Friday, January 20, 2012



*Higher Thinking Skills*

Technology is a very popular as of now. Young generation as their way source  of information. Because of it IT-Based projects arises. This four types of IT-based project can be used effectively order to engage students in activities of a higher place of thinking. This projects excerpt from constructivist projects, it contains the three keys element of constructivist approach to instruction;
A.   The teacher creating the learning environment.
B.    The teacher giving students the tools and facilities, and
C.    The teacher facilitating learning.
Students are the one who demonstrate this higher thinking skills and creativity through different varied activities such as organizing and synthesizing idea and others.

THE FOUR IT-BASED PROJECTS

I.    Resourced-based projects.

In this project, the traditional views in teaching fields are change into better. The students are the one who will make for their own facts and information and teacher will just only be a facilitator.
 The flow of events in these projects are:
1.     The teacher determines the topic for examination of the class (target competency).
2.     The teacher presents the problem to the class.
3.     The students find information on the problem.
4.     Students organize the information in response to the problem.
Beyond the textbook and curriculums materials is the central principle of this project. Internet presence to the modern library also this project proposed. Furthermore, inquiry-based or discovery approach is given importance in their project. This requires the students, individually or cooperatively with members of his group, relate gathered information to the “real world” or “experience”.


Fig.5 TRADITONAL AND RESOURCE-BASED LEARNING MODEL.


TRADITONAL LEARNING MODEL
RESOURCE-BASED LEARNING MODEL
Teacher is expert and information provider
Teacher is a guide and facilitator
TEXTBOOK is key source of information
Sources are varied (video, internet, etc.)
Focus on facts information is packaged in heat parcels.
Focus on learning inquiry/guest/discovery.
The  product is be-all and end-all of learning
Emphasis on process
Assessment is quantitative
Assessment is quantitative and qualitative.


II. SIMPLE CREATIONS

          In developing software, creativity as an outcome should not be equated with ingenuity or high intelligence. Creating is more consonant with planning, making, assembling, designing or building.

Three kinds of skills / abilities creativity combined.

v Analyzing- distinction of difference and similarities.
v Synthesizing – spontaneous connection of ideas.
v Promoting – selling new ideas to public.

To develop creativity, five keys is recommended as follows:

1.     Define the tasks – refers to goal.
2.     Brainstorm – generation of ideas.
3.     Judge the ideas – decision making.
4.     Act – students doing work, teacher as facilitator.
5.     Adopt flexibility - shifting gears and avoiding to follow action path rigidly.



III.         Guided Hypermedia Projects]

          It is a self made multimedia projects that you can see. 
This can be done in two ways;
1.     As an instructive tool
Ex. Powerpoint presentation.
2.     As a communication tools.
Ex. Multimedia presentation to stimulate a television news show.


HYPERSTUDIO (by: Roger Wagner Productions)
          Is an example of multimedia software.


IV.          WEB-BASED PROJECTS

          For the beginners creating webpage, even single webpage is too sophisticated and time consuming. But webpage allows the students or webpage creator a wider audience. They can also be linked with other related sites in the internet. At present, creating this project as a tool in for teaching-learning   process is said to be to ambitious.