“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 STORY BOARDING (THREE TO FIVE DAYS)
After collecting initial
information, hold a brainstorming session where the whole class or a subgroup
defines a tentative approach to the 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.
SUMMING 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 story boarding.
First draft production.
Assessing, Testing, and
Finalizing Presentations.
And concluding activities
Steps on the Process of
multimedia creations:
Planning
Researching
Organizing
Developing
Communicating
Evaluating