Resouce
Based Project is the production of self-made multimedia projects.
In
a resource-based learning school, students become more self-sufficient. They
ask productive questions; they synthesize, analyze, interpret and evaluate information.
Libraries and databases all over the world can be accessed almost instantly
giving students access to an enormous amount of information from a variety of
sources. While Web Based Project is students
can be made to create and post web pages on a given topic. But creating new
pages, even single page web pages, maybe tool sophisticated and time consuming
fort the average student.Posting of web pages in the
Internet allows the students (now the web page creator) a wider audience. They
can also be linked with other related sites in the Internet.
Martes, Enero 31, 2012
Huwebes, Enero 12, 2012
Resource based Project
Resource-Based Project
The
production of self-made multimedia projects can be approached into different
ways:
1. Instructive tools- such as in the
production by students of a power point presentation of a selective topic.
2. Constructive tools- such as when students
do a multi-media presentation (with text, graphs, photos, audio narration,
interviews, video clips, etc. to simulate a television news show.
The
teacher steps out of the traditional role of being an context expert and
information provider, and instead lets the students find their own facts and
information.
The
general flows of events in resource-based projects are:
1. The teacher determines the topic for the
examination of 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.
TRADITIONAL
AND RESOURCE-BASED LEARNING
Traditional
learning model
Resource-based
learning model
Teacher
is expert and information provides
Teacher
is a guide and facilitator
Textbook
is key source of information
Sources
are varied(print, video. Internet, etc.)
Focus
on facts
Information
is packaged
In
neat parcels
Focus
on learning inquiry, quest, or discovery
The
product is the be-all and end-all of learning
Emphasis
on process
Assessment
is quantitative
Assessment
is quantitative and qualitative.
In
a resource-based learning school, students become more self-sufficient. They
ask productive questions; they synthesize, analyze, interpret and evaluate
information. Libraries and databases all over the world can be accessed almost
instantly giving students access to an enormous amount of information from a
variety of sources.
The
nature of resources has changed as a result of technological developments and
the ability to catalog and classify digital media. Considerable opportunities
are now available to teachers and students. Metadata--data about data--provides
information about documents that can be retrieved by searching for the author,
creation date, or content (Hill & Hannafin, 2001). Technology allows
teachers or students to use those parts of resources that will satisfy their
curiosity or educational needs. The boundaries that once separated teachers and
students from resources are virtually gone.
Implementing
Resource-Based Learning
Constructionism,
Learning by Design, and Project Based Learning can easily be used as models for
implementing resource-based learning in the classroom. Resource-based learning
begins with clearly identified instructional goals. The teacher and media
specialist decide on acceptable student-generated products. They divide the
teaching responsibilities and gather varied resources. A timeline is created
and the media center, computer lab, guest speakers and other resources are
booked. Rubrics are designed and the students begin their quests. The teacher,
often with input from the media specialist, evaluates the student produced
artifacts. Finally, both the teacher and media specialist assess the success of
the instruction itself, making adjustments for future implementations of the
unit.
These
are the steps in implementing a resource-based learning unit:
* Identify the goal or goals.
* Determine acceptable student produced
artifacts including, but not limited to timelines, electronic slideshows,
dramatic readings, videos, debates, postcards, reports, diaries, hierarchal
web-based documents, or poster-board presentations.
* Collaborate with the media specialist to
plan the unit. Divide the responsibilities.
* Select resources in a variety of formats
which can include diaries, WebQuests, original documents, newspaper articles,
magazine articles, games, poems, reference books, nonfiction books, experts,
videos, museums, maps, charts, the Internet, works of art, plays, CD-ROMs,
musical compositions, costumes, exhibits, PowerPoint presentations and field
trips. This list is neither exhaustive nor static. But, rather, it is a dynamic
list that will grow and change as new technologies emerge. The idea is to
enlist a multitude of quality resources that will help students gather
information, create knowledge and increase understanding and skill (Thompson
& Henley, 2000).
