Innovasi Hypermedia dan Ilmu Komputer Prof. Zainal A. Hasibuan, PhD Fakultas Ilmu Komputer, Universitas Indonesia, 29 Maret 2017
Topik Diskusi Pengertian Hypermedia Text, Hypertext, Media, dan Hypermedia Landasan Teori Hypermedia Innovasi Hypermedia Implementasi Hypermedia dalam Pembelajaran Penutup
Definisi…. Hypermedia is a Nonlinear Medium of information which includes graphics, audio, video, plain text and Hyperlinks
Pengertian Hypermedia Computer Mediated Random Accessable User Interactive Digital not analogue A Hybrid Medium
Process of writing and reading using traditional linear media Source: http://users.ecs.soton.ac.uk/lac/LoweNHall/extracts/Hypermedia.html
Process of writing and reading using non-linear hypermedia Source: http://users.ecs.soton.ac.uk/lac/LoweNHall/extracts/Hypermedia.html
Text, Hypertext, Media, & Hypermedia Object Text+Links Multimedia Multimedia+Links Characteristics Part of Document Non-linear Multi-document Tool Word Authoring Tools Information Technologies W3C (World Wide Web)
Landasan Teori Hypermedia
Illustration of Semantic (Concept-based) Image Retrieval (Source: Kambau dan Hasibuan, 2017)
Innovasi Hypermedia dalam Pembelajaran
Architecture Design of Unified Concept-based Multimedia Information Retrieval (UCMIR) Framework (Source: Kambau dan Hasibuan, 2017)
Hyperlinks—Cultural Heritage Objects
User Interface Design of Concept-based Multimedia Information Retrieval in Multiplatform (Source: Kambau dan Hasibuan, 2017)
Implementasi Hyepermedia dalam Pembelajaran
Konten Interaktif berdasarkan LearningObjects LEVEL 1 LEVEL 2 LEVEL 3
Components of Interactivity... Page links Sound Video Image Maps
3 levels of Interactivity Navigational Functional Adaptive
Navigational Menu’s and commands Hypertext links Embedded links Most basic form of interactivity Process of navigating through ‘information space’ Menu’s and commands Hypertext links Embedded links Add multimedia information space becomes multi-sensory but ‘passive’
Functional Interactivity Higher level of interactivity User interaction with the system to accomplish a goal or set of goals Example: online order or game Feedback loop strong and not passive System to User User to System
Adaptive Interactivity Highest level of Interactivity Boundary between Functional & Adaptive is blurred BUT key difference is - ‘creative user/system control’ User and or System adapts the application or information space to fit specific needs or requirements. Who is the author? Who is the reader?
Four Advantages to Interactivity Addresses audience priorities Allows User Defined Pacing Builds Audience Associations Integrates Information
Interactivity on the WWW Search Engines, Chat Rooms, Mail Groups, UseNet Newsgroups, VRML 3D, Flash and Shockwave enabled.
Implementing Interactivity on the Web JavaScript - Forms, Dialogues, Buttons Graphics / Animations / Movies/Flash Shockwave Java - Applets - connect to IT systems XML - Intelligence + Information Active server pages ASP, JSP. PhP Application server Cold Fusion, Web Objects
Integrasi Bahan Ajar Hypermedia
Kesimpulan Mengakomodir kebutuhan pembelajar Pembelajar bisa mengatur kecepatannya (pace) belajar Pembelajar bisa membangun keterkaitan Integrasi Informasi