Lesson 8: Higher Thinking Skills Through IT-Based Projects
The document discusses four types of IT-based projects that can effectively engage students in higher-level thinking: resource-based projects where students find their own information on a topic; simple creations where students create their own software or multimedia materials; guided hypermedia projects where students create multimedia presentations or simulate news shows; and web-based projects where students create and post webpages on a topic to a wider audience. The goal of these projects is to develop students' higher-order thinking skills like analyzing, synthesizing, and promoting ideas through constructive learning approaches where teachers facilitate rather than provide information.
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Lesson 8: Higher Thinking Skills Through IT-Based Projects
The document discusses four types of IT-based projects that can effectively engage students in higher-level thinking: resource-based projects where students find their own information on a topic; simple creations where students create their own software or multimedia materials; guided hypermedia projects where students create multimedia presentations or simulate news shows; and web-based projects where students create and post webpages on a topic to a wider audience. The goal of these projects is to develop students' higher-order thinking skills like analyzing, synthesizing, and promoting ideas through constructive learning approaches where teachers facilitate rather than provide information.
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Lesson 8
Higher Thinking Skills Through IT-
Based Projects • A college freshman once thought of taking a rest in a library after classes by casually taking reference books off the shelf and browsing over their contents. Being a Liberal Arts student, he lifted a book of St. Thomas Aquinas, the famous proponent of Scholastic Philosophy. • After a few minutes, the student felt awakened to the fact that he was engaged in a very pleasant activity, such that he exclaimed to himself, "Wow, I ' m thinking!“ • The story didn't end there because since that day, reflective study became the student's pleasurable and most profitable activity. Unwittingly, he made an opening for exercising higher thinking skills. As a reward, the student carried himself through college with the highest honor and achievements. • In this Lesson , we shall discuss four types of IT-based projects which can effectively be used in order to engage students in activities of a higher plane of thinking. To be noted is the fact that these projects differ in the specific process and skills employed, also in the ultimate activity or platform used to communicate completed products to others. • It is to be understood that these projects do not address of the thinking skills shown previously in the Thinking Skill Framework But these projects represent constructivist project containing the key elements of a constructivist approach instruction. The key elements of a constructivist approach instruction • ( a ) the teacher creating the learning environment • ( b ) the teacher giving students the tools and facilities • ( c ) the teacher facilitating learning . • On the other hand, it is the students themselves who demonstrate higher thinking skills and creativity through such activities searching for information, organizing and synthesizing ideas, creating presentations, and the like. • Now let us see four IT-based projects conducive to develop higher thinking skills and creativity among learners. 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 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 resource- based projects are; • The teacher determines the topic for the examination of the class (e.g. the definition of "man") • The teacher presents the problem to the class. • The students find information on the problem/questions. • Students organize their information in response to the problem/questions. • Relating to finding information , the central principle is to make the students go beyond the textbook and curriculum materials. Students are also encouraged to go to the library, particularly to the modern extension of the modern library, the internet. • Furthermore, the inquiry–based or discovery approach 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” • Finally, the process is given more importance than the project product. It doesn't matter for example, if each group comes up with a different answer to the problem (e.g. the definition of man.) What matters are the varied sources of information, the line of thinking and the ability to argue in defense of their answers. The Table below can provide the difference between the traditional and resource-based learning approach to instruction. Traditional learning model Resource-based learning model Teacher is expert and information and Teacher is a guide and facilitator provider Textbook is the key source of information Sources are varied (prints, video, internet, etc.) Focus on facts information is packaged in Focus on learning inquiry/quest/discovery neat parcels. The product is the be-all and end-all of Emphasis on process learning. Assessment is quantitative Assessment is quantitative and qualitative SIMPLE CREATIONS • Students can also be assigned to create their software materials to supplement the need for relevant and effective materials. Of course, there are available software materials such as Creative Writer (by Microsoft) on writing, KidWork Deluxe (by Davidson) on drawing and painting, and Media Weave (by Humanities software) on multimedia. • 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. Creativity is said to combine three kind of skills/abilities;
• Analyzing- distinguishing similarities and
differences/seeing the project as a problem to be solved. • Synthesizing- making spontaneous connections among ideas, thus generating interesting or new ideas. • Promoting - selling of new ideas to allow the public to test the ideas themselves. To develop creativity , the following five key tasks maybe recommended : • Define the task. Clarify the goal of the completed project to the student. • Brainstorm. The students themselves will be allowed to generate their own ideas on the project. Rather than shoot down ideas, the teacher encourages idea exchange. • Judge the ideas. The students themselves make an appraisal for or against any idea. Only when students are completely off track should the teacher intervene. • Act . The students do their work with the teacher a facilitator. • Adopt flexibility. The students should be allowed to shift gears and not follow an action path rigidly. 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, interviews, video clips, etc. to simulate a television news show. WEB-BASED PROJECTS Students can be made to create and post webpages on a given topic. But creating webpages, even single page webpages, may be too sophisticated and time consuming for the average student. • It should be said, however, that posting of webpages in the Internet allows the students (now the webpage creator) a wider audience. They can also be linked with other related sites in the Internet. • Creativity projects as tools in the teaching- learning process can be achieved with the assistance of advisers adept in the technical use of Internet resources.
Scott G. Paris, Linda R. Ayres - Becoming Reflective Students and Teachers With Portfolios and Authentic Assessment (Psychology in the Classroom _ a Series on Applied Educational Psy) (1994, American Psychological A