Hypermedia has been gaining much attention
over the past two decades. As a learning environment it has changed
the way we communicate and learn. The purpose of this paper is
two-fold. First, it is to present an overview of relevant research
from hypermedia literature regarding its history, definitions,
features, problems, constructive hypermedia, and constructivism
– a theory that supports hypermedia so as to generate a
better understanding of hypermedia for meaningful learning. Second,
it is to briefly discuss the suggestions for future research in
the field of hypermedia through literature review so as to help
set a direction for those who are interested in hypermedia research.
INTRODUCTION
Over the past two decades the Internet's pervasive
influence has affected communication and learning in a way that
can hardly be underestimated. It has changed the way we present,
format, and share information. The Internet can be both used as
an instructional medium as well as a delivery medium. As an important
component of educational technology, hypermedia is an information
retrieval and instructional environment that supports active learning.
However, simply providing an advanced presentation system or a
more elaborate information storage and retrieval system does not
guarantee more effective or efficient learning (Palumbo &
Bermudez, 1994). To take advantage of the instructional capabilities
of the Internet, we should not only use it as a simple delivery
medium for information.
The purpose of this paper is two-fold. First, it is to present
an overview of relevant research from hypermedia literature regarding
its history, definitions, features, problems, constructive approach
in hypermedia application, and constructivism – a theory
that supports hypermedia so as to generate a better understanding
of hypermedia for meaningful learning. Second, it is to briefly
discuss the suggestions for future research in the field of learning
with hypermedia through literature review so as to help set a
direction for those who are interested in hypermedia research.
More in detail, this article has the following organization. The
following section presents three pioneers in the history of hypermedia.
Then, the author discusses its definitions, features, problems
associated with hypermedia, constructive hypermedia, and constructivism
– a theory that supports hypermedia. Finally, the last section
provides a conclusion and discusses suggestions for future research
in the field of hypermedia.
HISTORY
In the history several pioneers have contributed
to hypermedia. Vannevar Bush is the first person to realize the
potential of storing information with built-in associative links
to other data. In 1945, Bush had his article As We May Think published
in the Atlantic Monthly. He proposes a powerful mechanical device
called Memex that would extend the power of human mind. His Memex
is a desk-like device that contains viewing screens, buttons,
levers, and a keyboard. It could store almost anything, including
books, pictures, periodicals, and newspapers. Believing that the
human mind operates by association, Bush argues that the search
and retrieval of information should be based on association rather
than indexing. He states: “ It is exactly as though the
physical items had been gathered… from widely separated
sources and bound together to form a new book. It is more than
this, for any item can be joined into numerous trails” (Bush,
1945, p. 107). Though he never built a real Memex, Bush’s
idea of such a system is a driving force in the development of
hypermedia.
Being another pioneer who has significantly contributed to hypermedia,
Engelbart is credited with many inventions including the mouse,
multiple windows, electronic mail and teleconference. Following
Bush’s idea of associative linking and hoping to augment
human intellect, Engelbart developed and implemented the first
hypertext system, NLS(oN Line System), in 1960s at Stanford Research
Institute. Ted Nelson invented the terms “hypertext”
and “hypermedia.” Echoing Bush’s Memex, Nelson
points out that the value of hypertext lies in its similarity
to the way we think. He has been devoting many years to his Xanadu
project, a system intended to link together the sum of the world’s
knowledge in text, pictures, video and sound which can be accessed
by anyone anywhere.
DEFINITIONS
In the years following these visionaries, many definitions of
hypertext have been proposed. First coined in 1965, hypertext
was defined as “non-sequential writing” by Nelson.
In Nelson’s view, hypertext is free from the constraints
of sequence imposed by printed books. Conklin (1987, p. 32) describes
hypertext as “… a computer-based medium for thinking
and communication.” Marchionini (1988, p. 8) states that
hypertext “describes the electronic representation of text
that takes advantage of the random access capabilities of computers
to overcome the strictly sequential medium of print on paper.”
Hypermedia “extends the nonlinear representation and access
to graphics, sound, animation, and other forms of information
transfer” (Marchionini, 1988, p. 8).
