FACILITATING ICT PROJECTS

PART 2: Every Good Project Begins with a Plan



This course focuses on student created projects. With GrassRoots and other similar projects, students are afforded the opportunity to create mini-Web sites on selected themes and topics. It is not only this final project or product that should be evaluated, but more importantly, the whole process involved in planning, designing and creating it. Just as you would mark a mathematical formula, the various steps in these projects need to be assessed as well. 

The basic waterfall model for production has been around for many years. With it, there is a seemingly linear sequence of events: 

FEASIBILITY   >  ANALYSIS   >  DESIGN   >  IMPLEMENTATION   >  EVALUATION

In reality though, many projects, including student-based information communication technology projects, may have many intermediate steps, and can go through many iterations, causing the process to be very non-linear in nature. In other words, students may test out concepts by playing around with them or actually implementing them, then go back to an earlier phase to improve upon them with new found ideas and/or skills. There should be lots of flexibility allowed, but students must also realize that there is a basic game plan. 

There should be a breakdown of marks for each phase of the project along with clear expectations of what is required by students (i.e. – rubric). These phases can also serve as milestones for self, peer or teacher assessment.

Problem-solving projects incorporating the Internet or World Wide Web help students to develop higher level thinking skills while using technology in meaningful ways. You should present your students with motivating, genuine problems or open-ended real life problems to which solutions and answers are not easily found. These problems will afford students the opportunity to make choices in inventing or creating answers and solutions with and through technology.

Initial Planning Checklist

Encourage the development of higher level thinking skills through opportunities for brainstorming, cooperation and collaboration.

Suggest appropriate topics or themes that are curriculum based, and when possible, authentic.

Get students to thoroughly analyze the topic and their selected audience(s). 

Suggest ways for students to organize their ideas (i.e. - mind maps).

Suggest a variety of resources for gathering ideas and various types of information.

Encourage the formation of project teams when possible, with appropriately assigned roles for each team member.

Clearly state student expectations through rubrics or other means.
 


The Big6 Process Model

The Big6™ is a very useful six stage process model of how people of all ages solve an information problem. Thousands of schools and training institutes use the Big6 to integrate information search and use skills along with technology tools in a systematic process to find, use, apply, and evaluate information to specific needs and tasks.
 
 
 

Assignment Organizers

Big6 Organizer for Grades 3-6

Big6 Organizer for Grades 7-12
 

1. Task Definition
1.1 Define the information problem 
1.2 Identify information needed in order to complete the task (to solve the information problem)

2. Information Seeking Strategies
2.1 Determine the range of possible sources (brainstorm) 
2.2 Evaluate the different possible sources to determine priorities (select the best sources) 

3. Location and Access
3.1 Locate sources (intellectually and physically) 
3.2 Find information within sources 

4. Use of Information
4.1 Engage (e.g., read, hear, view, touch) the information in a source 
4.2 Extract relevant information from a source

5. Synthesis
5.1 Organize information from multiple sources 
5.2 Present the information 

6. Evaluation
6.1 Judge the product (effectiveness) 
6.2 Judge the information problem-solving process (efficiency) 



Pushing higher level thinking requires a good project theme and concrete strategies for selecting, gathering, sorting and analyzing information so that it may be synthesized to create new meaning.

Creating roles and situating a challenging problem within a setting or scenario creates excitement. For example, students could take on various roles, such as that of an investigative reporter, scientist, time traveller or designer. They might embark on a treasure hunt, be stranded on a island or journey to Mars. You can easily adapt problems from traditional textbooks or curriculum guides and make them more exciting with this technique.

Instead of simply suggesting the use of search engines to locate information, the teacher should identify quality resources that are appropriate and valid. 

Many technology-based activities are cross-curricular or integrated. This means that they deal with more than one subject area as well as using information communication technology. An example would be combining writing (i.e. - word processing) with mathematics (i.e. - spreadsheets) and science (i.e. – computer generated models) while using the Internet as a research tool. 

Organizing students into teams has many advantages. They will need to work out various responsibilities and a plan as to how the facts will be collected and organized. Teachers need to create criteria to guide and rate all of the activities. Due to the nature of our evolving workforce, working in a group is becoming popular. Fostering interaction and collaborative problem solving in students will help prepare them for this new reality. Authentic learning is also important, and the Internet provides a number of opportunities to make learning more meaningful and situated. Learning in ways that are personally meaningful to students has many advantages!

Going further than a traditional presentation at the synthesis stage, students can effectively use a combination of media to communicate their findings through multiple senses by creating their own Website.
 

Project Activity Steps

1. Create interesting and challenging problems/questions that will move students to the synthesis level.

2. Pre-select quality WWW Sites at the correct reading levels that support student research appropriate to the problem.

3. Get students to thoroughly analyze the problem.

4. Teams are formed and roles are defined.

5. Teams search for and gather relevant information.

6. The information collected is sorted and analyzed.

7. Teams decide on how to use the information collected to solve the problem.

8. Teams design a method to create and present  their findings.


A SCDSB testimonial on facilitating ICT projects - 1:48