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Computer

Assisted
Language
Learning

Teacher: Lourdes Normandi Atiaja Atiaja

Student: Jorge Chuva Guzmn


HYPERTEXT

HYPERMEDIA
MULTIMEDIA
HYPERTEXT

Its a text within a network with interconnected writings usually

found in a computer or website.

Hypertext is text that links to other information. By clicking on a

link in a hypertext document, a user can quickly jump to different

content.
The references that takes the reader to the other text are underlined
blue types which are called:

Hotlinks

Hyperlinks

Links
Examples
In this document I will show a link that will take you to another text, we
just have to make a click and we will have others resources to find more
information about this topic.
This is examples of a link:

http://aetos.it.teithe.gr/~cs1msa/hyp0.html

http://www.cenaynailor.com/examples-embedded-links-hyperlinks/
How to use them to improve
language skills?

We just need to find a good multimedia program that is


dedicated to foster the main 4
English skills:
Listening, Speaking, Reading and Writing.
These kind of programs have lots of links that takes to different
activities which helps to improve language skills.

In these times is easy to Access to lots of programs, we just


have to browse or the net and choose what we need.
it Fosters:
CONSTRUCTIVISM

NEGOCIATION OF MEANING

DECISION MAKING
THE READER HAS ACCESS TO LOTS
OF REFERENCES
HYPERMEDIA
Similar to Hypertexts, uses links, but now they take the reader to media
resources like:

Sound

Images

Animation

Videos.,etc.
Examples:
MULTIMEDIA
Not only uses one or two types of media, It uses several media
types like:

Text
Images
Sound
Video
Animation
MULTIMEDIA
Programs examples:

Spelling city:
its a program that helps to
develop spelling activities, it has
lots links that take to
intercartive activities including
game:
http://www.spellingcity.com/
PROGRAM BACKPACK:
This program is design by LONGMAN Editorial,
it has 6 different levels. It has interactive
activities like song, exercises to complete,
stories,etc.
DIFFERENCE BETWEEN
HYPERTEXT - HYPERMEDIA &
MULTIMEDIA
The HYPERTEXT refers just to APPLICATIONS with links that takes to
other texts with information.

The HYPERMEDIA is a particular multimedia application that use just two


types of media, while MULTIMEDIA applies several media types.

In general, the term MULTMEDIA subsumes the terms Hypertext and


Hypermedia.
ANTECEDENTS OF MULTIMEDIA
It became from the ideas into creating modern computer
applications might suggest new tips for research and development.
Douglas Engelbart, whose Stanford Research Institute laboratory
developed tools which make multimedia possible; the mouse pointing
device, a windows interface, word processing and e-mail were
developed there in the 1950 and 1960.
In 1960, Ted Nelson invented the expressions hypertext and
hypermedia that been established for use and access to computers.
Alan Kay, introduced the idea of the graphical user interface (GUI)
made up of icons to represent chains of textual commands.
In 1968, the portable computer, which he call ed the Dynabook
(Cotton and OLiver,1993) . The Dynabook looked very much like a
modern laptop but was wildly impossible to turn into a reality given the
technology of the time .
SCIENCE FICTION AND CALL
One of SCIENCE FICTION'S techniques is to analyze
concepts for their irreducible meanings and then to
synthesize new and sometimes surprising combinations of
ideas out of that basic material.
Gunn (1995: 26)
Author William Gibson created the metaphor cyberspace in
1984 Science fiction novel Neuromancel: Cyberspace retain
its original (and poetic) in a graphic illustration such as
hypertext, hypermedia a and multimedia).
(Gibson, 1984: 51).
The sense of cyberspace as a meeting place has been
developed in other novels by Gibson (1986, 1988) and Neal
Stephenson (1995, 2000).
In their virtual venues, simulate worlds are created and
machines given avatars or online personalities based on human
forms, fanciful animals or even machines.
Example: Novel Snow Crash, based on ideas of the fall of
Tower of Babel.
The use of human like avatars was not far-fetched the
technology, just with manipulate with a keyboard or mouse.
Example: The social networking spaces Second Life:
https://join.secondlife.com/?lang=en-US#2
CONCEPTS

Affordances
Affordances, or signs in the environment that indicate
possibilities for action, are perceived in a direct, immediate
way with no sensory processing.
Examples include: buttons for pushing, knobs for turning,
handles for pulling, levers for sliding, etc.
Misaffordances

Misaffordances are common in software programs.


Example: flashing words or pictures
CONCEPTS
Interface
Graphical User Interface (GUI) in pedagogical term refer
an interface sensory interaction with any program in computer
controlled by cursor or keyboard commands.
Example: Microsoft windows are widely used interface tool
THE PRINTED BOOK AND
Johannes Gutenberg's (1400-68) invention of the moveable type
CALL

printing press books that changed the world.


In words WWW today the information became more portable,
cheaper and more accessible.
The WWW has begun to 'team' with agents such as automated bots
which search and compare different kinds of information, such as
the price as goods and services and 'spiders' which look throughout
the entire web, documenting- web pages for the use of search
engines.
CALL
THE CALL
helps in process by increasing the resources available to leaners
outside the search tools for finding that information and the
presentation of that information in multiple media.
Weyer(1982) refer to the organization devices of a book that make
useful tool for a reader whose needs match its organization.
Example Microsoft Word a learner misspells phone as *fone,
automatically check for potential spelling and grammatical errors as you
type, you can turn off automatic checking, or you can check spelling and
grammar all at once.
APPLICATIONS TO GENERAL
LEARNING
A hypertext footnote can be traced backwards and forward to the
reference respectively. ADVANTAGES
A hypertext section can be referenced in places within text reducing the
need for paraphrasing ideas that are used often and confirming consistency
of information.
Additional can be visible at the same time as the text to which it refers;
in a book one might need to turn to an appendix.
The functions can be useful for learners, if they are given the opportunity
to create multimedia materials.
APPLICATIONS OF MULTIMEDIA TO
LANGUAGE LEARNING
ADVANTAGES
A Montali and Lewandowski (1996) suggest that readers who enjoy
reading tend to read more and are more motivated to read and that
a computer can be useful in promoting interest.
APPLICATIONS OF MULTIMEDIA TO
LANGUAGE LEARNING
ADVANTAGES
Learning (retention, under standing, knowledge acquisition)
The user-friendliness of user interfaces and thus man- machine
interaction
The entertainment value of systems (i.e. more fun)
The impact of messages (e.g. during the commercial o business
presentations)
M.Hoogeveen suggest that strong recognition effects, using mental
reference models.
A high level of involvement, attention, concentration.
END
THANKS FOR YOUR ATTENTION
BY Jorge Chuva
2017