LESSON
8
Higher
Thinking Skills through IT-Based Projects
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 project.
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 in the specific process and skills
employed, also in the ultimate activity or platform used to communicate
completed products to others.
On the other hand, it
is 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.
1 Resource Based Projects
In these projects, the
teacher steps out of the traditional role of being a content expert and
information provider, and instead lets the students find their own facts and
information. The general flows of events in resource-based projects are;
1. The teacher determines the topic for the examination of
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 Student are encouraged to go to the, particularly to the
modern extension of the modern library.
Furthermore, the inquiry-based or discovery approach is given
importance in resource-based projects. Finally, the process is given more
importance than the project product.
Traditional learning model VS Resource-based learning model
1. Teacher is expert and information provides 1. Teacher is a guide and facilitator
2. Textbook is key source of
information 2. Sources are varied
(print, video. Internet, etc.)
3. Focus on facts Information is
packaged in neat parcels 3. Focus on learning inquiry, quest, or discovery
4. The product is the be-all and end-all of learning 4.
Emphasis on process
5. Assessment is
quantitative 5. Assessment is quantitative and qualitative.
Traditional
learning model
|
Resource-based
learning model
|
1. Teacher is expert
and information provides
|
1. Teacher is a guide
and facilitator
|
2. Textbook is key
source of information
|
2. Sources are varied
(print, video. Internet, etc.)
|
3. Focus on facts
Information is packaged in neat parcels
4. The product is the
be-all and end-all of learning
|
3.
Focus on learning inquiry, quest, or discovery
4. Emphasis on process
|
5. Assessment is
quantitative
|
5. Assessment is
quantitative and qualitative.
|
WEBquest
as a Resource
San Diego State
University developed the Web Quest as an Internet approach to support
resource-based projects. Webquest is a
design to use learner’s time well, to focus on information rather than looking
for it.
¨ Its
website is http://edweb.sdsu.edu/webquest/webquest.html
2 SIMPLE CREATIONS
Simple Creations Students can also be assigned to create
their software materials. Of course, there are available software materials
such as Creative Writer (by Microsoft) on writing, Kid Work Deluxe (by
Davidson) on drawing and painting, and Media Weave (by Humanities software) on
multimedia).
In developing software, creativity as an outcome should not
be equated with ingenuity or high intelligence.
Creativity is said to combine three kinds of
skills/abilities:
. • Analyzing- distinguishing similarities and differences/
seeing the project as a problem to be solved.
• Synthesizing- making spontaneous connections among ideas,
does generating interesting or new ideas.
• Promoting- selling of a new ideas to allow the public to test
the ideas themselves.
To develop creativity, the following five key tasks may be
recommended:
. 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 ideas exchange.
Judge the ideas- the students themselves make an
appraisal for or against any idea. Only when students are completely off check
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.
3 Guided Hypermedia Projects
GUIDED HYPERMEDIA PROJECTS The production of self-made
multimedia projects can be approached into different ways:
Such as in the production by students of a power-point
presentation of a selective topic.
Such as when students
do a multi- media presentation (with text, graphs, photos, audio narration,
interviews, video clips, etc.).
It can be approached in two different ways.
First, As an
Instructive tool,
such as in the production by the students of a power point
presentation. You can apply this in your discussion. It is easy for the teacher
to catch up the attention of the students because they love moving letters or
pictures and also sounds and the teacher can discussed well the topic because
of its beautiful visual aid which is suitable for the topic.
And Second, as a
communication tool
when students do a multimedia presentation to stimulate a
television news show. It is easy for the teacher to discuss about news or
literature if they have tools like television or you can use your own video
clips in order to present the topic they wanted.
4 WEB-BASED PROJECTS
Students can be made
to create and post web pages on a given topic. But creating new pages, even
single page web pages, maybe too sophisticated and time consuming for the
average student.
It should be said,
however, that posting of web pages in the Internet allows the students (now the
web page creator) a wider audience. They can also be linked with other related
sites.
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