Heller (1990) describes hypertext as “a nonlinear database
with tools for selecting information from the database and presenting
the information to the user” (p. 431). Carlson (1990) describes
hypertext as “nonlinear prose, interactive print, or dynamic
text using electronic capabilities to overcome the limitations
of linear, printed text” (p. 16).
Nodes and associative links are the basic elements
of all hypertext system (Jonassen, 1989). Nodes are the basic
unit of information in a hypertext. Marchionini (1988, p. 8) describes
nodes as “the information units” such as paragraphs,
images, articles, individual lessons, etc. In a similar way, Jonassen
(1989) defines nodes as “information fragments,” which
may be in the form of text, graphics, video sequence, audio sequence,
and windows. He points out that the most popular metaphor for
nodes are “note-cards.” It implies that hypertext
nodes may be accessed in any sequence that meets the information
needs of the user in the same way as note-cards.
Links enable the user to determine the sequence in which the information
is presented. Conklin (1987) points out that links are the essence
of hypertext as they facilitate jumping from one node to node
in a non-linear way. According to him, there are two types of
links – referential links and organizational links. Referential
links connect a source in the current node to a referent in the
destination node. Organizational links connect a parent node to
its children in a tree fashion. Links are the relations that connect
nodes, and links can be both explicit and implicit (Marchionini,
1988). Explicit links are “used by authors to suggest paths…
through the information. ” Implicit links are used to “support
materials such as dictionaries and encyclopedias as well as navigational
aids such as graphics of the user path and guided tours for the
learner.” These dynamic links “offer learners individualized
access to rich intellectual environment” (Marchionini, 1988,
p. 9). Kearsley (1988, p. 21) points out: “The more links
contained in the documents, the richer the connectivity of the
hypertext database.”
FEATURES OF HYPERMEDIA
Some researches detail the features of hypermedia and its relationship
with learning, including Kearsley (1988), Marchionini (1988),
Dear (1988), Jonassen (1989), and Carlson (1990). Kearsley (1988)
notes that from the earliest literature on hypertext, the proposition
that hypertext matches human cognition has been emphasized. The
associations provided by links in a hypertext system “should
facilitate remembering, concept formation, and understanding.”
He said: “Hypertext should improve learning because it focuses
attention on the relationships between ideas rather than isolated
facts” (p. 23).
Marchionini (1988) discusses the great potential
of hypermedia systems for learning and teaching. According to
Marchionini, hypermedia makes it possible to store huge collection
of information in various media forms in a very compact form and
such database can be accessed easily and rapidly. In addition,
hypermedia provides the potential to change the roles of teachers
and learners and the interactions between them. Furthermore, hypermedia
is an enabling environment rather than a directive one. He wrote:
“Not only does hypermedia offer a new way to learn course
content, but also it offers new ways of learning how to learn.”
Hypermedia environment requires learners to constantly make decisions
and evaluate progress, so it forces students “to apply higher
order thinking skills” (p. 9).
Dear (1988) argues that hypermedia is a successful learning environment
based on Bruner’s three types of mental representation.
Enactive representation includes clicking and dragging the mouse.
Iconic representation includes using the screen icons and other
graphic representations. Symbolic representation includes using
onscreen text and learner-produced hypermedia program.
According to Jonassen (1989), hypertext possesses some or all
of the following features:
• Nodes or fragments of information
• Associative links between the nodes
• Network of ideas formed by the link structure
• Organizational structure that describes the network
• Ability to represent explicitly the structure of information
in the structure of hypertext
• Dynamic control of information by the user
• High level of interactivity with the user
• Database-like structure for storing information
• Multi-media information environment (hypermedia)
• Multi-user access to the information
• “Learning is a reorganization of knowledge structures”
(Jonassen, 1989, p. 23).
In Jonassen’s view, the organizational structure of hypertext
mimics the organizational structure of human memory. The organizational
structure of hypertext may reflect the organizational structure
of the subject matter or the semantic network of an expert. If
the information is stored in the hypertext in an organized way,
it will be easier for the user to retrieve or find it.
