HIGHER
THINKING SKILLS THROUGH IT-BASED PROJECTS
-In this
lesson, we shall discuss four types of IT-based projects which can effectively
be used in order to engage students in activities of a higher plane of
thinking.
KEY ELEMENTS OF CONSTRUCTIVIST APPROACH
-The teacher creating the learning
environment.
-The teacher giving students the tool and
facilities.
-The teacher facilitating learning.
FOUR IT-BASED PROJECTS
-Resource-Based Projects
-Simple Creations
-Guided Hypermedia Projects
-Web Based Projects
Resource-Based Projects
-The teacher steps out of the traditional
role of being a context expert and information provider, and instead lets the
students find their own facts and information
The general
flows of events in resourced-based projects:
-The teacher determines the topic for the
examination of class.
-The teacher presents the problem to the
class.
-The students find information on the
problem/questions.
-Students organize their information in
response to the problems/questions.
-The inquiry-based or discovery approach is
given importance in resource-based projects. This requires that the students,
individually or cooperatively with members of his group, relate gathered
information to the real world.
-Web quest as a resource. San Diego State
University developed the web quest as an internet approach to support
resource-based projects. A web quest is an inquiry-oriented in which most
information used by learners are drawn from the web.
Simple Creations
-Students can also be assigned to create
their software materials to supplement the need for relevant and effective
materials.
Available Software Materials
-Creative Software by Microsoft on writing.
-Kid work Deluxe by Davidson on drawing and
painting.
-Media Weave by Humanities Software on
multimedia.
-In developing software, creativity as an
outcome should not be equated with ingenuity. Creating is more consonant with
planning, making, designing, assembling, and building. Creativity is said to
combine three kinds of skills/abilities.
Three Kinds of Skills/Abilities
-Analyzing - distinguishing similarities and
differences/ seeing the projects to be solved.
-Synthesizing - making spontaneous
connections among ideas, thus generating interesting or new ideas.
-Promoting - selling new ideas to allow the
public to test the ideas themselves.
The Five Key Task to Develop the Creativity
1. Define the task - clarify the goal of the
completed project to the student.
2. Brainstorm - the students themselves will
be allowed to generate their own ideas on the project.
3. Judge the ideas - the students themselves
make an appraisal for or against any idea.
4. Act- the students do their work with the
teacher a facilitator.
5. Adopt Flexibility - the students should be
allowed to shift gears and not follow an action path rigidly.
Guided Hypermedia Projects
-The production of self-made multimedia
projects can be approached in two different ways:
1. As an instructive tool, such as in the
production by students of power-point presentation of a selected topic.
2. As a communication tool, such as when
students do a multimedia presentation (with text, graphs, photo, audio
narration, interview, video clips, etc.to simulate a television news show.
-Hyper Studio by Roger Wagner Productions
software is an ex. of a multimedia software.
Web-Based
Projects
-Students
can be made to create and post webpages on a given topic.
-Posting
of webpages in the internet allows the students a wider audience. They can also
be linked with other related sites in the internet.
-Creativity
projects as tools in the teaching learning process can be achieved with
assistance of adviser adept in the technical use of internet resource.
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