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Packaged as an educational
computer software where
information is presented and
student activities are integrated
in virtual learning environment.
•Tutorial software packages
•Knowledge webpages
•Simulation instructional games
•Learning project management and
others.
Hypermedia may be developed
in a number of ways.
Any programming tool can be used
to write programs that link data
from internal variables
and nodes for external data files.
The learner make his
own decisions on the
path, flow or events of
instruction.
The learner controls the
sequence and pace of his
path depending on his
ability and motivation.
Hypermedia includes more
than one media but does not
necessarily use all types of
media in one presentation.
Hypermedia is particularly
appropriate for the production of
interactive and exploratory
educational applications, where large
numbers of links and cross-references
are provided and the learner can
explore her/his own interests
according to previous experience,
background and perspective.
Get the learners’ attention
 Recall prior learning
 Inform learners of lesson
objectives
 Introduce the software and its
distintive features
 Guide learning eliciting
performance
 Provide learning feedback
 Assess performance
 Enhance retention and
learning transfer
To be effective, hypermedia
applications need to be tailored
to suit the particular learning
tasks planned.
Given all capabilities,
hypermedia still does not
replace life’s experience and
learning from nature and life.
Information and
communication technology
cannot replace the teacher all
together.
Thank you
for
listening…
Understanding hypermedia

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Understanding hypermedia

  • 1.
  • 2. Packaged as an educational computer software where information is presented and student activities are integrated in virtual learning environment.
  • 3. •Tutorial software packages •Knowledge webpages •Simulation instructional games •Learning project management and others.
  • 4. Hypermedia may be developed in a number of ways. Any programming tool can be used to write programs that link data from internal variables and nodes for external data files.
  • 5.
  • 6. The learner make his own decisions on the path, flow or events of instruction.
  • 7. The learner controls the sequence and pace of his path depending on his ability and motivation.
  • 8. Hypermedia includes more than one media but does not necessarily use all types of media in one presentation.
  • 9. Hypermedia is particularly appropriate for the production of interactive and exploratory educational applications, where large numbers of links and cross-references are provided and the learner can explore her/his own interests according to previous experience, background and perspective.
  • 10.
  • 11. Get the learners’ attention  Recall prior learning  Inform learners of lesson objectives  Introduce the software and its distintive features
  • 12.  Guide learning eliciting performance  Provide learning feedback  Assess performance  Enhance retention and learning transfer
  • 13. To be effective, hypermedia applications need to be tailored to suit the particular learning tasks planned.
  • 14. Given all capabilities, hypermedia still does not replace life’s experience and learning from nature and life. Information and communication technology cannot replace the teacher all together.