Understanding Hypermedia

From the Educational Technology I course, the student has
already become aware of multimedia or an audiovisual package that includes more
than one instructional media (means of knowing) such as text, graphics audio
animation, and video clip.
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:
- tutorial software package;
- knowledge webpages;
- simulation instructional games; and
- learning project management, and others.
The presentation of information-learning activities in
hypermedia is said to be sequenced in a non-linear manner, meaning that the
learner my follow his path of activities thus providing an environment if
leaner autonomy and thinking skills.The fact makes it therefore important to
understand hypermedia in order to ensure their successful integration in the
teaching-learning process.
The flight simulator
used to train pilots in an example of a highly developed hypermedia program.
Observe that it simulates an environment that allows the students pilots to
practice authentic (as needed to be dine in the real world) tasks while
reducing the lot of the cognitive mode of learning.
Characteristic of hypermedia applications
There are two important features that are outstanding —
among other features that characterize the hypermedia software:
Learner control. The means the learner makes his owown
decisions on path, row or events of instruction. The learner has control on
such aspects as sequence, pace content, media, feedback, etc. that he/she may
encounter in the hypermedia Pershing program.
Learner wide range of navigation routes. For the most part,
the learner controls the sequence and pace of us path depending on his/her
ability and motivation. He/she has the option to repeat and change speed, if
desired. Of course, at the start the learner may choose the learning activities
he/she prefers. Meanwhile, the teacher has the prerogative to determined
suitable learning objectives.
The learner
also be a wide range of navigation routes such as by working on concepts he/she is already familiar with. He/she may
even follow a liner or logical path, even if the previous activity is
half-completed. He/she may explore other sections opting to return or complete
the previous activity.
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.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.
Given all its
capabilities,hypermedia still does not replace life’s experience and learning
from nature and life.This is the saying that information and communication
technology cannot replace the teacher altogether.Note that even technologist
admit that a computer has an IQ of zero and depends on what man can input or
make of it. GIGO or “garbage-in, garbage a out” is the very first principle
that should be remembered about the computer.
In the use of
hypermedia the following instructional events well prove useful to the he
teacher:
Get the learners’ attention.
Recall prior learning.
Inform learners of lesson objectives.
Introduce the software and it’s distinctive features.
Guide learning, eliciting performance.
Provide learning feedback.
Assess performance .
Enhance retention and learning transfer.
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