Thinking
Skills through IT-Based Projects
I.
Source-based
Projects
In these projects, the teacher steps out the
traditional role of being an context expert and information provider, and
instead lets the students find their own facts and information. Only when
necessary for the active learning process does the teacher the step in to
supply data or information. The general flow of events in resource-based
projects are:
1. The
teacher determines the topic for the examination of the class.
2. The teacher
represents the problem to the class.
3. The
students find information on the problem/questions.
4. Students
organized their information in response to the problem/questions.
Traditional learning model
|
Resource-based learning model
|
Teacher is expert and information provider
|
Teacher
is guide and facilitator
|
Focus on facts
Information is packaged
In neat parcels
|
Focus
on learning inquiry/quest/discovery
|
The product is the be all and end all of all
learning
|
Emphasis
on process
|
Assessment is quantitative
|
Assessment
is quantitative and qualitative
|
A Web-quest- is
am inquiry-oriented activity in which most or all of the information used by
he learners are drawn from the web.
II.
Simple
Creations
-Students
can also be assigned to create their software materials to supplement the need
for the relevant and effective materials.
-In developing software, creativity as an outcome should not be equated with ingenuity of high intelligence. Creating si more constant with planning, making, assembling, designing, or building. Creativity is said to be combine in three kind of skill/abilities:
-In developing software, creativity as an outcome should not be equated with ingenuity of high intelligence. Creating si more constant with planning, making, assembling, designing, or building. Creativity is said to be combine in three kind of skill/abilities:
Analyzing-
distinguishing similarities and differences/ seeing the project as a problem to
be solved
Synthesizing-
Making spontaneous connections among ideas, thus generating interesting or new
ideas.
Promoting-
selling of new ideas to allow the public to tet ideas themselves
The
Five Key Tasks
1. Define the task- Clarify
the goal of the completed project to the students.
2. Brainstorm- The
students themselves will be allowed to generate their own ideas on the project.
3. Judge the idea- The
students themselves make an appraisal for or against any idea.
4. Act- The students do
their own work with the teacher a facilitator.
5. Adopt flexibility- The
students should allow to shift gears and not follow an action path rigidly.
III.
Guide
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, photos, audio narration, interviews, video clips, etc. to
simulated a television news show.
IV.
Web-based
Projects
Students can be made to create and post webpages
on a given topic. But creating webpages, even single page webpage, may be too
sophisticated and time consuming for the average students.




Walang komento:
Mag-post ng isang Komento