HyperCourseware

Last updated
The home screen for HyperCourseware which acts as a navigational hub to access various modules for materials, interactions, and products. HyperCourseware-home.png
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." The goal was to rehost electronically all of the things that go into education: the materials, (e.g., textbooks, maps and charts, lesson plans, etc.), the tools (e.g., the blackboard, notebooks, calculators, etc.), and the processes (e.g., lectures, discussions, question and answer, etc.).

Kent Norman American cognitive psychology professor, researcher, and author; cyberpsychology subject matter expert

Kent L. Norman is an American cognitive psychologist and an expert on computer rage. He graduated from Southern Methodist University in 1969 and earned a Ph.D. in experimental psychology from the University of Iowa in 1973.

University of Maryland, College Park public research university in the city of College Park in Prince Georges County, Maryland

The University of Maryland, College Park is a public research university in College Park, Maryland. Founded in 1856, UMD is the flagship institution of the University System of Maryland, and is the largest university in both the state and the Washington metropolitan area, with more than 41,000 students representing all fifty states and 123 countries, and a global alumni network of over 360,000. Its twelve schools and colleges together offer over 200 degree-granting programs, including 92 undergraduate majors, 107 master's programs, and 83 doctoral programs. UMD is a member of the Association of American Universities and competes in intercollegiate athletics as a member of the Big Ten Conference.

The objective embraced by HyperCourseware has been quite broad: to provide an integrated and seamless hypermedia infrastructure to support the full range of classroom activities (Norman & Carter, 1992). At the global level, HyperCourseware was organized around educational tools, materials, and objectives rather than around semantic or domain specific knowledge. It is only at the local or content level in the materials that knowledge structure becomes important and is incorporated into the materials by the instructor. Consequently, HyperCourseware was written to host any subject and to support many activities common across courses. These activities range from record keeping and on-line testing to hypermedia presentations and from individual exploration to group collaboration. HyperCoursware uses the conventional objects of classroom instruction and implements them in electronic form in the electronic classroom. Objects such as the course syllabus, the lesson plan, the lecture notes, the class roll, etc. are instantiated in graphic form in a hypermedia database. Furthermore, in HyperCourseware the hypermedia database is used to provide the same sort of natural links between objects as one would expect in the educational materials themselves. For example, the syllabus is a natural navigational mechanism to jump to lectures, readings, and assignments; the classroll is a natural navigational jump to information about students and grades; and the grade list is a natural navigational jump to exams and assignments.

It was first written in a HyperCard like language called "ObjectPlus" that ran on both the Macintosh platform and Windows on a local area network. In 1998 it was rewritten for the World Wide Web using HTML on a WebStar server using FileMaker Pro databases. Currently, it is hosted by an Apple OS X Server and a FileMaker Pro database server.

HyperCard hypermedia system for Apple Macintosh and Apple IIGS computers

HyperCard is a software application and development kit for Apple Macintosh and Apple IIGS computers. It is among the first successful hypermedia systems predating the World Wide Web.

Microsoft Windows is a group of several graphical operating system families, all of which are developed, marketed, and sold by Microsoft. Each family caters to a certain sector of the computing industry. Active Windows families include Windows NT and Windows Embedded; these may encompass subfamilies, e.g. Windows Embedded Compact or Windows Server. Defunct Windows families include Windows 9x, Windows Mobile and Windows Phone.

World Wide Web System of interlinked hypertext documents accessed over the Internet

The World Wide Web (WWW), commonly known as the Web, is an information space where documents and other web resources are identified by Uniform Resource Locators, which may be interlinked by hypertext, and are accessible over the Internet. The resources of the WWW may be accessed by users by a software application called a web browser.

Related Research Articles

Hypertext text displayed on a computer display or other electronic devices with references (hyperlinks) to other text which the reader can immediately access

Hypertext is text displayed on a computer display or other electronic devices with references (hyperlinks) to other text that the reader can immediately access. Hypertext documents are interconnected by hyperlinks, which are typically activated by a mouse click, keypress set or by touching the screen. Apart from text, the term "hypertext" is also sometimes used to describe tables, images, and other presentational content formats with integrated hyperlinks. Hypertext is one of the key underlying concepts of the World Wide Web, where Web pages are often written in the Hypertext Markup Language (HTML). As implemented on the Web, hypertext enables the easy-to-use publication of information over the Internet.

Multimedia is content that uses a combination of different content forms such as text, audio, images, animations, video and interactive content. Multimedia contrasts with media that use only rudimentary computer displays such as text-only or traditional forms of printed or hand-produced material.

