Beruflich Dokumente
Kultur Dokumente
These are the two important features that are outstanding among other
features that characterize the hypermedia software:
1. Learner control
This means the learner makes his own decisions on the path, flow or
events of instruction. The learner has control on such aspects, as
sequence, pace, content, media, feedback, etc. that he/she may encounter
in the hypermedia learning program.
Learner control means refers to the ability of students to choose topics,
assignments, project format or communication strategies according to their
own interests and preferences. The learners have the power to choose
what he want to use.
2.
For the most part, the learner controls the sequence and pace of his path
depending on his ability and motivation. He has the option to repeat and
change speed, if desired. Of course, at the start, the learner may choose
the learning activities he prefers. Meanwhile, the teacher has the
prerogative to determine suitable learning objectives.
The learner may use what he wants according to his/ her abilities but the
teacher has the right or privilege exclusive to a particular individual or
class or what we called prerogative to know what is the suitable learning
objectives for the learners.
The learner also has a wide range of navigation routes such as by working
on concepts he is already familiar with. They may even follow a linear or
logical path, even if the previous activity is half-completed. He may explore
other sections opting to return or complete the previous activity.
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 application, as well as
the advantages and limitations of such an application
These composed of photographs, graphics, pictures, maps, models,
specimen, game, puzzle, artefacts, wall charts and etc. These make visual
impression to the learner. They attract learners' attention and aid
Jimenez, Camille B.