Hypermedia
It's difficult to pin down exactly what "hypermedia" means; in a general sense, it is a vast array of interlinked multimedia content through which users can navigate at will. The internet is supersaturated with various hypermedia systems, and modern classrooms are beginning to catch up. And the outcome has been undeniably positive: from interactive tutorials to virtual laboratories, hypermedia content helps students develop "meta-cognitive skills, problem-solving strategies, creative freedom, and self-awareness of individual learning styles" (Roblyer & Doering, 2013, pg 176).
Commercial hypermedia products take many forms, such as instructional software, reference materials, or development resources (Roblyer & Doering, 2013). One reference material I believe can be very useful for students is Wolfram Alpha.
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Wolfram Alpha contains several "Easter eggs," such as this
graph of Dr. Zoidberg from the show "Futurama." It even
gives you the mathematical function that produces the graph!
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Wolfram Alpha describes itself as a computational knowledge engine; it takes input in the form of keywords or plain English, and provides the user with knowledge about whatever topic they choose. While many use it solely for its ability to interpret, solve, and rearrange complex math problems, it also serves as a top-tier reference material. Its database ranges from advanced physics to pop culture, and all of its content comes from reputable sources (rather than user additions, like Wikipedia).
Ideally, hypermedia reference resources are built with search tools that "[make] searching for information in the application both easy and efficient" ( (Roblyer & Doering, 2013, pg 176). Wolfram Alpha accomplishes this with ease. For example, if a student needed to know the molar mass of carbon, she would type "molar mass of carbon" into the search box. The engine would output the value in multiple unit configurations, along with comparisons to other common substances to put the value into context.
Multimedia Authoring: Virtual Environments
Producing multimedia content requires a multimedia authoring tool (Roblyer & Doering, 2013). Authoring tools can take many shapes and produce many different types of content. As a programmer and amateur game designer, one particular authoring tool I hope to apply in my classroom is called Unity. This free software can be used (along with a knowledge of OOP coding and a 3D modeling program such as Blender) can be used to create educational, interactive environments which students can explore.
Interestingly, Unity can be used to create content for the Oculus Rift, a new and unparalleled virtual reality headset which places users inside of 3D environments. This technology can bring students to a new level of engagement with classroom material; virtual reality can be used for presentations, virtual field trips, and many other applications ( Roblyer & Doering, 2013).
The following video shows how the combination of interactive 3D environments and the Oculus Rift can be used in the classroom. In it, a child takes takes a field trip through a virtual model of our solar system, and learns about the scale and organization of stars and planets:
References:
Roblyer , M. D., & Doering, A. (2013). Integrating educational technology into teaching. (6th ed.). Boston, Massachusetts: Pearson Education, Inc.