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  2. Hypermedia - Wikipedia

    en.wikipedia.org/wiki/Hypermedia

    Hypermedia, an extension of hypertext, is a nonlinear medium of information that includes graphics, audio, video, plain text and hyperlinks. This designation contrasts with the broader term multimedia , which may include non-interactive linear presentations as well as hypermedia.

  3. HyperCourseware - Wikipedia

    en.wikipedia.org/wiki/HyperCourseware

    The home screen for HyperCourseware which acts as a navigational hub to access various modules for materials, interactions, and products. HyperCourseware is a prototype electronic educational environment developed in 1990 by Kent Norman at the University of Maryland, College Park, to be used in an electronic classroom called the "Teaching Theater."

  4. History of virtual learning environments - Wikipedia

    en.wikipedia.org/wiki/History_of_virtual...

    For example, he "developed several devices and methods to minimize instructor-as-testor involvement, so as to increase the likelihood of gathering data in a consistent manner." One mechanical device that he developed was the "problem cylinder" which could present a problem to a student and check whether the steps to a solution given by the ...

  5. Digital media in education - Wikipedia

    en.wikipedia.org/wiki/Digital_Media_in_Education

    By 1999, 99% of public school teachers in the United States reported access to at least one computer in their schools, and 84% had access to a computer in their classroom. [5] The invention of the World Wide Web in 1992 simplified internet navigation and sparked further interest in educational settings. Computers were initially integrated into ...

  6. Adaptive hypermedia - Wikipedia

    en.wikipedia.org/wiki/Adaptive_hypermedia

    Adaptive hypermedia is used in educational hypermedia, [2] [3] [4] on-line information and help systems, as well as institutional information systems. [5] Adaptive educational hypermedia tailors what the learner sees to that learner's goals, abilities, needs, interests, and knowledge of the subject, by providing hyperlinks that are most relevant to the user in an effort to shape the user's ...

  7. Multimedia - Wikipedia

    en.wikipedia.org/wiki/Multimedia

    Hypermedia is an example of non-linear content. Multimedia presentations can be live or recorded: A recorded presentation may allow interactivity via a navigation system; A live multimedia presentation may allow interactivity via an interaction with the presenter or performer.

  8. History of virtual learning environments in the 1990s - Wikipedia

    en.wikipedia.org/wiki/History_of_virtual...

    The Manhattan Project (now known as the Manhattan Virtual Classroom) is launched at Western New England College in Springfield, MA as a supplement to classroom courses in February 1997. It is later released as an open source project. The Manhattan Project (history and description) Delivery starts of the LETTOL course in South Yorkshire, England.

  9. Mashup (education) - Wikipedia

    en.wikipedia.org/wiki/Mashup_(education)

    This would facilitate inquiry-based learning as students investigate and generate their own arguments dealing with real-world problems (Archambault et al.). For example, a fifth grade classroom used Mapdango to explore US National Parks. Mapdango uses data from Wikipedia, Google Maps, Panoramia, and weather data to create reports about a ...