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EDUCATIONAL TECHNOLOGY II
C E N T R A L P H I L I P P I N E U N I V E R S I T Y
REPORTERS:
ZULIETA, VIRGINIA S.
YCOY, REGINE ANNE
TARNATE , IRIES A.
INSTRUCTOR:
DR. MAREDIL R. AMBOS
Lopez Jaena St., Jaro, Iloilo City:
Western Visayas 5000 Philippines
EDUCATIONAL TECHNOLOGY II
LESSON 8:Higher Thinking Skills
Through IT-Based Projects
Key Elements of a
constructivist Approach
to Instruction
The teacher create the
learning environment.
Key Elements of a
constructivist Approach
to Instruction
The teacher giving
students the tool
and facilities.
Key Elements of a
constructivist Approach
to Instruction
The teacher
facilitating learning.
Four IT-Based projects conducive to
Develop Higher Thinking Skills and
Creativity Among Learners
Resource-Based
Projects
Simple
Creations
Web-Based
Projects
Guided
Hypermedia
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 of information.
Only when necessary for the active learning process
does the teacher step in to supply data or
information.
RESOURCE- BASED PROJECTS
The teacher determines the topic for the
examination of the class. (e.g. the
definition of “man”)
THE GENERAL FLOW OF EVENTS IN RESOURCE-
BASED PROJECTS ARE:
The teacher presents the problem
to the class.
THE GENERAL FLOW OF EVENTS IN RESOURCE-
BASED PROJECTS ARE:
THE GENERAL FLOW OF EVENTS IN RESOURCE-
BASED PROJECTS ARE:
The students find information on
the. Problem/questions.
THE GENERAL FLOW OF EVENTS IN RESOURCE-
BASED PROJECTS ARE:
Students organize their information
in response the problem/questions.
THE GUIDED HYPERMEDIA PROJECTS
What is Hypermedia?
Hypermedia combines the concepts of hypertext
and multimedia to allow rich interaction between
the user and the material. Hypertext itself is
basically the same as regular text except that
it contains connections within the text to other
documents (Hughes, 1994).
Students as Audience of Hypermedia
In the role of audience to hypermedia, students interact
with hypermedia environments developed by others. Examples
of this type of interaction would include reading articles
in online encyclopedias, observing a PowerPoint
presentation (with links and other multimedia elements)
developed by a teacher, playing interactive adventure
games, or looking at various interactive websites on the
Internet.
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. ).
HYPERSTUDIO (by Roger Wagner
Productions) is a kind of multimedia
software. Handling the production of
a similar computer software material
is said to be too sophisticated or
that technical for those average
students. But, it is allowed for the
students to produce poster design,
computer tools and the required
development of appropriate creative
skills, as well.
IV. 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 tool
sophisticated and time consuming for the average
student.
we
WEB-BASED PROJECTS
However, posting of
webpages in the internet
allows the students, which
is now consider as webpage
creator, a wide and active
audience. Students can also
be linked with some other
related sites in the
internet in connection with
the project. But as of
today, this creativity
project may be too
ambiguous as a tool in the
teaching-learning process.
More teacher-librarians are discovering
that the Internet can be a useful tool
for resource-based learning. Online
software and special sites like Fila
mentality are being used by these
educators to create online projects for
their students.
Whether you are using an email connection with other
learners or implementing a fully developed WebQuest
with your students, it is important to remember
that "doing an Internet project" should never be the
sole purpose for students, the Internet should be an
interactive and exciting tool they use for
individual or collaborative inquiry and problem-
solving, and for creating knowledgeable and creative
products; sharing their own learning with others.
LESSON 8: HIGHER THINKING SKILLS THROUGH IT-BASED PROJECTS

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LESSON 8: HIGHER THINKING SKILLS THROUGH IT-BASED PROJECTS

  • 1. EDUCATIONAL TECHNOLOGY II C E N T R A L P H I L I P P I N E U N I V E R S I T Y REPORTERS: ZULIETA, VIRGINIA S. YCOY, REGINE ANNE TARNATE , IRIES A. INSTRUCTOR: DR. MAREDIL R. AMBOS Lopez Jaena St., Jaro, Iloilo City: Western Visayas 5000 Philippines
  • 2. EDUCATIONAL TECHNOLOGY II LESSON 8:Higher Thinking Skills Through IT-Based Projects
  • 3. Key Elements of a constructivist Approach to Instruction The teacher create the learning environment.
  • 4. Key Elements of a constructivist Approach to Instruction The teacher giving students the tool and facilities.
  • 5. Key Elements of a constructivist Approach to Instruction The teacher facilitating learning.
  • 6. Four IT-Based projects conducive to Develop Higher Thinking Skills and Creativity Among Learners Resource-Based Projects Simple Creations Web-Based Projects Guided Hypermedia Projects
  • 7. 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 of information. Only when necessary for the active learning process does the teacher step in to supply data or information. RESOURCE- BASED PROJECTS
  • 8. The teacher determines the topic for the examination of the class. (e.g. the definition of “man”) THE GENERAL FLOW OF EVENTS IN RESOURCE- BASED PROJECTS ARE:
  • 9. The teacher presents the problem to the class. THE GENERAL FLOW OF EVENTS IN RESOURCE- BASED PROJECTS ARE:
  • 10. THE GENERAL FLOW OF EVENTS IN RESOURCE- BASED PROJECTS ARE: The students find information on the. Problem/questions.
  • 11. THE GENERAL FLOW OF EVENTS IN RESOURCE- BASED PROJECTS ARE: Students organize their information in response the problem/questions.
  • 12. THE GUIDED HYPERMEDIA PROJECTS What is Hypermedia? Hypermedia combines the concepts of hypertext and multimedia to allow rich interaction between the user and the material. Hypertext itself is basically the same as regular text except that it contains connections within the text to other documents (Hughes, 1994).
  • 13. Students as Audience of Hypermedia In the role of audience to hypermedia, students interact with hypermedia environments developed by others. Examples of this type of interaction would include reading articles in online encyclopedias, observing a PowerPoint presentation (with links and other multimedia elements) developed by a teacher, playing interactive adventure games, or looking at various interactive websites on the Internet.
  • 14. The production of self-made multimedia projects can be approached into different ways:
  • 15. - such as in the production by students of a power-point presentation of a selective topic.
  • 16. - such as when students do a multi- media presentation (with text, graphs, photos, audio narration, interviews, video clips, etc. ).
  • 17. HYPERSTUDIO (by Roger Wagner Productions) is a kind of multimedia software. Handling the production of a similar computer software material is said to be too sophisticated or that technical for those average students. But, it is allowed for the students to produce poster design, computer tools and the required development of appropriate creative skills, as well.
  • 18. IV. 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 tool sophisticated and time consuming for the average student. we WEB-BASED PROJECTS
  • 19. However, posting of webpages in the internet allows the students, which is now consider as webpage creator, a wide and active audience. Students can also be linked with some other related sites in the internet in connection with the project. But as of today, this creativity project may be too ambiguous as a tool in the teaching-learning process.
  • 20. More teacher-librarians are discovering that the Internet can be a useful tool for resource-based learning. Online software and special sites like Fila mentality are being used by these educators to create online projects for their students.
  • 21. Whether you are using an email connection with other learners or implementing a fully developed WebQuest with your students, it is important to remember that "doing an Internet project" should never be the sole purpose for students, the Internet should be an interactive and exciting tool they use for individual or collaborative inquiry and problem- solving, and for creating knowledgeable and creative products; sharing their own learning with others.