Thinking Skills through IT-Based Projects
Resource-based Projects
In these projects, the teacher steps out the traditional role of being an
context 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 the step in to supply data or information. The general
flow of events in resource-based projects are:
1. The teacher determines the topic for
the examination of the class.
2. The teacher represents the problem to
the class.
3. The students find information on the
problem/questions.
4. Students organized their information
in response to the problem/question.

A Webquest- is am inquiry-oriented activity in which most or all of
thei information used by he learners are drawn from the web.
I.
Simple
Creations
Students can also be assigned to create their software
materials to supplement the need for the relevant and effective materials
In developing software, creativity as an outcome
should not be equated with ingenuity of high intelligence. Creating si more
constant with planning, making, assembling, designing, or building. Creativity
is said to be combine in three kind of skill/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 tet
ideas themselves
The Five
Key Task
Define the
task- clarify the goal of the completed project to the stude
Brainstorm-
The students themselves will be allowed to generate their own ideas on the
project.
Judge the idea- The students themselves make an appraisal for or against any idea.
Act- The students do their own work with the teacher a facilitator.
Adopt flexibility -the students should allow to shift gears and not follow an action path rigidly.
Judge the idea- The students themselves make an appraisal for or against any idea.
Act- The students do their own work with the teacher a facilitator.
Adopt flexibility -the students should allow to shift gears and not follow an action path rigidly.
II.
Guide
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 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
simulated a television news show.
III.
Web-based
Projects
Students
can be made to create and post webpages on a given topic. But creating
webpages, even single page webpage, may be too sophisticated and time consuming
for the average students.
