The Learning Benefits of Hypermedia Environments.

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(2) Non-adaptive session        


Introduction

There are two principal consequences of this inappropriate emphasis on what hypermedia can be made to do, instead of how this technology can empower the learning process. Firstly and quite naturally, the inherent and well known problems of hypermedia systems are imported and amplified in educational applications. Learners get lost in hyperspace, due to cognitive overload. This results in the learning process being interrupted by navigation concerns and software mastering, and finally, the lack of guidance means that learners end up studying less meaningful topics and omit to study crucial ones. Secondly, and potentially more importantly, the focus on the technology neglects educational and pedagogic issues as well as systematic analysis and design. Unsuitable educational models may hence be adopted, usually based on behaviorist paradigms.

It is assumed that educators and pedagogues are the fundamental instructional designers in the creation of educational software, and the model must thus be workable and understandable by such people. Additionally, the gap between expert/professional and non-expert/non-professional developer is narrowing, due to the improved facilities of modern hypermedia authoring tools, which aim at supporting both professional quality and do-it-yourself endeavors (). Thus, the developer of an educational application could ultimately be the educator him/herself, without the need for professional assistance; even so, there would still be a need for the model and the design process.

In this report we are going to discuss the effectiveness of hypermedia in educational programs based on bibliography references.  Despite   of the benefits there are a lot of problems that are causing learners confusion. Due to those problems many researches suggested that this information technology is an inappropriate support for learning systems.

We are going to discuss about adaptive hypermedia and compare them with the usage of hypermedia. Finally we are going to present a learning system designed for financial students as a best practice of designing a learning system trying to avoid the disorientation of hypermedia. Appropriate and careful analysis and design are the unique solution to minimize disorientation.

The Learning Benefits of Hypermedia Environments

The instructional paradigm is shifting from a teaching environment to a learning environment, with a focus on "practice-centered learning." This orientation aligns with adult learning theory, in which the notion of self-directed learning is fundamental to the design of learning contexts. Hypermedia environments support self-directed, life-long learning if structured to stimulate and motivate learners to be able to independently locate the resources necessary to continue learning (Diaz, 1998).

Technologies that facilitate self-directed and practice-centered learning include hypermedia, real-time chats, threaded discussion, and tools such as VRML, Shockwave, and Java applets that make the Web interactive while delivering rich content. These technologies have been related to both learning and cost effectiveness, as they tend to influence the ways in which a learner represents and processes information (Kozma, 1991) as an active strategy in which he/she is required to structure the learning process as a co-designer of his/her own experience. Diverse learning and cognitive styles are supported through multiple presentations of information, improving retention and performance, and increasing motivation to learn (Crosby & Stelovsky, 1995).

Educators and researchers increasingly accept the views of Vygotsky, (1978) and Bruner (1986) that interaction is the origin of all mental activity and grown, student learning is increasingly analyzed in a social context. From this perspective, meaning is seen as a negotiation and knowledge building process within a learning community (Bonk & Reynolds, 1998). These communities, characterized by their open-ended nature, are exemplified by the Web, which shows significant promise by its very structure, or lack of it, and in its support of communication tools that enable dialogue across and among diverse communities of knowers.

The social environment results in learning gains and increased creativity of outcomes that develops from collaborating and working in groups (Nelson & South, 1999). Internet-based communication tools such as e-mail, Internet-relay chat (IRC), threaded discussion forums, and synchronous conferencing enable dialogue that can help students think critically and make better decisions. Using computers as collaborative tools can be seen as a type of social constructivism whereby knowledge is generated problem-solving skills are scaffolded through group activity (Clements & Natasi, 1992). In these groups, students frequently reach a state of conflict that must be reconciled in the form of a solution. The solution represents a "qualitatively different third perspective (combining) two opposing ideas into a coherent, higher-level idea" (p. 243). Cooperative learning and cooperative problem-solving groups enhance opportunities for generative learning, generating a wider diversity ! of ideas, most reflective thinking, and increased creative responses (Oliver, Omari, and Herrington, 1998, in Oliver, 1999, p. 10)

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Problems of hypermedia in educational applications

) defined disorientation as the tendency to lose the sense of location and direction in a non-linear environment, to 'get lost in hyperspace'. The main causes to that problem are due to navigation and content difficulties. The first refers to the difficulty in accessing required information, and the second addresses the problem of knowing what information is available (Mayes et al, 1990). Poor or inadequate design will certainly increase the hypermedia’s inherent flaws creating what  ironically designates as hyperchaos.

Hypermedia is a web of information rather than a sequential and cohesive expository presentation. ...

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