Thursday, March 26, 2015

Reflections on my first three weeks as a Design and Digital Technology student!

Wow, what a whirlwind these last few weeks have been. I was quite excited to start this subject but really had no idea what it would entail apart from learning a few things on the computer. I know how to work my way around a few basic computing sights but did not expect to be bombarded with all these new things so fast!! However, I am glad that we did get thrown in the deep end as it enabled me to learn lots of new things. Some of them were blogging (aarrgghh), twitter, wiki's (oh the dramas'!), online mindmapping using a variety of different sights (which i quickly learnt that my computer was OLD and wouldn't work with some of the new programs). I have always wanted to learn about blogging as I have dreamed of writing my own family/craft/diy blog one day so this has made it one step closer to reality.

The last few weeks I have learn't about the technology design cycle (there you go I just learn't how to link the webpage!!) and started a design challenge of my own. It has been a huge learning curve to see how much work is put into a simple activity for a classroom. I have lots and lots of respect for teachers and am quickly realising the amount of work that is put into each individual task. I learn't how to do a risk analysis, a product overview, a decision making matrix to determine the final product and how to navigate the Australian Curriculum so that my design challenge meets the right standards. I chose a challenge that would get my students to investigate different ways they can use heat to transfer an image to a candle that would later be used for christmas presents for their families. I even got to construct my design which was really fun and watch my children (12, 10, 7 and 5) attempt it to determine the best age to set this design challenge for. After completing all the documents I was asked to do for this challenge (risk assessment, design spec etc) I realised that if I was to ask a student to fill out these forms they would have no idea. They are a bit to involved for the age group I was targeting. In my classroom I would probably adapt these documents to make them a bit more interactive eg, group brainstorming as to the risks involved or the different items needed to produce the product. Adapting these documents would enable them to still be heavily involved in each of the processes need to complete the stages of the design cycle.


I can see why design and digital technology can be a fantastic inclusion in a classroom. Children of today love anything digital and incorporating that into a classroom will engage them for longer periods of time. It will also teach them skills that they will most definitely need in highschool and university themselves and of course by the time they finish school if they haven't got a grasp on the digital side of life they will struggle.

I am really loving this subject and the amazing things it is teaching me. I am looking forward to moving on in the design cycle process and including lots of design and digital technology in my classroom pedagogy.


Tuesday, March 17, 2015

Teaching Technology, purpose and pedagogy - week 2

Taken from 'The developing field of technology education: a review to look forward to'
Jones, Buntting and de Vries (2013)

This paper reviews how far the development of technology education has come in the last 20-25 yrs. 

  • There are four main categories of interest in technology education:
    • Technology as artifacts - of a physical nature and a functional nature - helps pupils recognise the nature of the end product
    • Technology as knowledge - technology education, the knowing how of something - used to make students aware  of the usefulness of reflecting on what they already know and what they can learn
    • Technology as activities - analysis of the design process - designing themselves
    • Technology as a characteristic of humanity - informs about how technology is shaped by, and also shapes humans, human culture and society - students can reflect on the impact it may have on the world
  • Teacher education and professional development is key to the implementation of technology education
  • an overcrowded curriculum and more emphasis on literacy and numeracy play a huge role in having available time for technology education. Teachers limited expertise and confident and funding also contribute
  • visits to and placements in technologically- rich industrial sites have potential to help teachers and students bridge the gap (Corrigan 1999)
  • teachers concepts of knowledge influence the learning in the classroom. Cowie et al. (2009) found that both the teacher knowledge and student learning could be enhanced in technology when there was a deliberate focus on developing teachers and student concepts of the nature of technology
References: 
Corrigan, D. J. (1999). Industry and technology links with chemistry curriculum. Unpublished doctoral dissertation Australia: Monash University.

Cowie, B., & Moreland, J. (2009). Methodological considerations in studying classroom interactions in technology education. In A. T. Jones & M. J. de Vries (Eds.),  International handbook of research and development in technology education (pp. 625-635). Rotterdam: Sense.

Jones, Buntting and de Vries (2013). The developing field of technology: a review to look forward. International Journal of Technology Design Education 23, 191-212



Taken from 'Creativity in technology education: providing children with glimpses of their inventive potential' Lewis, T. (2009)

Subjects that encourage creativity can often be discouraged because of the confining nature of the school curriculum. But subjects like art, music and technology allow for the expression of multiple intelligences because they allow for a range of domains to be uncovered. Wilson and Harris (2004) found that subjects that allowed students opportunities to create what does not exist yet helped improve higher order thinking skills. 

There is so much to learn from observing students when they are allowed to be inventive. Peterson (2002) explains that education classes/labs have great potential for stimulating students and that they should be allowed to make mistakes and learn from them in these settings. Classroom practises like this tend to connect students with a real world experience of the the workforce and how things in technology are created and problems solved. It sets children up for a world beyond their school where things are created, it teaches them about risk analysis, rethinking, presentation of ideas and analytical and divergent thinking.

From this article it is evident that children who are allowed to explore a technological education can employ cognitive resources that aren't as evident in a standard curriculum.

References:
Lewis, T. (2009). Creativity in technology education: providing children with glimpses of their inventive potential. 

