lesson 15 understanding hypermedia

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Understanding

Hypermedia

Prepared by: Judy P. OprecioRosarahmay Nemo

III BAT-ATE1

Bicol UniversityCollege of Agriculture & Forestry

Guinobatan, Albay

Lesson 15

-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: and Learning project

management , and others.

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.

Gagne’s 9 Steps of Instruction

It means that the learner may follow his path of activities thus providing an environment of learner autonomy and thinking skills.

Example: The flight simulator used to train pilots

Characteristic of Hypermedia Application

1. Learner controlThe learner

makes his own decisions on the path, flow or event of instruction.

2. Learner wide range of navigation routes.

The learner controls the sequence and pace of his path depending on his/her ability and motivation.

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 process take 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.

Hypermedia still does not replace life’s experience

and learning from nature

and life.

This is a saying that information and communication technology cannot replace the teacher altogether.

Note that even technologists admit that the 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 useful in 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.

Student reporting Interview

Paz I. Lucido,Ph.D, Educational Technology 2, Lorimar Publishing Inc. Copyright 2012 https://www.google.com.ph/search?espv=2&biw=1366

References:

Special credits to the following:(Documentations)Ma’am Rubi R. OrbetaIII BAT-ATE1Sir Eddie GonzalesMa’am Ramirez and to her class of Mauraro High SchoolSir Adrian Orogo and to his students of Malipo National High School

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