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HIGHER THINKING SKILLS

THROUGH IT-BASED PROJECTS


I.

Resource-based Projects
The General flow of events in resource-based
Project:
The Teacher determines the topic for the
examination of the class (e.g. the definition of
man)
The teacher presents the problem to the class.
The students find information on the problem/
question.
Students organize their information in response
to the problem/questions.

Inquiry-based or discovery approach is given importance in


resource-based projects. This requires that the students,
individually or cooperatively with members of his group,
relate gathered information to the real world.
Traditional learning
model
Teacher is expert and
information provider
Textbook is key source
of information
Focus on facts
information is packaged
in neat parcels

Resource-based learning
model
Teacher is a guide and
facilitator
Sources are varied
(print, video, Internet,
etc.)
Focus on learning
inquiry/quest/discovery

The product is the be-all


and end-all of learning

Emphasis on process

Assessment is
quantitative

Assessment is
quantitative and
qualitative

II. Simple Creation


Creativity is said to combine three kinds of
skills/abilities:
AnalyzingDistinguishing
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 tasks recommended developing 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 idea
exchange.
Judge the ideas. The students themselves make an
appraisal for or against any idea. Only when students
are completely off track 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 in two different ways:
As an instructive tool, such as the production by
students of a power-point presentation of a selected
topic.
As a communication tool, such as when students do a
multimedia presentation (with text, graphs, photos,
audio, narration, interview, video clips, etc. to
simulate a television news show.)

HyperStudio (by Roger Wagner Productions) software is


an example of multimedia software. Assigning the
production of a similar computer software material may
be too sophisticated/technical for the average student.
IV. WEB-BASED PROJECTS
Students can be made to create and post web pages on a
given topic. But creating web pages, even single page web
pages, may be too sophisticated and time consuming for
the average student.

COMPUTERS AS INFORMATION AND


COMMUNICATION TECHNOLOGY
Through computer technology, educators saw amplification of
learning along computer literacy. Much like reading, the modern
student can now interact with computer messages; even respond
to questions or to computer commands.
Soon computer-assisted instruction (CAI) was introduced using
the principle of individualized learning. The novelty of CAI has not
waned to this day especially in the basic education level as this is
offered by computer-equipped private schools.But the evolving
pace of innovation in todays Information Age is so dynamic that
within the first decade of the 21st century, computer technology in
educative information and communication technology (ICT) in
education.

THE PERSONAL COMPUTER (PC) AS


ICT
Instructional media consist of audio-visual aids that
served to enhance and enrich the teaching-learning

process. Examples are the blackboard, film, andvideo.


On the other hand, educational communication media
comprise the media of communication to audiences
including learners using the print, film, radio,
andtelevision or satellite means of communication. For
example, distance learning was implemented using
correspondence, radio, television or the computer satellite
system.

To illustrate, lets examine the programs


(capabilities) normally installed in an ordinary
modern PC:
Microsoft Office- program for composing text,
graphics, photos into letters, articles, reports, etc.
Power-point- for preparing lecture presentations
Excel- for spreadsheets and similar graphic
sheets
Internet Explorer- Access to the Internet
Yahoo or Google- Websites; e-mail, chat rooms,
Blog sites, news service (print/video) educational
softwares etc.
Adobe Reader- Graphs/photo composition and
editing
MSN- Mail/chat messaging
Windows media player- CD, DVD player
Cyberlink Power- DVD player

Windows media player- editing film/video


Gamehouse- Video games

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