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Hypermedia in brief
Hypermedia
-Is nothing but multimedia.
- an extension to hypertext
providing multimedia facilities, such
as those handling sound and video.
-The term can be used as a noun (a
medium with multiple content forms)
or as an adjective describing a
medium as having multiple content
forms.
Hypermedia
-Can be example as one of the
multimedia application.
-Is not to be constrained to be text
based. It can include other media.
Most educational IT applications are
hypermedia and these include:
 Tutorial software packages
A computer tutorial is an interactive software
program created as a learning tool.
 Knowledge webpage
Are webpages from the internet that contain a
myriad of information regarding different topics
based on what the user needs
 Simulation instructional games
Educational games and simulations, unlike
direct forms of instruction, are experiential
exercises.
The presentation of information-learning
activities in hypermedia is said to be
sequenced in a non-linear manner
This fact makes it therefore important to
understand hypermedia in the educational
context in order to ensure their successful
integration in the teaching-learning process.
WORLD WIDE WEB is the best example
of hypermedia.
Characteristics of hypermedia
applications
1. Learner Control.
2. Learner wide range of navigation
routes.
3. Variety of media.
Learner Control
-The learners makes his own decisions on
the path, flow or events of instruction.
Learner wide range of navigation
routes
-The learner controls the sequence and
pace of his path depending on his ability and
motivation.
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.
Given all its capabilities, hypermedia
still does not replace life’s experience
and learning from nature and life.
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, eliciting performance
• Provide learning feedback
• Assess performance
• Enhance retention and learning transfer

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Hypermedia in brief

  • 2. Hypermedia -Is nothing but multimedia. - an extension to hypertext providing multimedia facilities, such as those handling sound and video. -The term can be used as a noun (a medium with multiple content forms) or as an adjective describing a medium as having multiple content forms.
  • 3. Hypermedia -Can be example as one of the multimedia application. -Is not to be constrained to be text based. It can include other media.
  • 4. Most educational IT applications are hypermedia and these include:  Tutorial software packages A computer tutorial is an interactive software program created as a learning tool.  Knowledge webpage Are webpages from the internet that contain a myriad of information regarding different topics based on what the user needs  Simulation instructional games Educational games and simulations, unlike direct forms of instruction, are experiential exercises.
  • 5. The presentation of information-learning activities in hypermedia is said to be sequenced in a non-linear manner This fact makes it therefore important to understand hypermedia in the educational context in order to ensure their successful integration in the teaching-learning process. WORLD WIDE WEB is the best example of hypermedia.
  • 6. Characteristics of hypermedia applications 1. Learner Control. 2. Learner wide range of navigation routes. 3. Variety of media.
  • 7. Learner Control -The learners makes his own decisions on the path, flow or events of instruction.
  • 8. Learner wide range of navigation routes -The learner controls the sequence and pace of his path depending on his ability and motivation.
  • 9. 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.
  • 10. Given all its capabilities, hypermedia still does not replace life’s experience and learning from nature and life.
  • 11. 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, eliciting performance • Provide learning feedback • Assess performance • Enhance retention and learning transfer