Carlson (1990) points out a new metaphor for hypertext: the round
book, an n-dimensional, interactive environment whose features
suit the needs and sophistication of the user. While square books,
a metaphor for printed books, are thoughts printed in sequence,
the round book is a rich environment to be traversed, manipulated,
and experienced. Carlson presents five gains made possible through
hypertext implementations. First, nodes and links enable hypertext
systems to organize unstructured information in both hierarchical
and non-hierarchical ways. It has the potential to make implicit
knowledge structures explicit. Second, hypertext systems can provide
users an easy access to a large collection of information. Third,
hypertext systems are problem exploration tools. The heuristics
learned in hypertext projects is likely to transfer to other more
demanding situations. Fourth, hypertext systems support collaborative
learning. Learners have more interactions with their peers in
hypermedia learning environment. Finally, hypertext environment
cannot only make users learn knowledge, but also learn how to
learn. It fosters users’ higher order thinking skills.
PROBLEMS ASSOCIATED WITH HYPERMEDIA
While hypertext promises great potential for learning, some problems
also exist for users. The most well documented user problems include
disorientation (Conklin, 1987; Heller, 1990; Jonassen, 1989; Liu,
1994; Marchionini, 1988; McDonald & Stevenson, 1999), cognitive
overload (Conklin, 1987; Jonassen, 1989; Liu, 1994), and learner
control (Jonassen, 1989; Liu, 1994). Many hypertexts consist of
thousands of nodes, and users may easily get lost in such systems.
Marchionini (1988) identifies two causes that lead to this disorientation.
One cause of disorientation is the quantity of information to
which a user has access. The other cause is the medium’s
lack of physical feedback about quantity or scope. When users
gain more experience with the medium and designers use common-sense
interface designs, the problem of disorientation might diminish.
The problem of disorientation or getting lost is caused by the
interaction of two factors (McDonald & Stevenson, 1999). First,
hypertext users must carry out several tasks at the same time:
navigational tasks, informational tasks, and management tasks.
Navigational tasks mean the planning and execution of routes through
the hypertext.
Informational tasks involve reading and understanding
the text content. Management tasks involve the coordination of
navigational and informational tasks. The second factor is the
“keyhole phenomenon,” which means only one hypertext
node can be viewed at any one time, leaving the rest of the documents
hidden.
The greater numbers of learning options available
to learners place increased cognitive demands upon the learners.
Browsing hypertext places significant demands upon the user. Users
are presented with so much information that their brain burst
with cognitive overload. While reading through a document, users
must constantly make choices about which links to follow and which
to ignore. Dede points out: “The richness of non-linear
representation carries a risk of potential intellectual indigestion,
loss of goal-directness, and cognitive entropy” (as cited
in Jonassen, 1989, p. 45). Effective users need what Jonassen
(1989) called “meta-cognitive strategies” to understand
information, integrate information, and synthesize information.
“Using a hypermedia system requires a new type of literacy
(i.e., hypermedia literacy) to handle such an environment effectively”
(Liu, 1994, p. 296).
As an instructional strategy, learner control
permits the learners to make decisions about type and amount of
instructional support they need. It enables instruction to be
more interesting and meaningful to learners. Because of the quantity
of information stored and the interactivity nature of hypertext,
a hypertext environment demands great responsibility upon learners.
Unfortunately, the research shows that not all learners can benefit
from more learner control provided by a hypertext environment
(Jonassen, 1989). “The characteristics of learner control
in hypermedia seem both a blessing and a curse” (Liu, 1994,
p. 296).
CONSTRUCTIVE HYPERMEDIA
Several researchers have recommended the constructive approach
to instructional hypermedia (Joyce, 1988; Nelson & Palumbo,
1992; Palumbo & Bermudez, 1994; Jonassen & Carr, 2000).
This approach to the applications of hypermedia stresses the learners’
active and creative interaction and their control of the learning
processes within the system. According to them, knowledge is actively
constructed by the learner rather than taught or transferred intact
through the use of cognitive tools.
Michael Joyce (1988) distinguishes between two
types of hypertexts: exploratory and constructive. He defines
exploratory hypertext as “a delivery or presentational technology.”
