Multimedia- means “multiple media” or “combination of media” (i.e. videos, photographs, sound, etc.)
Hypermedia- means “linked media” or “interactive media” (i.e. the word apple would get everything related to apples even Garden of Eden.)
For deaf, hard of hearing students
Impact of Hypermedia on education:
-Flexible learning modes
-Development on creative and critical thinking skills
-Improved writing and process skills
Hypertext was a term that was coined by Ted Nelson
(Page 173) When teachers want to select or design a hypermedia and/or multimedia applications for the classroom they should look at these set of principles:
Aesthetic is an important part of a learning process., it enhances curiosity, creativity, and decision-making skills. (Page 174)
The three recent development and trends of hypermedia that are used in education are:
-Web 2.0: Users as designers
-Convergence of offline (disc) and online (Internet) development
-Increasing ease of use (programs such as Adobe Dreamweaver and Photoshop).
Examples of hypermedia products:
-Interactive storybooks (target: younger students)
-Interactive texts (target: older students and adult learners)
-Drill and practice
(Page 180) Teacher and students use the following types of multimedia/hypermedia tools: presentation software, video production and editing systems, hypermedia development software, virtual environments and immersion tools, and Web 2.0 authoring tools
(Page 181) The sources of multimedia/hypermedia authoring materials are: audio, video, photographs, graphic images, and text.
(Page 183) Figure 6.2 Explains the sequence students should do when they are making their own hypermedia.
1. Review (existing products)
2. Research (background on your topic)
3. Storyboard (each frame/segment)
4. Develop (frames/segment)
5. Link (parts together)
6. Test/Revise (with users)
(Page 185) The best way to assess a student’s work on multimedia/hypermedia is to give the students certain qualities to look at for an effective hypermedia product then encourage student self-assessment, which will lead the student to further exploration and collaboration. Another approach is to let the students work on the project of their peers and give each other feedback.
The presentation software tools were first used in business and industry. The presentation was effective for being able to demonstrate, illustrate, and clarify information. This is the reason that it was used in K-12 and in universities.
In the next 10 years we are likely to see the explosion of video editing and production.
Apple included a free software iMovie to computers and it made a widespread to all kinds of people including consumers and educators. Educators found that it could be used in the classroom for student-created presentations, video lectures, video portfolios, demonstration of procedures, etc.
Virtual Reality (VR)- Computer generated environment that can give life-like simulations based on real settings. (i.e. a game of golf in Wii)
The five types of VR:
-Full immersion systems (Person uses helmet, goggles, etc. to see computer generated environment.)
-Web-based VR (K-12) (i.e. Secondlife)
-3-D models (3-D replicas of objects or location)
-Geospatial technologies and Geographic Information (i.e. Google earth)
-Quicktime VR (QTVR) (K-12)
As in the Web 2.0 article the six main types of Web 2.0 are: blogs, wikis, podcasts, e-portfolios, social networking communities, and video and photo sharing communities.
Avatar- A 3-D image of yourself in a computer generated world.
The types of multimedia authoring tools are: presentation software, video production and editing systems, hypermedia development software, virtual environments and immersion tools, and Web 2.0 authoring tools.