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.