“Exploratory hypertexts encourage and enable an audience…
to control the transformation of a body of information to meet
its needs and interests” (p. 11). In an exploratory hypertext
environment, the user only remains as the audience to explore
or browse information, and the jobs of reader and author are separate
and different.
In contrast, Joyce (1988) defines constructive
hypertext as “an invention or analytic tool.” “Constructive
hypertexts require a capability to act: to create, to change,
and to recover particular encounters within the developing body
of knowledge” (p. 11).
Constructive hypertexts move beyond simple information
delivery. They allow the users to create knowledge base and share
their understanding with others. The distinction between reader
and author is blurred. In Joyce’s view, exploratory hypertexts
are merely designed for audience, but constructive hypertexts
are designed for scriptors who use hypertexts as a tool to develop
their knowledge. Constructive hypertexts make us know ourselves
and become authors of our learning.
Nelson and Palumbo (1992) contend that hypermedia
applications will not be necessarily used to their fullest potential
as instructional environments when learners are only exploring
or browsing. They discuss three types of hypermedia systems used
in education: knowledge presentation, knowledge representation,
and knowledge construction. Knowledge presentation systems are
electronic libraries that can be searched or browsed. In such
systems users follow links established by authors.
Knowledge representation systems often use maps
or graphic browsers to make relationships between information
nodes explicit. Knowledge construction systems stress learners’
direct interaction with information and construction of personalized
knowledge through experiences. It may include learner authoring,
annotation and linking of information. According to Nelson and
Palumbo, simply presenting information on a computer screen does
not guarantee the adequate and complete knowledge transfer to
learners. Instead, knowledge construction systems reflect an alternative
philosophy of instruction and learning. It suggests that learners
actively engage in personal and constructive process of sense
making when they encounter new information.
Palumbo and Bermudez (1994) also argue that
students need to actively involve in the learning process so that
they become the “builders of knowledge, inherently challenged
to create new insights from the information provided” (p.
185). According to them, it is not sufficient to only present
information on a computer screen. They wrote: “Simply providing
an advanced presentation system, or even a more elaborate information
storage and retrieval system that parallels the way the human
brain represents knowledge, does not guarantee that more effective
or efficient learning will occur” (p.175). “A more
constructivist environment - where the user not only browses the
information base but also has the ability to build additional
nodes and links holds more promise to promote learning”
(p.175). They suggest that without the reader’s active attention
and participation, the hypermedia is not a challenging one.
Jonassen and Carr (2000) argue that hypermedia
construction can be used as a type of powerful mindtools. Mindtools
are knowledge construction tools that learners learn with, not
from. In such knowledge construction process, learners function
as interpreters, organizers, and designers of their personal knowledge.
Mindtools are computer software applications, such as semantic
networking programs, microworlds, and hypermedia authoring, which
enable learners to represent what they have learned.
“Using computers as mindtools enables
learners to think in ways that they otherwise would not and could
not” (p.167). In their views, hypermedia systems have traditionally
been used as information retrieval systems through which learners
only search or browse information. Actually, learners may construct
their own hypermedia knowledge bases that reflect their own understanding
of ideas. Constructing hypermedia programs engage more creating
and thinking skills such as elaborating, imaging, and complex
designing and planning skills than most other mindtools. Hypermedia
construction is probably “the most compelling mindtool for
most learners” (p. 185).
CONSTRUCTIVISM
Theories that support constructive hypermedia
as a useful learning tool may include constructivism, constructionism,
cognitive flexibility theory, schema theory, dual code theory,
situated learning, and knowledge as design. It is impossible to
discuss all the theories in this short paper. Therefore, constructivism
will be focused instead in this section. Educational constructivism
is a theory about learning and teaching. The principal claim of
constructivism is that “knowledge is made rather than found”
(Bredo, 2000). The most important epistemological assumption of
constructivism is that meaning is a function of how the individual
creates meaning from his or her experiences.
Constructivists believe that what we know is
internally generated by the individual rather than received from
any external source. Radical constructivists, such as von Glasersfeld
(1995), believe that there is no objective reality that is independent
of human mental activity. Personal worlds are created by the mind,
so no one world is any more real than any other. Meaning-making
does not rely on correspondence to the world but rather is dependent
upon the understanding of the learner. All constructivists believe
that the mind is instrumental and essential in interpreting events,
objects, and perspectives on the external world, and that those
interpretations comprise a knowledge base that is personal and
individualistic (Jonassen, 1992).
