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Understanding

of
Hypermedia
• From the educational technology
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 audio clip
• 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.
Most educational IT application
are hypermedia and these include:
• Tutorial software
packages
• Knowledge webpages
• Simulation instructional
games
• Learning project
management
• The presentation of
information-learning activities in
hypermedia is said to be
sequenced in a non-linear
manner, meaning that the
learner may follow his path of
activities thus providing an
environment of learner
autonomy and thinking skills.
• The fact makes it
therefore important to
understand hypermedia in
the educational context in
order to ensure their
successful integration in
the teaching learning
process.
Variety
of
Media
• Hypermedia includes more than one
media (text, graphics, animation and
video cli but does not necessarily use
all types of media in one presentation.
Since only virtual learning activity
takes place, it is important from stand
point of the teacher to optimize the
learning process by identifying the
characteristics of media application, as
well as the advantages and limitation of
such an application  
• Given all its capabilities,
hypermedia still does not
replace learning 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 technologies
admit that be 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 will prove to the
teacher ;
• Get the learners attention
• Recall prior learning
• Inform learners of lesson objectives
• Introduce the software and its
distinctive features
• Guide learning, performance
• Provide learning feedback
• Assess performance
• Enhance retention and learning transfer
• The fight simulator used to train
pilots is an example of a highly
developed hypermedia programs.
Observe that is simulates an
environment that allows students
pilots to practice authentic (as is
needed to be done in the real world
tasks while reducing the load of the
cognitive mode of learning).
Characteristic
s of
Hypermedia
Application
There are two important features that
1. Learner
are outstanding- amongControl
other features-
that characterize the hypermedia
software.  
This means the learner makes his own
decision on the path, flow or events of
instruction. The learner has control as
such aspect as sequence, ace, content,
media, feedback. Etc. that he/she that
may encounter in the hypermedia
learning program
•2.For thewide
Learner most
rangeart, the learner
of navigation routes
control the sequence and are of his
path depending on his ability and
motivation. He has the option to
repeat and change seed. If desired
of course, at the start, the learner
may choose the learning activities
he refers. Meanwhile, the teacher
has the prerogative to determine
suitable learning objectives.
• The learner also has a wide
range of navigation routes such
as by working on concepts he is
already familiar with. He may
even follow a linear or logical
path, even if the previous
activity is half-completed. He
may explore other section to
return or complete the previous
activity.
Thank you for
Listening 
Prepared by
Jannel Panaga
Juan Miguel V. Pantaleon
Shaina Samson

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