Understanding Hypermedia
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.
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 aneducational 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:
1. Learner
control. The means the learner makes his own 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.
2. 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.
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. 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 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 its distinctive
features.
·
Guide learning, eliciting performance.
·
Provide learning feedback.
·
Assess performance.
·
Enhance retention and learning transfer.
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