Higher Thinking Skills
Through IT-Based Projects
I.
Resource-based Projects
In these projects, the teacher steps out of the traditional role of being
an content expert and information provider, instead let the students find their
own facts and information. Only when necessary for the active learning process
thus the teacher steps in to supply data or information.
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.
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
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.