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Project learning is organised around the creation, execution and finished
production of an experiment, a review, a survey, etc. It is learning with
a known focus, expectations of productivity and measurable results. The
project usually occurs within a reasonable time frame, ranging from a
week to a semester. The nature of the project is dynamic as it goes through
conception, configuration, contradiction, confusion, reconfiguration and
eventually culmination and celebration (Fogarty, 1997). Project learning
is hands-on learning in all its glory.
Project learning is built on the foundation of two constructivist approaches
to learning: ‘active learning’ and ‘learning in context’.
Active learning refers to the idea that people learn by engaging in a
process of sense making which requires the learner’s orchestration
of a collection of cognitive processes. Besides hands-on activities, successful
project learning engages the learner’s cognitive processes. Learning
in context refers to the idea that each subject discipline requires its
own ways of thinking that are best learned from concrete experience on
realistic tasks, for example, a project.
In project learning, students take the role of active (in terms of cognition),
hands-on learners. They are responsible for the final product. Students
may work in teams, with each person responsible for certain tasks. Teachers
may take a directive role in some projects and a non-authoritative role
in others. Structured projects require a teacher to be directive because
the parameters of each project are strictly set. Open-ended projects,
in contrast, require a teacher to act as a coach or mentor. Factors to
be considered here are the types of project involved, the age of the students,
the sophistication of the project, the timelines set and the style of
the teacher.
Many activities are required to construct authentic projects in the
classroom or laboratory; these activities can be grouped into three stages
(see Fogarty, 1997, for details). In the first level of activities, a
project is either selected by students from a bank of ideas or defined
by the teacher. After the teacher sets the guidelines, the initial stages
of reading, researching, interviewing and fact gathering consume the student
or student team. This phase of the project engages students in tasks they
are most familiar within the school setting (i.e. to use references, find
resources and collect data) and lays the groundwork for the inventiveness
of the latter two stages. There are a myriad of activities appropriate
for this first phase: reading for background information, researching
and taking notes, building a reference list, interviewing experts, viewing
films and videos, developing an outline, talking with peers, surfing the
Internet, checking and double-checking sources, visiting sites, as well
as gathering charts, maps and illustrations.
As a project enters the second phase, students become immersed in facts
and begin to try to make sense of them. They discover that some information
is relevant and some is not. At this level, the students try to analyse
whatever information they have, sort the information into meaningful chunks,
and synthesise it in order to move the project forward. If a team of students
is involved, members must find ways to share their information. A number
of activities are often employed in this stage, including: brainstorming
ideas, analysing data, charting information, drawing and sketching models,
drafting ideas, developing prototypes, filling in missing information,
visualising the big picture, reconciling conflicting data, finding a focus,
assigning a theme, creating a metaphor, looking for patterns, seeking
connections, playing with ideas and finding materials.
At the third phase, the students understand what needs to be done. They
divide and prioritise tasks, check timelines, take any necessary emergency
measures and stay alert. The activities involved at this stage are model
building, construction, assembling, synthesising ideas, rethinking or
re-conceptualising, finishing touches, decorative details, evaluative
testing, peer review, self-assessment, evaluation against criteria, expert
review, final submittals and celebrations.
Project learning not only facilitates active learning in students, but
also challenges them to develop higher order thinking skills. It also
exemplifies Gardner’s theory of multiple intelligences. As Gardner
(1983) has suggested, intelligences seldom work in isolation. When learning
experiences within a project are considered holistically, it can be seen
that different intelligences are exercised and are interrelated with each
other. As pointed out by Fogarty & Stoehr (1995), students may use
their logical/mathematical intelligence to think through a situation;
their visual/spatial intelligence to visualise it; their interpersonal
intelligence to empathise with people; their bodily/kinaesthetic intelligence
to immerse themselves in a situation through an experiential learning
process. In addition, the musical/rhythmic and verbal/linguistic intelligences
may come into play as students use music to depict the mood or theme of
a problem and discuss, write, listen and read about related issues.
References
Fogarty, R. & Stoehr, J. (1995). Integrating
Curricula with Multiple Intelligences: Teams, Themes, and Threads. Arlington
Heights, III.: IRI/SkyLight Training & Publishing.
Fogarty, R. (1997). Problem-based Learning and Other
Curriculum Models for the Multiple Intelligences Classroom. Arlington
Heights, III.: IRI/SkyLight Training & Publishing.
Gardner, H. (1983). Frames of Mind: The Theory of
Multiple Intelligence. New York: Basic Books.
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