Determine
unit goals. Because resource-based learning takes a great deal of time,
teachers and media specialists must be sure the goal reflects higher order
thinking skills and problem solving abilities. In the scenario, Mr. Hartman and
Ms. Russell met in the media center to clarify the learning goals and
objectives for the Civil War resource-based learning unit. The goal, a deeper
understanding of an aspect of the Civil War, was reflected in student produced
PowerPoint presentations.
Determine
acceptable student artifacts. The teacher should require a product that is
challenging but realistic for the student. Ms. Russell wanted her students to
integrate their newly acquired technology skills into the Civil War unit.
Thoroughly
plan the unit. The teacher and media specialist outline the unit. To ensure
complete planning, responsibilities and tasks for the teacher and media
specialist should be determined. Generally, the media specialist is responsible
for locating appropriate resources; the teacher provides guidance and feedback
to students during the research process and is involved in student assessment.
In our scenario, Mr. Hartman and Ms. Russell met to plan the unit and determine
their individual tasks and responsibilities. Together, they brainstormed to
select resources such as re-enactors, speakers, videos, databases, texts and
Internet sites.
Gather
resources in a variety of formats. Mr. Hartman was familiar with the many
resources available in the media center. He gathered biographies of famous
people of the Civil War. These biographies ranged from low to high reading
levels. He included books containing primary documents and books about Civil
War issues. He found Internet sites and produced his own WebQuest on the causes
of the war. He reserved videos from the county instructional resource
department and contacted the librarian at the public library for additional
resources.
Generate
a timeline for the unit. Mr. Hartman and Ms. Russell mapped out the timeline
for the four-week unit. They set realistic dates, making allowances for
technical difficulties.
Schedule
research time. The unit designers must be sure the media center, computer lab
and other resource sites are available. Guest speakers, field trips and other
events must be arranged. A calendar noting each lesson within the unit is
prepared.
Develop
a rubric assess student artifacts. The teacher designs a rubric that clearly
states the requirements for the end product. In the Civil War scenario, Ms.
Russell determined that a rubric would be the best way to evaluate student
performance. She designed it during the planning phase of the unit and
distributed it on the first day. Students began their work knowing what was
expected. With the rubric to guide them, they were able to choose a topic,
research it, and finally create their products.
Evaluate
student performance. Using the rubric, the teacher judges the student-
generated product. In the Civil War scenario, Ms. Russell observed the
PowerPoint presentations. In evaluating them, she used the rubric to ensure
that the presentations had all the required elements.
Evaluate
the unit. At the completion of the unit, the teacher and media specialist meet
to assess the success of the unit. They make recommendations and changes for
future use. Mr. Hartman and Ms. Russell listed the strengths and weaknesses of
the unit and reflected upon how they could modify and enhance the unit for
future implementations.
Guided
Hypermedia Project
How
Can Hypermedia Be Used in Schools?
Hypermedia
can be defined as a non-sequential format that uses hypertext and multimedia
elements to present information to users. There are many potential and realized
advantages to using hypermedia in educational settings. The advantages of
hypermedia depend on the mode of use. Allowing students to author their own
hypermedia results in a different set of advantages than simply allowing
students to be the audience of hypermedia presentations. The use of hypermedia
must be carefully guided by teachers and other educational professionals to
ensure that students are learning and focusing on valuable curricular concepts.
Hypermedia can be a great tool to help facilitate differentiation of
instruction in the classroom, but there are some pitfalls as well.
The
production of self-made multimedia projects can be approached into different ways:
1. Instructive tools- such as in the
production by students of a power point presentation of a selective topic.
2. Constructive tools- such as when students
do a multi-media presentation (with text, graphs, photos, audio narration,
interviews, video clips, etc. to simulate a television news show.
The
media specialists play a crucial role in resource-based learning, beginning
with the selection and acquisition of curriculum-supported materials. Aside
from building the foundation of instructional materials, they must find the
most appropriate information, map, music, or video from the plethora of
resources that are available. Media specialists must teach students how to
navigate websites. The History Resource Center, for example, an enormous and
comprehensive database, can be used to research the Civil War. It contains
periodicals, reference materials, primary sources, maps and images. However,
Mr. Hartman must teach students how to efficiently use the various components
of the site in order to maximize its potential.
