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. To be noted is the fact that these projects differ on
the specific process and skills employed, also in the ultimate activity or
platform used to communicate completed products to others.
It is to be understood that these projects do not address all of
the thinking skills shown previously in the Thinking Skills Framework. But
these projects represent constructivist projects, containing the key elements
of a constructivist approach to instruction, namely:
(a) the teacher creating the learning environment
(b) the teacher giving students the tools and
facilities, and
(c) the teacher facilitating learning.
The students themselves who demonstrate higher thinking skills
and creativity through such activities searching for information, organizing
and synthesizing ideas, creating presentations, and the like.
Now let us see four IT-based projects conducive to develop
higher thinking skills and creativity among learners.
I. Resources-based Projects
In these projects, the teacher steps out of the traditional role
of being an content 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 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 presents the
problem to the class.
3. The students find
information on the problem/questions.
4. Students organize their information in
response to the problem/questions.
Relating to finding information, the central principle is to
make the students go beyond the textbook and curriculum materials. Students are
also encouraged to go to the library, particularly to the modern extension of
the modern library, the internet.
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.’
The process is given more importance than the project product.
It doesn’t matter for example if each group comes up with a different answer to
the problem. What matters are the varied sources of information, the line of
thinking and the ability to agree in defense of their answers.
The table below can provide the difference between the
traditional and resources-based learning approach to instruction.
FIGURE 5 – TRADITIONAL & RESOURCE-BASED LEARNING MODELS
|
Traditional
|
Resource-based learning model
|
|
Teacher is expert and information provider
|
Teacher is a guide and facilitator
|
|
Textbook is key source of information
|
Sources are varied
(print, video, internet, etc.)
|
|
Food on facts information is packaged, in neat parcels
|
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 CREATIONS
Students can also be assigned to create their software materials
to supplement the need for relevant and effective materials. Of course, there
are available software materials such Creative Writer (by Microsoft) on
writing, KidWork Deluxe (by Davidson) on drawing and painting, and MediaWeave
(by Humanities software) on multimedia.
In developing software, creativity as an outcome should not be
equated with ingenuity or high intelligence. Creating is more consonant with
planning, making, assembling, designing, or building. Creativity is said to
combine three kind of skills/abilities:
Analyzing – distinguishing
similarities and differences, seeing the project as a problem to be solved.
Synthesizing – making
spontaneous connections among ideas, their generating interesting or new ideas.
Promoting – selling
of new ideas to allow the public to test the ideas themselves.
To develop creativity, the following five key tasks may be
recommended:
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. Rather than shoot down ideas, the
teacher encourages idea exchange.
3. 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.
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.
III. 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 a power-point presentation of a selected
topic.
2. As a constructivist tool, such
as when students do a multimedia presentation (with text, graphs, photos, audio
narration, interviews, video clips, etc., to simulate 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 webpages, may be too
sophisticated and time consuming for the average student.
It should be said, however, that posting of webpages in the
Internet allows the students (now the webpage creator) a wider audience. They
can also linked with other related sites in the Internet. But as of now, this
creativity project may be to ambitious as a tool in the teaching-learning
process.
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