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HIGHER THINKING SKILLS

THROUGH IT-BASED PROJECTS


I.

Resource-based Projects
The General flow of events in resource-based
Project:
The Teacher determines the topic for the
examination of the class (e.g. the definition of
man)
The teacher presents the problem to the class.
The students find information on the problem/
question.
Students organize their information in response
to the problem/questions.

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.
Traditional learning
model
Teacher is expert and
information provider
Textbook is key source
of information
Focus on facts
information is packaged
in neat parcels

Resource-based learning
model
Teacher is a guide and
facilitator
Sources are varied
(print, video, Internet,
etc.)
Focus on learning
inquiry/quest/discovery

The product is the be-all


and end-all of learning

Emphasis on process

Assessment is
quantitative

Assessment is
quantitative and
qualitative

II. Simple Creation


Creativity is said to combine three kinds of
skills/abilities:
Analyzing- Distinguishing similarities and
differences/ seeing the project as a problem
to be solved
Synthesizingmaking
spontaneous
connections among ideas, thus generating
interesting or new ideas
Promoting- selling of new ideas to allow the
public to test the ideas themselves.
The five tasks recommended developing creativity:
Define the task. Clarify the goal of the completed
project to the student.
Brainstorm.The students themselves will be
allowed to generate their own ideas on the
project. Rather than shoot down ideas, the
teacher encourages idea exchange.
Judge the ideas. The students themselves make
an appraisal for or against any idea. Only when

students are completely off track should the


teacher intervene.
Act.The students do their work with the teacher
a facilitator.
Adopt flexibility.The students should be allowed
to shift gears and not follow an action path
rigidly.

III. GUIDED HYPERMEDIA PROJECTS


The production of self-made multimedia projects
can be approached in two different ways:
As an instructive tool, such as the production
by students of a power-point presentation of a
selected topic.
As a communication tool, such as when
students do a multimedia presentation (with
text,
graphs,
photos,
audio,
narration,
interview, video clips, etc. to simulate a
television news show.)
HyperStudio (by Roger Wagner Productions)
software is an example of multimedia software.
Assigning the production of a similar computer

software
material
may
be
too
sophisticated/technical for the average student.
IV. WEB-BASED PROJECTS
Students can be made to create and post web
pages on a given topic. But creating web pages,
even single page web pages, may be too
sophisticated and time consuming for the average
student.

COMPUTERS AS INFORMATION AND


COMMUNICATION TECHNOLOGY
Through computer technology, educators saw
amplification of learning along computer literacy. Much like
reading, the modern student can now interact with
computer messages; even respond to questions or to
computer commands.
Soon computer-assisted instruction (CAI) was introduced
using the principle of individualized learning. The novelty
of CAI has not waned to this day especially in the basic
education level as this is offered by computer-equipped
private schools.But the evolving pace of innovation in
todays Information Age is so dynamic that within the first
decade of the 21st century, computer technology in
educative information and communication technology (ICT)
in education.

THE PERSONAL COMPUTER (PC) AS


ICT
Instructional media consist of audio-visual aids
that served to enhance and enrich the teachinglearning process. Examples are the blackboard, film,
andvideo. On the other hand, educational
communication media comprise the media of
communication to audiences including learners
using the print, film, radio, andtelevision or satellite
means of communication. For example, distance
learning was implemented using correspondence,
radio, television or the computer satellite system.

To illustrate, lets examine the programs


(capabilities) normally installed in an ordinary
modern PC:

Microsoft Office- program for


composing text, graphics, photos
into letters, articles, reports, etc.
Power-point- for preparing lecture
presentations
Excel- for spreadsheets and similar
graphic sheets

Internet Explorer- Access to the


Internet
Yahoo or Google- Websites; e-mail,
chat rooms, Blog sites, news service
(print/video) educational softwares
etc.
Adobe Reader- Graphs/photo
composition and editing
MSN- Mail/chat messaging
Windows media player- CD, DVD
player
Cyberlink Power- DVD player
Windows media player- editing
film/video
Gamehouse- Video games

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