Media
specialists must be technologically up-to-date in order to offer the latest
resources to staff and students. For example, it might be useful to add free
e-books to the library home page and then teach the students how to download
them from home. The scope of information literacy changes rapidly and the media
specialist is instrumental in keeping the students and staff current on rapid
changes in technology.
Role
of the Teacher in Resource-Based Learning
Figure
2. A illustration of a teacher.
Teachers
act as coaches, facilitators or guides as their learners are sampling and
manipulating information in multiple formats. The teaching of facts is replaced
by teaching students how to learn. The goal is to teach students to find,
evaluate and use information to tackle the challenges they encounter along the
way (Association of College and Research Libraries [ACRL] & American
Library Association [ALA], 1989). Asking the right questions and finding the
right resource to answer that question is a technique that teachers can model
for their students.
In
the Civil War resource-based learning example, Mr. Hartman and Ms. Russell
provided a rich resource base from which students could choose. A student
interested in visual arts might have chosen to design a timeline of the major
Civil War battles; those interested in personal reaction might have selected
primary resources such as the journals of soldiers, statesmen, or private
citizens.
When
teachers thoughtfully design resource-based units, as did Ms. Russell and Mr.
Hartman, students are forced to analyze and evaluate the information they
encounter. Teachers must ask the right questions and offer enough help so that
students progress in their learning. Learners are further motivated when their
final products, such as the Civil War PowerPoint presentations or reflections
in the example, are displayed or published.
Insightful
teachers have recast the role of the instructor from providers of information
to facilitators who ensure that learning occurs (Beswick, 1977). Ultimately,
the goal of education is to produce fully capable members of the wider,
interrelated learning community (American Association of School Librarians
[AASL] & Association for Educational Communications and Technology [AECT],
1998). Media specialists and teachers now facilitate learning rather than
dispense content through worksheets and textbooks.
Benefits
of Resource-Based Learning
Good
lesson plans engage students. Resource-based learning is more engaging and
therefore more motivating--thus, it helps make students better learners.
According to Turner and Paris (1995), there are six strategies for motivation:
choice, challenge, control, collaboration, constructing meaning, and
consequences. (See the Six C's of motivation). The resource-based learning unit
in the above scenario employs all six of these strategies.
Resource-based
learning provides the training ground for development of the necessary
information literacy skills for learners to navigate the changing, sometimes
confusing, landscape of information sources. When information literacy skills
lessons are seamlessly interwoven into content lessons, resource-based learning
enables students to independently meet their information needs during an
activity and, more importantly, in their future learning; it promotes the goal
of lifelong learning.
By
using a variety of resources, students learn to efficiently use almanacs,
encyclopedias, atlases, databases, technology tools and other resources. This
awareness is at the very core of information literacy.
Student
motivation is heightened during resource-based learning because final products
are readily displayed or presented, providing consequences for a task
successfully completed.
Students
feel empowered by the freedom to explore various resources and often perceive
that they have uncovered knowledge unknown even to their teachers. In the Civil
War lesson, Ms. Russell might create a class Civil War web page; the students
will realize that millions of people can learn from the results of their
efforts. This is highly motivating to the learners.
Resource-based
learning can significantly change teacher practices, challenging them to
reinvent old instructional practices and routines in ways that reflect the
changing world in which our students learn.
Computer
software allows students to investigate and experiment in ways that would have
been impractical or impossible before the advent of this resource. In this
virtual environment, students can mix volatile chemicals, melt pounds of gold,
or split atoms without the obstacles of cost and efficiency (Girod, 2000). This
has changed the thinking skills of today's students, as many lessons are
open-ended and allow unlimited avenues for inquiry.
According
to McKenzie (2000), these are the three stages in problem-solving activities:
"Prospecting --> Interpreting --> Creating good new ideas."
Information-literate students are proficient locators, capable evaluators, and
responsible, creative users of information (AASL & AECT, 1998). Clearly,
resource-based learning necessitates development of information literacy
skills. Students engaged in resource-based learning activities must analyze,
synthesize and evaluate information; these cognitive competencies are on the
highest levels of Bloom's Taxonomy. Resource-based learning promotes
problem-solving and higher-order thinking skills. Students no longer passively
receive information; instead, they actively interact with it through engaging,
relevant resources.
