I.
Source-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/questions.
Traditional learning model
|
Resource-based learning model
|
Teacher is expert and information provider
|
Teacher
is guide and facilitator
|
Focus on facts
Information is packaged
In neat parcels
|
Focus
on learning inquiry/quest/discovery
|
The product is the be all and end all of all
learning
|
Emphasis
on process
|
Assessment is quantative
|
Assessment
is quantitative and qualitative
|
A Webquest- is am inquiry-oriented activity in which most or
all of thei information used by the learners are drawn from the web.
II.
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 test ideas themselves.
The Five Key Tasks
1. Define the task- clarify the goal of the completed project to the
students.
2. Brainstorm- The students themselves will be allowed to
generate their own ideas on the project.
3. Judge the idea- The students themselves make an appraisal for or
against any idea.
4. Act- The students do their own work with the teacher a
facilitator.
5. Adopt flexibility- The students should allow to shift gears and not
follow an action path rigidly.
III. 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.
VI. Be-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.


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