Higher Thinking Skills Through IT-
Based Projects
Lesson 8
Higher Thinking Skills Through IT-
Based Projects
Constructivist approach to instruction.
a) the tacher creating the learning environment
b) the teacher giving students the tools and
facilities, and
c) the teacher facilitating learning.
Four 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 , and instead lets the
students find their own facts and and
information.
Only when necessary for the active
learning process does the teacher step in to
supply data or information.
The general flow of events in resurce-
based projects are:
1) The teacher determines the topic for the
examination of the class.
2) The teacher presents the problem to the
class.
3) The students find information on the
problem/ questions.
4) Students organize their information in
response to the problem/questions.
o The central principle is to make the students go
beyond the textbook and curriculum
materials.
o Students are also encouraged to go to library,
particularly to the modern extension of the
modern library, the internet.
o The 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.'
The Table below can provide the
difference between the traditional and resource-
based learning approach to instruction.
Traditional learning Resource-based learning
model model
Teacher is expert and Teacher is a guide and
informatio provider facilitator
Textbook is key Sources are varied
source of information (print, vedio, internet, etc.)
Focus on facts
Focus on learning
Information is packaged
inquiry/quest/discovery
In neat parcels
The product is the be-all
Emphasis on process
and end-all of learning
Assesment is
Assessment is quantitive quantitative and
qualitative
II. SIMPLE CREATIONS
Students can also be assigned to create their
software materials to supplement the need for
relevant and effective materials.
In developing software, creativity as an
outcome should not be equated with ingenuity or
high intelligence.
3 kind of skills/ablities:
o Analyzing - distinguishing similarities and
differences
o Synthesizing - making spontaneous connections
among ideas
o Promoting - selling of new ideas
Five key tasks may be recommended:
1) Define the task.
2) Brainstorm.
3) Judge the ideas.
4) Act.
5) Adopt flexibility.
III. GUIDED HYPERMEDIA PROJECTS
Two different ways of self-made multimedia
projects: