Miyerkules, Enero 18, 2012

Higher Thinking Skills Through IT Based Project


1. Resource- Based Projects
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.                            
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 student go beyond the textbook and curriculum.
                                * students are also encouraged to go to the library, particularly to the modern extension of the modern library, the internet.

Inquiry- based or discovery approach is given importance in resource- based project.

   Web quest as a Resource
  is an inquiry- oriented activity in which most or all of the information used by learners are drawn     form the web. Web Quest is designed to used learners’ time well, to focus on information rather than looking for it. It also supports the learners’ thinking at the levels of analysis, synthesis and evaluation

2. SIMPLE CREATIONS

Three kind of skills/ abilities:

                                1. Analyzing – distinguishing similarities and differences/ seeing the project as a problem to be solved.
                           2. Synthesizing – making spontaneous connections among ideas, thus generating interesting or new ideas.
                                3. Promoting – selling of new ideas to allow the public to test the ideas themselves.

Five Key tasks to develop creativity:

                           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.
                            4. Act. The student 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.

3. Guided Hypermedia Projects
                   1. As an instructive tool, such as in the production by students of a power-point presentation of      a selected topic. 
                    2. As a communication tool, such as when students do a multimedia presentation. 

4. Web- Based Projects
- students can be made to create and post webpage on a given topic. But creating webpages, even single page webpages, may be too sophisticated and time consuming for the average student.
 

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