Abstract
An electronic classroom with computer workstations and multimedia offers tremendous poten tial for interactive instruction. To support such instruction, HyperCourseware was developed as an environment and authoring system that recreates on a computer network familiar objects of instruction, such as the syllabus, lecture notes, class rolls, seating charts, exams, and grade lists. In addition, it provides interactive and collaborative tools for group discussion, anonymous feedback, student polling, and shared collaborative workspaces. Applications in statistics and cognitive psychology are discussed along with the specific advantages due to hypermedia links, structure of course materials, integration of parts, and classroom interactivity. Student and faculty evaluations have supported the positive educational benefits of both the electronic classroom and HyperCourseware in general. An electronic classroom is a special room outfitted with computer workstations for each student and for the in structor. The computers serve multiple functions. They may be used for taking notes, for taking exams, for par ticipating in class discussion, for presenting lecture and textbook material, as scratch pads, and sometimes as com puters. All of the computers in the classroom are net worked and tied into a shared file server, which allows information to be exchanged between the students and the instructor. In addition, the electronic classroom has high resolution video projectors that serve as electronic black boards for displaying what is on any of the computer mon itors or for use in multimedia presentations. The Electronic Teaching Theater
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