Higher
Thinking Skills through IT-Based Projects
I.
Resource-based Projects
Ø
In
these projects, the teachers play a role as a facilitator in which he let the
students to have their self discovery of a certain topics. Here the
learning-process is a student centered but if it is necessary that the teacher
need to add particular information it is the time that he will enter to attain
the successful active learning process.
The general flows of events in
resource-based projects are:
1. The teacher determines the
topic for the examination of the.
(e.g. the definition of “man”)
2. The teacher presents the
problem to the class.
3. The students find information
on the problem.
4. Students organize their
information in response to the problem.
v
The
central principle is to make the students go
beyond the text and
curriculum materials.
Inquiry-based or discovery approach is given importance in resource-based projects.
This requires that all the students gathered information to the ‘real world’, the process is given more
importance than the project product. Though each group comes up with a
different answer to the problem, what matters are the varied source of
information, the line of the thinking and the ability to argue in defense of
their answers.
II.
Simple Creations
Ø
Students
can also be assigned to create their software materials to supplement the need
for relevant and effective materials and there are some available software
materials that may help. In developing software, creativity should not be equated
with high intelligence. Creating
is more consonant with planning, making, assembling, designing, or building.
Creativity is said to combine three
kinds of skills:
1.Analyzing
-distinguishing
similarities and differences seeing the projects.
2.
Synthesizing
-making
spontaneous connections among ideas in generating new ideas
3. Promoting
-selling of new ideas to allow the
public to test the ideas themselves.
To develop creativity, the ff. five key tasks
maybe recommended:
1. Define the tasks
·
Clarify
the goal of the completed project to the students.
2. Brainstorm
·
Students
will be allowed to generate their own ideas to the project. The teacher
encourages exchanging ideas.
3. Judge the Ideas
·
Students
make an appraisal for or may against on the idea, only when the students are
off track and the teacher intervene.
4. Act
·
The
students do their work with the teacher as facilitator.
5. Adopt flexibility
·
Students
should be allowed to shift gears and may not follow an action path rigidly.
III.
Guided Hypermedia Projects
The production of self-made multimedia
projects can be approached in two different ways:
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 (with text, graphs, photos, audio
narration and etc.).
IV.
Web-Based Projects
Posting of WebPages in the Internet
allows the student a wider audience. They can also be linked with other related
sites in the Internet, which they are more exposed on a wide range of in
formations.