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.
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.