Bredo (2000) discusses two implications of constructivism:
(1) a concern for students’ having an active role in learning,
and (2) their being allowed to redefine or discover new meanings
for the objects with which they interact. Learning is an internal
process and learners actively construct their own understandings
or meanings. Knowledge is not a mere copy of the external world,
nor is knowledge acquired by passive absorption or by simple transmission
from one person such as a teacher to another such as a student.
In sum, knowledge is made, not acquired (Philips, 2000).
To be more specific, constructivists think of
learning as an active process. The learners have a will and a
purpose in their learning. The teachers focus on learning rather
than teaching and they accept learner autonomy. Learning is contextualized.
Learning is related to our prejudices, fears and the rest of our
life. Learning is a social activity as well. Learning involves
language, involves learners in real world situations.
Constructivists encourage dialogue between students
as well as between student and teacher. They strongly support
cooperative learning. Constructivists focus on understanding and
performance rather than memorization and exams.
Constructivism is one of the theories that support
hypermedia-based learning environment. According to McDonald and
Stevenson (1999), hypermedia users need to manage several tasks
at the same time, which has been classified into three categories:
navigation, information, and management. Navigation refers to
recognizing and choosing between links. Information refers to
reading and understanding. Management refers to the coordination
of navigation and information. The major metaphor of hypermedia
is “criss-cross landscape (Spiro, Feltovich, Jacobson, &
Coulson, 1992),” with its suggestion of nonlinear and multidimensional
traversal of the complex subject matter. One important principle
of constructivism is that knowledge is actively constructed by
a thinking person rather than passively received by the learner.
The learner’s active participation in the learning process,
which is recommended by constructivism, corresponds well with
the learner’s tasks demanded by hypermedia.
Furthermore, a hypermedia project is often conducted
in groups or in collaborative learning, which is highly supported
by constructivism, particularly social constructivism. One notable
principle of constructivism is that social interaction is very
important in the construction of knowledge. Learning is a social
activity, in which the learners negotiate meanings through collaborative
interactions with others. Vygotsky (1978) states that any function
in the child’s cultural development appears twice or on
two planes. First it appears on the social plane, and then on
the psychological plane. He proposes that every child has two
developmental levels --- actual developmental level determined
by independent problem solving and potential level determined
by problem solving under adult guidance or in collaboration with
more capable peers. The difference between the two is the zone
of proximal development. With others’ help, human beings
can always reach a higher potential developmental level, which
will turn out to be the new actual developmental level. In project-based
learning the learner can reach a higher potential developmental
level with the help of other group members.
CONCLUSION
This paper has presented an overview of relevant research on hypermedia’s
history, definitions, features, problems, constructive approach
in hypermedia applications, and a theory that supports hypermedia
learning environment - constructivism. It shows that hypermedia
is not only a new system to present, store and retrieve information
with its own advantages and disadvantages, but also a knowledge
construction tool that enables students to learn actively and
creatively. To make full use of the Internet, hypermedia, particularly
constructive hypermedia, should be promoted for active and meaningful
learning.
Knowing that constructive hypermedia is a useful
tool for meaningful learning, you might wonder what we can do
to maximize students’ learning and facilitate their achievements
through a further research in the future. Chen and Dwyer (2003)
provided us four suggestions as a guide for future research in
the field of hypermedia. First, future research should focus on
assessing relevant students’ learning outcomes that not
only include declarative knowledge but also procedural knowledge
and higher order thinking skills. Second, future researchers should
develop reliable and valid instruments for measuring students’
performances in hypermedia learning, and research design should
be grounded in existing research base. Third, hypermedia design
should reflect established instructional theories such as elaboration
theory and cognitive flexibility theory. Finally, future studies
should consider learners’ prior knowledge and varied learning
styles. I hope these suggestions can lead those of us who are
interested in hypermedia to further researches that will bring
about a better design, development, and implementation of hypermedia
environments to foster learning.
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