Danica Aira Libang
I. RESOURCE-BASED PROJECT
I. RESOURCE-BASED PROJECT
-in these project, 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.
-The projects are extremely competitive and only awarded to development teams who have established themselves to be distinguished leaders.
- The general flow of events in resourced-based projects are:
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 to the problem or question.
4. Students organize their information in response to the problem or question.
* The central principle is to make the students go beyond the textbook and curriculum material.
* Students are also encourage to go to the library, particularly to the modern extension of the modern library, the internet.
* The inquiry approach or discovery approach is given importance in resourced based project.
* The process is given more importance than the project product.
* In the traditional learning model, teacher is expert and information provider while in the Researched based learning model, teacher is a guide and facilitator.
II. SIMPLE CREATION
- Students are assigned to create their software materials to supplement the need for relevant and effective material.
- Creativity as an outcome should not be equated with ingenuity of high intelligence Creating is more consonant with planning, making, assembling, designing, or building.
-Creativity is said to combine 3 skills or abilities:
1. Analyzing- distinguishing the similarities and differences of the project to be solved.
2. Synthesizing- making spontaneous connections among ideas, thus generating interest or new ideas.
3. Promoting- selling of new ideas to allow the public to test the ideas themselves.
To develop creativity, the following five key task may be recommended:
1. Define the task. Clarify the goal of the completed project to the student.
2. Brainstorm. The students themselves will be allowed to generate their own ideas on the project.
3. Judge the ideas.The students themselves make an appraisal for or against the ideas.
4. Act. The student do their work with the teacher a facilitator.
5. Adopt Flexibility. The students should be allowed to shift gears and not follow An action path rigidly.
III.GUIDED HYPERMEDIA PROJECT
. Hypermedia- a computer-based information retrieval system that enables a user to
gain or provide access to texts, audio and video recordings, photographs
and computer graphics related to a particular subject. Hypermedia is a
term created by Ted Nelson.
- The production of self made multimedia projects can be approached in 2 different ways.
1. As an instructive tool, such as in the production by the students of a power point presentation of the selected topic.
2. As a communication tool, such as when students do a multimedia presentation.( texts, photos, interviews,etc.)
-Hypermedia applications may be developed on embedded devices for the mobile and the Digital signage industries using the Scalable Vector Graphics (SVG) specification from W3C (World Wide Web Consortium). Software applications such as Ikivo Animator and Inkscape simplify the development of Hypermedia content based on SVG. Embedded devices such as iPhone natively support SVG specifications and may be used to create mobile and distributed Hypermedia application.
-Hypermedia, a term derived from hypertext,
extends the notion of the hypertext link to include
links among any set of multimedia objects, including sound, motion video, and virtual reality. It
can also connote a higher level of user/network interactivity than the interactivity already
implicit in hypertext.
IV. WEB BASED PROJECT
- student ca be made to create and post webpages on the given topic. But creating this may be too consuming for the average student.
- Posting of the webpages in the internet allows the student a wider audience. They can also be linked with other related sites in the internet. But as of now, the creativity project may be too ambitious in the teaching learning process.
-The web-based software must provide tools for planning, organizing and
managing resources to achieve project goals and objectives.
-A web-based
project management software can be accessed through an intranet or WAN /
LAN using a web browser. You don't have to install any other software
on the system. The software can be easy of use with access control
features (multi-user). I use project management software for all of our
projects (for e.g. building a new cluster farm) for issue /
bug-tracking, calender, gantt charts, email notification and much more.