*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.