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Higher Thinking Skills
Through I.T- Based
Projects
LESSON 8:
OVERVIEW:
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.
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.
Key Elements of a
Constructivist Approach:
a. The teacher creating the learning
environment.
b. The teacher giving students the
tool and facilities.
c. The teacher facilitating learning
Lesson 8. Higher Thinking Skills Through I.T- Based Projects
I. RESOURCE-BASED
PROJECTS
The teacher steps
out of the traditional
role of being an
context expert and
information
provider, and instead
lets the students
find their own facts
and information.
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
Students
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
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. Source 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 AND
RESOURCE-BASED LEARNING
II. SIMPLE CREATIONS
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, thus generating
interesting or new ideas.
Promoting- selling of new ideas to allow the
public to test the ideas themselves.
The five key task to develop
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 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.
III. Guided Hypermedia
Projects
The production of self-made multimedia
projects can be approached into different
ways:
1. Instructive tools
2.Constructive tools
1. Instructive Tool
such as in the production by
students of a power-point presentation of
a selective topic.
2. Constructive Tools
such as when students
do a multi-media presentation
(with text, graphs, photos, audio
narration, interviews, video
clips, etc. ).
IV. WEB-BASED PROJECTS
o Students can be made to create ad post webpages on a
given topic. But creating webpages, even single page
webpages, may be too sophisticated and time
consuming for the average student.
o 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 in the Internet. But as of now,
this creativity project maybe to ambitious as a tool in
the teaching-learning process.
Lesson 8. Higher Thinking Skills Through I.T- Based Projects
Lesson 8. Higher Thinking Skills Through I.T- Based Projects
Lesson 8. Higher Thinking Skills Through I.T- Based Projects

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Lesson 8. Higher Thinking Skills Through I.T- Based Projects

  • 1. Higher Thinking Skills Through I.T- Based Projects LESSON 8:
  • 2. OVERVIEW: 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.
  • 3. 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.
  • 4. Key Elements of a Constructivist Approach: a. The teacher creating the learning environment. b. The teacher giving students the tool and facilities. c. The teacher facilitating learning
  • 6. I. RESOURCE-BASED PROJECTS The teacher steps out of the traditional role of being an context expert and information provider, and instead lets the students find their own facts and information.
  • 7. 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.
  • 8. Relating to finding information, the central principle is to make the students Students are encouraged to go to the , particularly to the modern extension of the modern library, .
  • 9. 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.
  • 10. 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. Source 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 AND RESOURCE-BASED LEARNING
  • 11. II. SIMPLE CREATIONS 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.
  • 12. 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, thus generating interesting or new ideas. Promoting- selling of new ideas to allow the public to test the ideas themselves.
  • 13. The five key task to develop 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 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.
  • 14. III. Guided Hypermedia Projects The production of self-made multimedia projects can be approached into different ways: 1. Instructive tools 2.Constructive tools
  • 15. 1. Instructive Tool such as in the production by students of a power-point presentation of a selective topic.
  • 16. 2. Constructive Tools such as when students do a multi-media presentation (with text, graphs, photos, audio narration, interviews, video clips, etc. ).
  • 17. IV. WEB-BASED PROJECTS o Students can be made to create ad post webpages on a given topic. But creating webpages, even single page webpages, may be too sophisticated and time consuming for the average student. o 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 in the Internet. But as of now, this creativity project maybe to ambitious as a tool in the teaching-learning process.