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.”
INTRODUCTION
After learning about the what of project-based learning,
let uds see how we go about it if we want to benefit from this strategy.
ABSTRACTION
Goals
and objective are always the starting points of planning. When we plan a
multimedia learning project as a teaching strategy, we begin by clarifying our
goals and objectives.
Another
important thing is to determine the resources available—from library materials,
community resources both material and human, internet, news media- since this
project calls for multimedia.
So
you have decided on the objectives and content
with which to use the
project-based multimedia strategy and have determined resources available. What are you going to do
next suggest the following:
BEFORE THE PROJECT STARTS
1.
Create project description and milestone.
2.
Work with real-world connections.
3.
Prepare resources.
4.
Prepare software and peripherals such as
microphones.
5.
Organize computer files.
6.
Prepare the classroom.
INTRODUCING THE PROJECT (ONE OR TWO DAYS)
Help the students
develop a “big picture” to understand the work ahead.
1.
Review project documents.
2.
Perform pre-assessments.
3.
Perform relevant activities.
4.
Group students.
5.
Organize materials.
LEARNING THE TECHNOLOGY (ONE TO THREE DAYS)
Give a chance for the
students to work with whatever software and technology they will be using.
PRELIMINARY RESEARCH AND PLANNING (THREE DAYS TO TREE WEEKS,
DEPENDING ON PROJECT SIZE)
Students should
immerse themselves in the content or subject matter they need to understand to create their presentations.
Students will engage in relevant experiences or conduct research to collect
information and gather ideas. Field trips, teacher-guided lessons, student
research, interviews, observation and questioning are all activities that might
occur during this stage.
Students can tag and collect information they think might
be valuable for their presentations: compelling photographs, quotes, sounds and
other media they encounter in their research.
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 the subjects and discusses some
preliminary design ideas.
Here are a few design tips to keep in mind throughout
storyboarding and production.
·
Use scanned, handmade artwork to make a
project look personal and to manage scarce and to manage scarce technology
resources.
·
Keep navigation.
·
Organize information similarly throughout so
users can find what they are looking for.
·
Care for collaboration.
·
Organize manageable steps.
·
Check and assess often.
ASSESSING, TESTING, AND FINALIZING PRESENTATIONS (ONE TO THREE
WEEKS)
There are two kinds of testing to think about: functional testing and user testing. Functional testing means trying all the
buttons, taking all possible paths through the presentation, checking for
errors, missing images and the like. 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 students will be revising and making a” release candidate” a version everyone
thinks is just about perfect.
CONCLUDING ACTIVITIES (ONE TO THREE)
Allow time for students to present and show off their
hard work. You and they will proud of what they have done and will want to
share it wit others. Concluding activities make a memorable project even more
special.
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