THE FOUR IT-BASED PROJECTS CONDUCIVE TO DEVELOP HIGHER THINKING SKILLS AND CREATIVITY AMONG LEARNERS
- The teacher steps out of the traditional role of being an content expert and information provider, and instead lets students find their own facts and information.
- The general flow of events in these projects are:
1. The teacher determines the topic for the examination of the class. (e.g definition of a "man")
2. The teacher presents the problem to the class.
3. The student find information in response to the problems or questions.
- The central principle is to make students go beyond the textbook and curriculum materials. Students also encouraged to go to the library , particularly to the modern extension of the modern library, the internet.
- Furthermore, the inquiry-based or discovery approach is given importance in resource-based projects.This requires the students, individually or cooperatively with members of his group, relate gathered information to the real world.
DIFFERENCE BETWEEN THE TRADITIONAL AND RESOURCE-BASED LEARNING APPROACH TO INSTRUCTION.
TRADITIONAL LEARNING MODEL RESOURCE-BASED LEARNING MODEL
- Teacher is expert and information provider. Teacher is a guide and facilitator
- Textbook is the key of source Source are varied (print, video, internet, etc..)
- 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 learning. Emphasis on process
- Assesment is quantitative. Assessment is quantitative and qualitative.
2. SIMPLE CREATIONS
- Students can also be assigned to create their software materials to supplement the need and relevant and effective materials.
- There are available software materials such as creative writer (by Microsoft), on writing, KidWork Deluxe (by Davidson) on drawing and painting, and MediaWeave (by Humanities software) on multimedia.
- Creating is more consonant with planning , making, assembling, designing or building.
- Creativity is said to combine three kind of skills or 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 test the ideas themselves.
- To develop the creativity, the following are the five keys tasks may be recommended:
1. Define the task
2. Brainstorm
3. Judge the ideas
4. Act
5. Adopt Flexibility
3. Guided Hypermedia Projects
- The production of self-made multimedia projects can be approaches in two different ways:
2. As a communication tool, such as when students do a multimedia presentation ( with text, graphs, photos, audio, narration, interviews, video clips, etc. to stimulate a television news show.
- HYPER STUDIO ( by Roger Wagner Productions) software is an example of a multimedia software.
4. Web -Based Projects
- Students can be made 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.
Source: EDUCATIONAL TECHNOLOGY 2
Author: PAZ LUCIDO, Ph. D
Pages: 46-54