For
instance in Civil War research, students might access school databases such as
the History Resource Center, or use the World Wide Web to examine fashions of
the day at http://www.costumes.org. Government documents, journals and
videotapes can be used to gather even more information that can be pieced
together to construct meaning and answer divergent questions.
When
students know how to locate and use valuable, valid and reliable information,
this enables them to meet any challenge that arises. By becoming familiar with
different types of resources, students are better able to make choices when
faced with important decisions. Through resource-based learning, students
become aware of the wealth of information that is available to them.
An
integral aspect of resource-based learning is its flexibility. Students may
work alone, or cooperatively. They select resources which fit best with their
learning styles. Resource-based learning can be used effectively as a component
of project- or problem-based learning, or as a complement to other inquiry
learning models. The benefits of resource-based learning also include maximizing
the use of instructional resources and teaching time, as well as effective
incorporation of technology into the curriculum (Doiron & Davies, 1998).
What
is Hypermedia?
Hypermedia
combines the concepts of hypertext and multimedia to allow rich interaction
between the user and the material. Hypertext itself is basically the same as
regular text except that it contains connections within the text to other
documents (Hughes, 1994). The term multimedia has been around for a long time,
long before the advent of personal computers. Today it is usually used to
describe the integration of text, graphics, animation, sound, video and music
in an interactive software environment (Turner and Handler, 1997).
Students
as Audience of Hypermedia
In
the role of audience to hypermedia, students interact with hypermedia
environments developed by others. Examples of this type of interaction would
include reading articles in online encyclopedias, observing a PowerPoint
presentation (with links and other multimedia elements) developed by a teacher,
playing interactive adventure games, or looking at various interactive websites
on the Internet. Lu (n.d.) would consider this as level 1, or read only
hypermedia. As an audience to hypermedia, children often still manage to
control how they navigate through the information, and one child is likely to navigate
the material in a different order than another. Students will choose their
paths based on their interests and objectives. While students are able to have
some control in this role, they are still limited by the design decisions made
by the software designer or their teacher (Turner and Handler, 1997).
Advantages
of Hypermedia
Learning
Styles Webpage
Advantages of using hypermedia in
instruction are numerous.
They
include the fact that differentiation of instruction is often built into the
application and allows the learner to adapt information to his own learning
style. Students gain control of the order they access information as well as
the number of times they engage a specific piece of information. Students will
often have the option of simply reading the text (verbal learning style), or
hearing the text read (aural learning style), or seeing a visual representation
of the text reproduced (visual learning style), among other options. Teachers
can use the above webpage to assess their own learning styles as well as those
of their students.
Interactive
Chemistry Website
Hypermedia is not limited by physical
space. The costs of paper and color photographs are no longer an issue. There
is tremendous potential to save time and money in the long run. In science
classrooms there is tremendous potential to save money on laboratory materials
as well. The above link is just one example of using the Internet as an
alternative to a chemistry lab.
Disadvantages
of Hypermedia
Requires
Extra Teacher Planning Time
Disadvantages
of using hypermedia in an educational setting include the fact that it takes a
tremendous amount of time to initially develop hypermedia lessons. Teachers
must get the appropriate training in using software and other hypermedia
components, and be given adequate time to plan and incorporate hypermedia
lessons into their curriculum. One method to help ameliorate the lack of
planning time that plagues so many public school teachers is for those teachers
to allow their students to author hypermedia products in conjunction with the
curriculum. Then those teachers can use these hypermedia products with other
students in that same class, as well as with future students in other classes.
Teachers would still need proper training to successfully guide their students
through these initial creations.