Adobe Authorware

Adobe Authorware was an interpreted, flowchart-based, graphical programming language. Authorware is used for creating interactive programs that can integrate a range of multimedia content, particularly electronic educational technology applications. The flowchart model differentiates Authorware from other authoring tools, such as Adobe Flash and Adobe Director, which rely on a visual stage, time-line and script structure.

Hypermedia, an extension of the term 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. It is also related to the field of electronic literature. The term was first used in a 1965 article written by Ted Nelson.

Educational software is a term used for any computer software which is made for any educational purpose. It encompasses different ranges from language learning software to classroom management software to reference software, etc. The purpose of all this software is to make some part of education more effective and efficient.

Blended learning Combined online educational materials and opportunities for interaction online with traditional place-based classroom methods

Blended learning is an approach to education that combines online educational materials and opportunities for interaction online with traditional place-based classroom methods. It requires the physical presence of both teacher and student, with some elements of student control over time, place, path, or pace. While students still attend "brick-and-mortar" schools with a teacher present, face-to-face classroom practices are combined with computer-mediated activities regarding content and delivery. Blended learning is also used in professional development and training settings.

A learning management system (LMS) is a software application for the administration, documentation, tracking, reporting and delivery of educational courses, training programs, or learning and development programs. The learning management system concept emerged directly from e-Learning. Although the first LMS appeared in the higher education sector, the majority of the LMSs today focus on the corporate market. Learning Management Systems make up the largest segment of the learning system market. The first introduction of the LMS was in the late 1990s.

Educational technology is "the study and ethical practice of facilitating learning and improving performance by creating, using, and managing appropriate technological processes and resources".

A syllabus is an academic document that communicates information about a specific course and defines expectations and responsibilities. It is descriptive. A syllabus may be set out by an exam board or prepared by the professor who supervises or controls course qualities.

Computer-based mathematics education (CBME) is an approach to teaching mathematics that emphasizes the use of computers.

Hypervideo, or hyperlinked video, is a displayed video stream that contains embedded, interactive anchors, allowing navigation between video and other hypermedia elements. Hypervideo is thus analogous to hypertext, which allows a reader to click on a word in one document and retrieve information from another document, or from another place in the same document. Hypervideo combines video with a non-linear information structure, allowing a user to make choices based on the content of the video and the user's interests.

In the history of virtual learning environments, the 1990s was a time of growth, primarily due to the advent of the affordable computer and of the Internet.

Universal instructional design (UID) or universal design for instruction (UDI) is an educational framework for applying universal design principles to learning environments with a goal toward greater accessibility for all students, including students with disabilities. UDI involves considering the potential needs of all learners when designing and delivering instruction by identifying and eliminating unnecessary barriers to teaching and learning while maintaining academic rigor. UDI is thus proactive and benefits all students, in contrast to providing accommodations for a specific student.

ExploreLearning is a Charlottesville, Virginia-based company which operates a large library of interactive online simulations for mathematics and science education in grades 3–12. These simulations are called Gizmos. The company's website describes their library of over 450 Gizmos as the world's largest collection of such materials.

CL-HTTP is a web server, client and proxy written in Common Lisp. It is based on its own web application framework. It was written by John C. Mallery "in about 10 days" starting in 1994 on a Symbolics Lisp Machine. In the same year a port to Macintosh Common Lisp was done. In 1996 CL-HTTP became the first web server to support the HTTP 1.1 protocol. It runs on Unix, Linux, BSD variants, Mac OS X, Solaris, Symbolics Genera and Microsoft Windows.

A flipped classroom is an instructional strategy and a type of blended learning that reverses the traditional learning environment by delivering instructional content, often online, outside of the classroom. It moves activities, including those that may have traditionally been considered homework, into the classroom. In a flipped classroom, students watch online lectures, collaborate in online discussions, or carry out research at home while engaging in concepts in the classroom with the guidance of a mentor.

PhET Interactive Simulations

PhET Interactive Simulations, a project at the University of Colorado Boulder, is a non-profit open educational resource project that creates and hosts explorable explanations. It was founded in 2002 by Nobel Laureate Carl Wieman. PhET began with Wieman's vision to improve the way science is taught and learned. Their stated mission is "To advance science and math literacy and education worldwide through free interactive simulations."

Learning nuggets is a standalone mini learning activity, usually less than 5 minutes in length, that would vary in size and scope that learners undertake in a particular context in order to attain specific learning outcomes A learning nugget task will take a prescribed length of time and may, or may not be assessed. Nuggets should be designed with a particular approach to learning and teaching in mind

References