Hypermedia is a form of multimedia that presents educational information and integrates student activities in a virtual learning environment. It allows learners to follow non-linear paths through learning activities and control the sequence and pace of instruction. While it includes multiple media formats, it does not need to use all types in one presentation. However, hypermedia alone cannot replace real-world experiences or teachers. When using hypermedia, teachers should guide students, provide feedback, and assess performance to enhance learning.
3. 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.
4. Educational IT applications are hypermedia
and these include:
Tutorial software packages
Knowledge webpages
Simulation instructional games
Learning project management, and others
5. The presentation of information-learning
activities in hypermedia is said to be
sequenced in a non-linear manner,
meaning that the learner may fallow his
path of activities thus providing an
environment of learner autonomy and
thinking skills.
6.
7. This means the learner makes
his own decisions on the path, flow
or events of instruction.
8. For the most part, the learner
controls the sequence and pace of his
path depending on his ability and
motivation.
9. 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. 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.
11. In the use of hypermedia
the following instructional
events will prove useful to
the teacher:
12. Get the learners’ attention
Recall prior learning
Inform learners of lesson objectives
Introduce the software and its
distinctive features