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IT-Based Projects
… 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.
IT-Based Projects
Key elements of a Constructivist
Approach to instruction:
(a.) the teacher creating the learning
environment
(b.) the teacher giving students the
tools and facilities, and
(c.) the teacher facilitating learning.
IT-Based Projects
Four IT-Based Projects
I. RESOURCE-BASED PROJECTS
• Steps out of the traditional role.
• Lets the students find their own facts and
information.
• Make the students go beyond the
textbook.• Importance of Inquiry-Based or
Discovery Approach.
IT-Based Projects
General flow of events in 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/question.
4. Students organize their information in
response to the problem/questions.
IT-Based Projects
Traditional and Resource-Based Learning
Models
Traditional Learning
Model
Resource-Based
Learning Model
Teacher is expert and
information provider.
Teacher is a guide and
facilitator.
Textbook is a key source of
information.
Sources are varied.
Focus on facts.
Information is packaged.
Focus on learning
inquiry/quest/discovery.
IT-Based Projects
Traditional and Resource-Based Learning
Models
Traditional Learning
Model
Resource-Based
Learning Model
The product is the be-all
and end-all of learning.
Emphasis on process.
Assessment is quantitative.
Assessment is quantitative
and qualitative.
IT-Based Projects
Four IT-Based Projects
II. SIMPLE CREATIONS
• Students create their own software
materials to supplement the need for
relevant and effective materials.
IT-Based Projects
Available software materials:
• Creative Writer (Microsoft)
• KidWork Deluxe
(Davidson)
Available software materials:
IT-Based Projects
IT-Based Projects
• MediaWeave (Humanities Software)
Available software materials:
IT-Based Projects
Kind of skills combine to creativity:
• Analyzing
• Synthesizing
• Promoting
Creativity should not be equated with
ingenuity or high intelligence. It is more
consonant with planning, making,
assembling, designing, or building.
IT-Based Projects
Five key tasks to develop creativity:
1. Define the task.
2. Brainstorm.
4. Act.
5. Adopt flexibility.
3. Judge the ideas.
IT-Based Projects
Four IT-Based Projects
III. GUIDED HYPERMEDIA
PROJECTS
• Production of self-made multimedia
projects can be approached in two
different ways:
1. Instructive Tool
2. Communication Tool
IT-Based Projects
Four IT-Based Projects
IV. WEB-BASED PROJECTS
• Creating webpages may be too
sophisticated and time consuming.
• Posting of webpages in the Internet
allows the students a wider audience.
• It may be too ambitious as a tool in the
teaching-learning process.
The Computer as a
Tutor
It should be made clear, however, that the
computer cannot totally replace the
teacher since the teacher shall continue
to play the major roles of information
deliverer and learning environment
controller.
Computer
COMPUTER-ASSISTED
INSTRUCTION (CAI)
The computer can be a tutor in
effect relieving the teacher of many
activities in his/her personal role as
classroom tutor.
The Computer as a Tutor
The Computer as a Tutor
The Computer as a Tutor
The Computer as a Tutor
Even with the availability of computer
and CAI software, the teacher must:
• insure that students have the needed
knowledge and skills.
• decide the appropriate learning objectives.
• plan the sequential and structured
activities to achieve objectives.
• evaluate the students’ achievement by
ways of tests.
The Computer as a Tutor
The students in CAI play their own
roles as learners as they:
• receive information.
• understand instructions for the computer
activity.
• keep in mind the information and rules.
• apply the knowledge and rules.
The Computer as a Tutor
The computer plays its roles during the
computer activity proper as it:
• acts as a sort of tutor.
• provides a learning environment.
• delivers learning instruction.
• reinforces learning through drill-and-
practice.
• provides feedback.
CAI Integrated with Lessons
• CAI works best in reinforcing learning
through repetitive exercises.
The Computer as a Tutor
• Common types of drill and practice:
vocabulary building, math facts, basic
science, and history/geography facts.
The Computer as a Tutor
Suggestions on how and when
teachers integrate drill and practice to
their lessons:
• Use for basic skills and knowledge that
require rapid response.
• Ensure that it conform to the lesson plan.
• Limit to 20-30 minutes to avoid boredom.
