“Using
the project-based learning Multimedia as a Teaching-Learning strategy”
Project-based
learning enables classrooms to emphasize this undervalued part of the
“invisible curriculum” what author Daniel Goleman has called “Emotional
Intelligence.”
ACTIVITY
Small Group work- You are planning for the
school year and convinced of the benefits of a project-based multimedia
learning strategy, you decide to use it in lessons where you feel is most
appropriate. Enumerate the steps you have to undertake in you initial planning.
ANALYSIS
Compare your list of steps to the following
steps suggested by Michael Simkins, et al who are experts in project-based
multimedia learning.
1. Go over the K to
12 content and performance standards and competencies to determine objectives
and content that the multimedia project will address effectively.
CONTENT STANDARDS
Grade
7 –Science
The
learner demonstrates understanding of the physical features of the Philippines
archipelago and its natural resources, including the ways by which these
resources are conserved and protected.
PERFORMANCE STANDARDS
The
learner practices conservation and protection of resources (soil, water, rocks
and minerals, fossil fuels) in the community.
COMPETENCIES
The Learner …
Demonstrates
how places on Earth may be located using a coordinate system.
Describes the location of the Philippines
with respect to the continents and oceans of the world.
Describes the major landforms and bodies
of water in the Philippines.
Recognizes that soil, water, rocks, coal,
and other fossil fuels are Earth materials.
Recognizes that Earth materials provide
many of our resources.
Describes ways of using Earth’s resources
wisely.
Investigates
the effects of unwise use of Earth’s resources.
2. Estimate how much
time you need to spend compared to how much time is available.
3. Make clear and
explicit parameters and procedures that must be observed in decision making.
4. Set collaborative
working arrangement to enable students to share their knowledge and skills and
to build on one another’s strengths.
5. Determine what
resources you will need and what are available.
6. Plan on how you
will measure what students learn.
SIMKINS
ET AL SUGGEST THE FOLLOWING:
ü Use technology
students already know.
ü Use time outside
of class wherever possible.
OVERVIEW OF A
TYPICAL PROJECT:
1. BEFORE THE PROJECT
STARTS
1.
Create project description and milestone.
2.
Work with real.
3.
Prepare resources.
4.
Prepare software and peripherals such as microphones.
5.
Organize computer files.
6.
Prepare the classroom.
2. INTRODUCING THE
PROJECT
(ONE OR TWO DAYS)
(ONE OR TWO DAYS)
Help
the students develop a “Big Picture” to understand the work ahead.
1.
Review project documents.
2.
Perform pre-assessments.
4.
Group students
3.
Perform Relevant activities
5.
Organize Materials.
3. LEARNING THE
TECHNOLOGY (ONE TO THREE DAYS)
Give
a chance for the students to work with whatever software and technology they
will be using.
4. PRELIMINARY
RESEARCH AND PLANNING (THREE DAYS TO THREE WEEKS, DEPENDING ON PROJECT SIZE)
At
this stage, students should immerse themselves in the content or subject matter
they need to understand to create their presentations.
5. CONCEPT DESIGN AND
STORYBOARDING (THREE TO FIVE DAYS)
After
collecting initial information, hold a brainstorming session where the whole
class or a subgroup defines a tentative approach to te subjects and discusses
some preliminary design ideas.
A
storyboard is a paper-and-pencil
sketch of the entire presentation, screen by screen or, in the case of video,
shot by shot.
Ø Here are a few
design tips to keep in mind throughout storyboarding and production.
ü Use scanned,
handmade art work to make a project look personal and to manage scarse
technology resources.
ü Keep navigation.
ü Organize
information similarly throughout so users can find what they are looking for.
ü Care for
collaboration.
ü Organize
manageable steps.
ü Check and assess
often.
6. ASSESSING, TESTING
AND FINALIZING PRESENTATIONS (ONE TO THREE WEEKS)
Ø There are two
kinds of testing to think about:
a)
Functional testing
Means
trying all the buttons, taking all possible paths through the presentation,
checking for errors, missing images, and the like.
b)
User Testing
Means
showing the presentation to members of the target audience and finding out if
they can successfully navigate it and understand it.
ASSESSMENT
-Means critical evaluation of your
presentation.
After
assessment and testing, your student will be revising and making a “release
candidate”, A version everyone thinks is just about perfect.
-The release candidate is tested further,
and at this stage no new content or features are added.
7. CONCLUDING
ACTIVITIES (ONE TO THREE DAYS)
Allow
time for students to present and show off their hard work. You and they will be
proud of what they have than and will want to share it with others.
Remember
to take time to review the ups and downs of the project with students and
anyone else who participated. Take notes on suggestions for things to do
differently next year.
SUMMMING
UP:
The
various phases of the project include:
Before
the project starts.
Introduction
of the project.
Learning
the technology.
Preliminary
research and planning.
Concept
design and storyboarding.
First
draft production.
Assessing,
Testing, and Finalizing Presentations.
And
concluding activities
Steps
on the Process of multimedia creations:
Planning
Researching
Organizing
Developing
Communicating
Evaluating
Project Based Learning explained: please watch :)
Project Based Learning Presentation.