Student
Focus Issues
Another
potential disadvantage in using hypermedia involves students who already have
trouble focusing on specific tasks. Those students who have trouble focusing on
assignments in general may be overwhelmed by hypermedia lessons. They may lose
focus entirely or they may learn a little bit about a lot about different
things, but they might miss the central purpose of an assignment. Teachers
would have to take extra time to re-focus students' attention on what is truly
important in the context of the curriculum-based lesson. Therefore, the use of
hypermedia must be carefully guided by teachers and other educational
professionals to ensure that students are learning and focusing on valuable curricular
concepts.
Web
based Project
Students
can be made to create and post web pages on a given topic. But creating new
pages, even single page web pages, maybe tool sophisticated and time consuming
fort the average student.
It should be said, however, that
posting of web pages in the Internet allows the students (now the web page
creator) a wider audience. They can also be linked with other related sites in
the Internet. But as of now, this creativity project maybe to ambitious as a
tool in the teaching-learning process.
You
use the following top 10 software for personal or business use. Keep track of
all your projects in one place and finish them successfully on time.
#1:
Codendi
Codendi
is an open-source collaborative development platform offered by Xerox. From
only one interface, it gathers, all the needed tools for software development
teams: management and versioning of code, bugs, requirements, documents,
reporting, tests etc. It is mainly used for managing software project
processes.
#2:
Redmine
Redmine
is a flexible project management web application. Written using Ruby on Rails
framework, it is cross-platform and cross-database. It includes calendar and
gantt charts to aid visual representation of projects and their deadlines.
#3:
ProjectPier
ProjectPier
is a Free, Open-Source, self-hosted PHP application for managing tasks,
projects and teams through an intuitive web interface. ProjectPier will help
your organization communicate, collaborate and get things done Its function is
similar to commercial groupware/project management products, but allows the
freedom and scalability of self-hosting.
#4:
Trac
Trac
is an open source, web-based project management and bug-tracking tool. Trac
allows hyperlinking information between a computer bug database, revision
control and wiki content. It also serves as a web interface to a version
control system like Subversion, Git, Mercurial, Bazaar and Darcs.
#5:
Project HQ
Project
HQ is a collaborative open source project management tool, similar to Basecamp
and activeCollab. Project HQ is built on open source technologies like Python,
Pylons and SQLAlchemy and is fully database independent. Project HQ uses a
structured workflow to assist you in managing your projects.
#6:
Collabtive
Collabtive
is a web-based project management software that is being published as Open
Source software. The project was started in November 2007. It strives to
provide an Open Source alternative to proprietary tools like Basecamp or
ActiveCollab.
#7:
eGroupWare
eGroupWare
is a free open source groupware software intended for businesses from small to
enterprises. Its primary functions allow users to manage contacts,
appointments, projects and to-do lists.
It
is used either via its native web-interface, making access
platform-independent, or by using different supported groupware clients, such
as Kontact, Novell Evolution, or Microsoft Outlook. It can also be used by
mobile phone or PDA via SyncML.
#8:
KForge
KForge
is an open-source (GPL) system for managing software and knowledge projects. It
re-uses existing best-of-breed tools such as a versioned storage (subversion),
a tracker (trac), and wiki (trac or moinmoin), integrating them with the
system’s own facilities (projects, users, permissions etc). KForge also
provides a complete web interface for project administration as well a
fully-developed plugin system so that new services and features can be easily
added.
#9:
OpenGoo
It
is a complete online solution focused on improving productivity, collaboration,
communication and management of your teams. OpenGoo main features include
document management, contact management, e-mail, project management, and time
management. Text documents and presentations can be created and edited online.
Files can be uploaded, organized and shared, independent of file formats.
#10:
ClockingIT
ClockingIT
is a free Project Management solution, which helps your team stay focused and
on top of things.
SIMPLE
CREATIONS
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.
Three
kinds of skills/abilities:
· Analyzing- distinguishing similarities
and differences/ seeing the project as a problem to be solved.
· Synthesizing- making spontaneous
connections among ideas, does generating interesting or new ideas.
· Promoting- selling of a new ideas to
allow the public to test the ideas themselves.
The
five key task to develop creativity:
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 ideas exchange.
3. Judge the ideas- the students themselves
make an appraisal for or against any idea. Only when students are completely
off check should the teacher intervene.
4. Act- the students 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.
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