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.