3. 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.
5. Most educational IT applications are
hypermedia and these include:
• tutorial software packages;
• knowledge webpages;
• simulation instructional games; and
• learning project assessment, and others
8. This means the learner makes his
own decisions on the path, flow or
events od instruction. The learner has
control on such aspects as sequence,
pace, content, media, feedback, etc.
that he/she may encounter in the
hypermedia learning program.
LEARNER CONTROL
9. For the most part, the learner
controls the sequence and pace of his
path depending on his/her ability and
motivation.
LEARNER WIDE RANGE OF
NAVIGATION ROUTES
10. 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.
VARIETY OF MEDIA
11. Since only virtual learning activity
takes place, 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 limitations of
such an application.