• Use to assist students with particular
weakness in basic skills.
The Computer as a Tutor
The tutorial software should:
• be able to teach new content.
• provide comprehensive information.
• effectively used for remediation, review, or
enrichment.
• teacher introduce follow-up questions.
• permit group activity for cooperative
learning.
SIMULATION PROGRAMS
Simulation software materials are
another kind of software that are
constructivist in nature.
The Computer as a Tutor
The Computer as a Tutor
SimCity
Students are allowed to manage a
imaginary city environment.
The Computer as a Tutor
Simulation
Software:
• teaches strategies and rules applied to
real-life problems/situations.
• asks students to make decision on models
or scenarios.
• allows students to manipulate elements of
a model and get the experience of the
effects of their decision.
INSTRUCTIONAL GAMES
Instructional computer games add
the elements of competition and
challenge.
The Computer as a Tutor
The Computer as a Tutor
GeoSafari
Introduces adventure activities for
Geography, History and Science.
PROBLEM SOLVING SOFTWARE
Allow students to learn and improve on their
problem solving ability by employing higher
thinking skills such as: logic, recognition,
reflection, and strategy-making.
The Computer as a Tutor
The Computer as a Tutor
Thinking Things 1
Team learners must help each other by
observing and comparing.
MULTIMEDIA ENCYCLOPEDIA
AND ELECTRONIC BOOKS
The Computer as a Tutor
• Multimedia Encyclopedia
- Can store a huge database.
- Students can access any desired
information, search its contents and
download/print data.
• Multimedia Encyclopedia
The Computer as a Tutor
MULTIMEDIA ENCYCLOPEDIA
AND ELECTRONIC BOOKS
The Computer as a Tutor
• Electronic Books
- Provide textual information for reading.
- These are useful for learning reading,
spelling and word skills.
The Computer as a Tutor
• Electronic Books
• Computer is a Tutor.
CONCLUSION
The Computer as a Tutor
The Computer as a Tutor
CONCLUSION
• New task of teacher.
The Computer as a Tutor
CONCLUSION
• Integral component of the future
classroom.
Thank You!


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Ed. tech 2 (it based projects)

  • 1.
  • 2. IT-Based Projects … 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.
  • 3. IT-Based Projects Key elements of a Constructivist Approach to instruction: (a.) the teacher creating the learning environment (b.) the teacher giving students the tools and facilities, and (c.) the teacher facilitating learning.
  • 4. IT-Based Projects Four IT-Based Projects I. RESOURCE-BASED PROJECTS • Steps out of the traditional role. • Lets the students find their own facts and information. • Make the students go beyond the textbook.• Importance of Inquiry-Based or Discovery Approach.
  • 5. IT-Based Projects General flow of events in 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/question. 4. Students organize their information in response to the problem/questions.
  • 6. IT-Based Projects Traditional and Resource-Based Learning Models Traditional Learning Model Resource-Based Learning Model Teacher is expert and information provider. Teacher is a guide and facilitator. Textbook is a key source of information. Sources are varied. Focus on facts. Information is packaged. Focus on learning inquiry/quest/discovery.
  • 7. IT-Based Projects Traditional and Resource-Based Learning Models Traditional Learning Model Resource-Based Learning Model The product is the be-all and end-all of learning. Emphasis on process. Assessment is quantitative. Assessment is quantitative and qualitative.
  • 8. IT-Based Projects Four IT-Based Projects II. SIMPLE CREATIONS • Students create their own software materials to supplement the need for relevant and effective materials.
  • 9. IT-Based Projects Available software materials: • Creative Writer (Microsoft)
  • 10. • KidWork Deluxe (Davidson) Available software materials: IT-Based Projects
  • 11. IT-Based Projects • MediaWeave (Humanities Software) Available software materials:
  • 12. IT-Based Projects Kind of skills combine to creativity: • Analyzing • Synthesizing • Promoting Creativity should not be equated with ingenuity or high intelligence. It is more consonant with planning, making, assembling, designing, or building.
  • 13. IT-Based Projects Five key tasks to develop creativity: 1. Define the task. 2. Brainstorm. 4. Act. 5. Adopt flexibility. 3. Judge the ideas.
