Linggo, Enero 15, 2012

The Four IT-Based Projects


The Four IT-based projects conducive to develop higher thinking skills and creativity among learners.
I.                   RESOURCE-BASED PROJECTS
These type of project makes teacher step out of the traditional way of teaching, of being a content expert and information giver, instead, let students seek their own facts and information. The teacher may step in to supply information or data only if it is necessary. The general flow of events in this resource-based projects are :
1.      The topic for the examination is determined by the teacher. (e. g. the introduction of linguistics ).
2.      The problem is to be presented to the class by the teacher.
3.      The students here find information or data on the given problem/question.
4.      Here, students now organize their gathered information in response to the problem.
The very principle of this project is to make students go beyond textbook and curriculum resources. Students here are encouraged to go to Library, in particular to the modern library, the internet.        
Moreover, the inquiry-based or the discovery approach is also given attention in this projects. It is when students, individual work or group work are encourage to relate gathered information to the “real world”.
Finally, the process is given much importance than the product itself. It is the variant of sources of information, the thinking and abilities in line with the defense which really matters.
The table below shows the difference between the traditional and resource-based learning approach to instruction.
Traditional learning Model
Of information
Resource-based learning model
Teacher is expert and the one who provides information to students
Teacher is only a guide and a facilitator to the students.
Textbooks are key source of information
There are varieties of sources ( print, video, net and other more.)
Focus on facts information is packaged in neat parcels
Focus on learning inquiry/ quest/ discovery
The product is the be-all and end-all of learning
Process is given more emphasis
Assessment is quantitative
Assessment is quantitative and qualitative

II.                SIMPLE CREATION
In these project, students are assigned to create their own software materials as to supplementing the need for relevant and more effective materials. Creative Writer (by MS) on writing, KidWork Deluxe (by Davidson) on drawing and painting are just some of the available software materials that can be used.
In developing this so-called “software”, creativity as of the outcome or result shouldn’t have ingenuity or high intelligence. Creating is taught to be more consonant with planning, assembling, designing or building. It is said that creativity combines three kind of abilities or skills :
v  Analyzing – it is by distinguishing similarities and differences while seeing the project as a problem to be solved.
v  Synthesizing – making of spontaneous connection among ideas which makes an interesting or new ideas.
v  Promoting – selling of new ideas for the public to test the ideas by themselves.
In developing creativity, there are five key task that is being recommended :
1.      Define the task. The goal of the completed project is stated and clarified to student.
2.      Brainstorm.  Students here are encourage to generate their own ideas on the project through active exchange of ideas and informations.
3.      Judge the ideas. Students are let to judge, give appraisal or any against. Teacher would only intervene if the students are of completely off tracked.
4.      Act. The students are ones to do the work and teachers are only to facilitate them.
5.      Adopt flexibility. Students are allowed to change gears and not follow an action which is rigid.

III.             GUIDED -HYPERMEDIA PROJECTS
There are two different ways of  approaches in the production of self-made multimedia project:
Ø  As an instructive tool, such as in the production by students of a power-point presentation of the selected topic.
Ø  As a communication tool, such as when students do a multimedia presentation (with text, graphs, audio, video, interviews and other more to stimulate the intellectual capacity of the student.)
HyperStudio (by Roger Wagner Productions) is a kind of multimedia software. Handling the production of a similar computer software material is said to be too sophisticated or that technical for those average students. But, it is allowed for the students to produce poster design, computer tools and the required development of appropriate creative skills, as well.
                                         
IV.              WEB-BASED PROJECT
It is encouraged that the students are made to create and post webpags on a given topic. But creating this so-called webpage may be too sophisticated and time consuming in the part of the average students.
However, it is said that posting of webpages in the internet allows the students, which is now consider as webpage creator a wide and active audience. Students can also be linked with some other related sites in the internet in connection with the project. But as of today, this creativity project may be too ambiguous as a tool in the teaching-learning process.