Biyernes, Marso 10, 2017

Lesson 15: Understanding Hypermedia

    Hypermedia is nothing but a multimedia, but this time package as educational computer software where information is presented and student activities are integrated in a virtual learning environment. Most educational IT applications are hypermedia and these include: tutorial software packages, knowledge webpages, simulation instructional games, and learning project management. The presentation of information-learning activities in hypermedia is said to be sequenced in a non-linear manner, meaning that the learners may follow his path of activities thus providing an environment of learner autonomy and thinking skills.
 There are two important features that are outstanding,which characterized the hypermedia software:  
1.   Learner control- learner makes his own decisions on the path, flow or events of instruction. The learner has the control on such aspects as sequence, pace, content, media, feedback, etc. that he/she may encounter in the hypermedia learning program.
2.   Learning wide range of navigation routes- the learner controls the sequence and pace of his path depending on his/her ability and motivation. He/she has the option to repeat and change speed, if desired.
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 presentation, as well as the advantages and limitations of such an application.
In the use of hypermedia the following instructional events will prove useful to the teacher: get the learners attention, recall prior learning, inform learners of lesson objectives, introduce the software and its distinctive features, guide learning and elicit performance, provide learning feedback, assess performance and enhance retention and learning transfer.


It can be observe that most of the student’s activities are done virtually, where they decide on their own. Students are  in control of the activities given. Students do what they want just to acquire the desired outcome. Hypermedia has been used to provide activities that are authentic yet in a virtual setting. This kind of classroom supports the student-centered approach in teaching. Some of the classrooms nowadays are governed or somewhat dependent on computers, and that computer made the teaching and learning process more effective as well as more enjoyable. Since hypermedia includes tutorial software, students can learn and master more the lesson or topic. If they wish to review, they can have it at home. Aside from that, still, students can acquire skills and knowledge while doing the activity.

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