  • 14. IT-Based Projects Four IT-Based Projects III. GUIDED HYPERMEDIA PROJECTS • Production of self-made multimedia projects can be approached in two different ways: 1. Instructive Tool 2. Communication Tool
  • 15. IT-Based Projects Four IT-Based Projects IV. WEB-BASED PROJECTS • Creating webpages may be too sophisticated and time consuming. • Posting of webpages in the Internet allows the students a wider audience. • It may be too ambitious as a tool in the teaching-learning process.
  • 16. The Computer as a Tutor It should be made clear, however, that the computer cannot totally replace the teacher since the teacher shall continue to play the major roles of information deliverer and learning environment controller. Computer
  • 17. COMPUTER-ASSISTED INSTRUCTION (CAI) The computer can be a tutor in effect relieving the teacher of many activities in his/her personal role as classroom tutor. The Computer as a Tutor
  • 18. The Computer as a Tutor
  • 19. The Computer as a Tutor
  • 20. The Computer as a Tutor Even with the availability of computer and CAI software, the teacher must: • insure that students have the needed knowledge and skills. • decide the appropriate learning objectives. • plan the sequential and structured activities to achieve objectives. • evaluate the students’ achievement by ways of tests.
  • 21. The Computer as a Tutor The students in CAI play their own roles as learners as they: • receive information. • understand instructions for the computer activity. • keep in mind the information and rules. • apply the knowledge and rules.
  • 22. The Computer as a Tutor The computer plays its roles during the computer activity proper as it: • acts as a sort of tutor. • provides a learning environment. • delivers learning instruction. • reinforces learning through drill-and- practice. • provides feedback.
  • 23. CAI Integrated with Lessons • CAI works best in reinforcing learning through repetitive exercises. The Computer as a Tutor • Common types of drill and practice: vocabulary building, math facts, basic science, and history/geography facts.
  • 24. The Computer as a Tutor Suggestions on how and when teachers integrate drill and practice to their lessons: • Use for basic skills and knowledge that require rapid response. • Ensure that it conform to the lesson plan. • Limit to 20-30 minutes to avoid boredom. • Use to assist students with particular weakness in basic skills.
  • 25. The Computer as a Tutor The tutorial software should: • be able to teach new content. • provide comprehensive information. • effectively used for remediation, review, or enrichment. • teacher introduce follow-up questions. • permit group activity for cooperative learning.
  • 26. SIMULATION PROGRAMS Simulation software materials are another kind of software that are constructivist in nature. The Computer as a Tutor
  • 27. The Computer as a Tutor SimCity Students are allowed to manage a imaginary city environment.
  • 28. The Computer as a Tutor Simulation Software: • teaches strategies and rules applied to real-life problems/situations. • asks students to make decision on models or scenarios. • allows students to manipulate elements of a model and get the experience of the effects of their decision.
  • 29. INSTRUCTIONAL GAMES Instructional computer games add the elements of competition and challenge. The Computer as a Tutor
  • 30. The Computer as a Tutor GeoSafari Introduces adventure activities for Geography, History and Science.
  • 31. PROBLEM SOLVING SOFTWARE Allow students to learn and improve on their problem solving ability by employing higher thinking skills such as: logic, recognition, reflection, and strategy-making. The Computer as a Tutor
  • 32. The Computer as a Tutor Thinking Things 1 Team learners must help each other by observing and comparing.
  • 33. MULTIMEDIA ENCYCLOPEDIA AND ELECTRONIC BOOKS The Computer as a Tutor • Multimedia Encyclopedia - Can store a huge database. - Students can access any desired information, search its contents and download/print data.
  • 34. • Multimedia Encyclopedia The Computer as a Tutor
  • 35. MULTIMEDIA ENCYCLOPEDIA AND ELECTRONIC BOOKS The Computer as a Tutor • Electronic Books - Provide textual information for reading. - These are useful for learning reading, spelling and word skills.
  • 36. The Computer as a Tutor • Electronic Books
  • 37. • Computer is a Tutor. CONCLUSION The Computer as a Tutor
  • 38. The Computer as a Tutor CONCLUSION • New task of teacher.
  • 39. The Computer as a Tutor CONCLUSION • Integral component of the future classroom.

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