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PHILIPPINE ELECTRONICS AND COMMUNICATION INSTITUTE OF TECHNOLOGY
PECBC COMPLEX, IMADEJAS
SUBD., BUTUAN CITY
TEL # 341-7660
PLAZA MARY ROSE, PADEROG MICHELLE, PRAJES CHARLY
MIA
In this chapter 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.
a)The teacher creating the learning
environment
b)The teacher giving students the
tools and facilities, and
c)The teacher facilitating learning .
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.
General Flow of
Resource-Based Projects:
1.The teacher determines the topic
for the examination of the class.
2.The teacher presents the problem
to the class.
3.The students find information on
the problem/questions.
4.Students organize their
information in response to the
problem/questions.
The central principle is to make the
students go beyond the textbook and
curriculum materials. Students are also
encourage to go to the library
particularly to the modern extension of
the modern library, the internet.
Furthermore ,the inquiry –based or
discovery approach is 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”.
Traditional
Learning Model
Resource-Based
Learning Model
Teacher is expert and
information provider.
Teacher is guide and
facilitator.
Textbook is key source
of information.
Source is varied
(print,video,internet,et
c.)
Focus on facts
information is package
in neat parcels.
Focus on learning
inquiry /quest
discovery.
The product is the be-
all and end-all of
learning.
Emphasis on process.
Assessment is Assessment is
Webquest as a
Resource
A webquest is an inquiry-oriented
activity in which most or all of the
information used by learners are drawn from
the web. Webquest is designed to use
learners’ time well, to focus on information
rather than looking for it. It also supports
the learners’ thinking at the levels of
analysis,synthesis and evauation.
II SIMPLE CREATIONS
In developing software
,creativity as an outcome should
not be equated with inguenity or
high intelligence. Creating is more
consonant with planning, making,
assembling, designing, or building.
Three kind of
skills/abilities:Analyzing – distinguishing
similarities and
differences.
Synthesizing – making spontaneous
connections among
ideas.
Promoting – selling new ideas to
FIVE KEY TASK TO
DEVELOP
CREATIVITY
1)Defined tasks
2)Brainstorm
3)Judge the ideas
4)Act
5)Adopt flexibility
III. GUIDED HYPERMEDIA
PROJECTS
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.
Two Different Ways
IV. WEB-BASED
PROJECTSIt should be said , however ,
that posting of webpages in the
Internet allows the students a
wider audience.
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.

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Presentation2

  • 1. PHILIPPINE ELECTRONICS AND COMMUNICATION INSTITUTE OF TECHNOLOGY PECBC COMPLEX, IMADEJAS SUBD., BUTUAN CITY TEL # 341-7660 PLAZA MARY ROSE, PADEROG MICHELLE, PRAJES CHARLY MIA
  • 2. In this chapter 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.
  • 3. a)The teacher creating the learning environment b)The teacher giving students the tools and facilities, and c)The teacher facilitating learning .
  • 4. 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.
  • 5. General Flow of Resource-Based Projects: 1.The teacher determines the topic for the examination of the class. 2.The teacher presents the problem to the class. 3.The students find information on the problem/questions. 4.Students organize their information in response to the problem/questions.
  • 6. The central principle is to make the students go beyond the textbook and curriculum materials. Students are also encourage to go to the library particularly to the modern extension of the modern library, the internet. Furthermore ,the inquiry –based or discovery approach is 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”.
  • 7. Traditional Learning Model Resource-Based Learning Model Teacher is expert and information provider. Teacher is guide and facilitator. Textbook is key source of information. Source is varied (print,video,internet,et c.) Focus on facts information is package in neat parcels. Focus on learning inquiry /quest discovery. The product is the be- all and end-all of learning. Emphasis on process. Assessment is Assessment is
  • 8. Webquest as a Resource A webquest is an inquiry-oriented activity in which most or all of the information used by learners are drawn from the web. Webquest is designed to use learners’ time well, to focus on information rather than looking for it. It also supports the learners’ thinking at the levels of analysis,synthesis and evauation.
  • 9. II SIMPLE CREATIONS In developing software ,creativity as an outcome should not be equated with inguenity or high intelligence. Creating is more consonant with planning, making, assembling, designing, or building.
  • 10. Three kind of skills/abilities:Analyzing – distinguishing similarities and differences. Synthesizing – making spontaneous connections among ideas. Promoting – selling new ideas to
  • 11. FIVE KEY TASK TO DEVELOP CREATIVITY 1)Defined tasks 2)Brainstorm 3)Judge the ideas 4)Act 5)Adopt flexibility
  • 12. III. GUIDED HYPERMEDIA PROJECTS 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. Two Different Ways
  • 13. IV. WEB-BASED PROJECTSIt should be said , however , that posting of webpages in the Internet allows the students a wider audience. 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.