared by:
Joan Aliñabon
Rheanne Mae Princesa
Jane Marie Boladola
Mary Kristhel Merenello
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.”
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