Week 6 LM (Higher Thinking Skills Through IT-Based Projects)
Week 6 LM (Higher Thinking Skills Through IT-Based Projects)
A College freshman once thought pf taking a rest in a library after classes by casually taking reference
books off the shelf and browsing over their contents. Being a Liberal Arts student, he lifted a book of St. Thomas
Aquinas, the famous proponent of Scholastic Philosophy. The written words of the Doctor Of Philosophy didn’t
come easy in the understanding of the student, but he nonetheless mulled over each word and phrase, reflecting
over ideas leisurely. After a few minutes, the student felt awakened to the fact that he was engaged in a very
The story didn’t end there because since that day, reflective study became the student’s pleasurable and
most profitable activity. Unwittingly, he made an opening for exercising higher thinking skills. As a reward, the
student carried himself through college with the highest honors and achievements.
In this Lesson, 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, also in the ultimate activity or platform used to communicate completed
products to others.
It is to be understood that these projects do not address all of the thinking skills shown previously in the
Thinking Skills Framework. But these projects represent constructivist projects, containing the key elements of a
(b) the teacher giving students the tools and facilities, and
(b) the teacher giving students the tools and facilities, and
On the other hand, 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.
In these projects, the teacher steps out of the traditional role of being a content 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 step in to supply data or information. The general flow of events in resource-
1. The teacher determines the topic for the examination of the class (e.g. the definition of “man”)
Relating to finding information, the central principle is to make the students go beyond the textbook and
curriculum materials. Students are also encouraged to go to the library, particularly to the modern extension of
This requires that the students, individually or cooperatively with members of his group, relate gathered
Finally, the process is given more importance than the project product. It doesn’t matter for example, if
each group comes up with a different answer to the problem (e.g. the definition of man). What matters are the
varied sources of information, the line of thinking and the ability to argue in defense of their answers.
The Table below can provide the difference between the traditional and resource-based learning approach
to instruction.
Students can also be assigned to create their software materials to supplement the need for relevant and
effective materials. Of course, there are available software materials such as Creative Writer (by Microsoft) on
writing, KidWork Deluxe (by Davidson) on drawing and painting, and MediaWeave (by Humanities software) on
multimedia.
In developing software, creativity as an outcome should not be equated with ingenuity or high intelligence.
Creating is more consonant with planning, making, assembling, designing, or building. Creativity is said to
solved
new ideas
• PROMOTING - selling of new ideas to allow the public to test the ideas themselves
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. Rather than shoot down ideas, the teacher encourages idea exchange.
3. JUDGE THE IDEAS. The students themselves make an appraisal for or against any idea. Only
when students are completely off track should the teacher intervene.
5. ADOPT FLEXIBILITY. The students should be allowed to shift gears and not follow an action path
5. ADOPT FLEXIBILITY. The students should be allowed to shift gears and not follow an action path
rigidly.
The production of self-made multimedia projects can be approached in two different ways:
topic.
2. As a communication tool, such as when students do 8 multimedia Presentation (with text, graphs,
photos, audio narration, interviews, video Clips, etc. to simulate 8 television news show.
Students can be made to create and post webpages on a given topic. But creating webpages, even single
page webpages, may be too sophisticated and time consuming for the average student.
It should be said, however, that posting of webpages in the Internet allows the students (now the webpage
creator) a wider audience. They can also be linked with other related sites in the Internet.
Creativity projects as tools in the teaching-learning process can be achieved with the assistance of
❖ Corpuz, B.B., Lucido, P.I. (2012). Educational technology 1. Quezon City: Lorimar Publishing Inc.
❖ http://www.icbl.hw.ac.uk/ltdi/implementing-it/eval.htm
❖ https://www.britannica.com/technology/technology