Peterson, R. E. (2002). Establishing the creative environments in technology education. The Technology Technology, 61 (4), 7-10.

Wilson, V., & Harris, M., (2004). Creative change? A review of the impact of design and technology in schools in England. Journal of Technology Education, 15 (2), 46-65.





Taken from: Creativity – “A Framework for the Design/Problem solving discourse in technology education” Lewis, T.

Summary by Judith Humberdross (group member)

Technological design is a learning area wherein the dimensions of children’s creative abilities can be stimulated and augmented, however creativity is not easily defined. While there appears to be agreement on an international level as to what constitutes creativity, there are shared believes about its nature, such as :-
(a) That creativity is connected with originality ;
(b) That the value of creative products cannot be objectively ascertained, since there are no standards by which new creations can be assessed ;
(c) That beyond products, creativity can be manifested in new and novel ways of thinking that break with previously established norms ;
(d) That existing conceptual frameworks and knowledge schema impose restraints on creative insight ; and
(e) That creativity is a transcendent, irreducible quality. (Bailin, 1994)
Creativity can further be dissected into :-
(I) Processes - Creative processes take time, and include search through a problem space ;
(ii) Persons - Creative people are governed by internal factors, such as their personality; and
(iii)Products. (Tardif and Sternberg, 1988)


Creativity can also be seen as a product not just of individual traits, but also of societal and environmental factors.


Schooling plays an important role in the development of children's creativity. Support for a child's development begins with a curriculum that takes into account the students' interest and individual differences, such as thinking styles. (Sternberg, 1990). Creativity can be enhanced within the curriculum by providing students with opportunities for problem finding, as well as problem solving. (Moore, 1993).


Technology education in a school curriculum is a place where creativity can be fostered uniquely.


A strong design focus allows for teaching that will enable the development of creativity. Design, in particular, fosters creativity in children in that it is an open ended subject, with more than one right answer and more than one right method of arriving at a solution.


Pre-service teacher education programs in technology education do not normally include coursework on creativity. Therefore, most teachers do not have preparation that is sufficient enough to allow them to inject creativity into their teaching.


References :
Bailin, S. (1994). Achieving extraordinary ends. Norwood, New Jersey: Ablex Publishing Corporation.


Moore, M. T. (1993). Implications of problem finding on TEACHING AND LEARNING. In S. G. Isaksen, M. C. Murdock, R. L. Firestein & D. J. Treffinger (Eds.), Nurturing and developing creativity: The development of a discipline (pp. 51-69). Norwood, New Jersey: Ablex Publishing Company.


Sternberg, R. J. (1990). Thinking styles: Keys to understanding student performance. Phi Delta Kappan, 71(5), pp. 366-371.



Tardif, T.Z. & Sternberg, R.J. (1988). What do we know about creativity? In R.J. Sternberg (Ed), The nature of creativity: contemporary psychological perspectives (pp.429-440). Cambridge: Cambridge University Press.






Thursday, March 12, 2015

Thoughts on 'Visual Literacy' - week 1

*taken from chapter 5 of text book

What is visual literacy and how do visual literacy strategies play a role in a classroom. We live in a visually saturated world so it is necessary to provide students with the skills they will need to take on an active role in society.

  • visual literacy incorporates pictures, drawings, photographs, concept maps, graphics, videos and multimedia
  • it promotes problem solving and innovative thinking
  • helps students develop the capacity to use visual tools for explaining, teaching and learning
  • teaches collaborative thinking
  • visual literacy, especially concept maps, provide strong evidence for improvements in memory, identification of main ideas and scaffolded learning
  • it captures the interest of students and keeps their attention

Reference:
Younie, S., Leask, M., & Burden, K. (2015). Teaching and Learning with ICT in the Primary School (2nd). Oxon: Routledge





Technology using wordle - week 1


Pedagogy for Design and Digital Technologies - week 1


Verbs: What Students do
Associated Pedagogy
Assess
Students should be supported in developing criteria with which to assess ideas/elements/design that meet their brief. This requires scaffolding and support in thinking. It also requires collaboration as students negotiate a range of perspectives on issues and success criteria.
Manage
The implication here is that students are managing... and therefore the teacher's role must change to that of facilitator and support. Students should be managing their own projects, and will be required to develop timelines and plans to manage the process.
Investigate
Students will be supported in finding ways to use/improve/create by using investigation questions like how/why/when. This can be done using a hands on approach.
Create
Students will have the opportunity to create or recreate something using different skills. These could be computational skills, hands on skills, investigative skills. Teacher will assist this by providing opportunities to learn these different skills to use.
Design
Students will use strategies to understand design problems and come up with solutions. They will be guided to think about possible impacts of the design and how to better it. Teachers will guide this by the encouragement of investigation/outcome scenarios.

Attributes of a Designer - week 1

Attributes of a Designer
Key attributes for the success of a designer
  • open mind
  • ability to learn and open to learning constantly
  • thinking outside the box
  • being able to execute good design
  • attention to detail
  • empathy
  • curiosity
  • always wanting to learn more and make things better for people
  • good communication/presentation skills

WELCOME TO THE BLOG PAGE OF JO GUY

CQU STUDENT

EDCU12039: DESIGN AND DIGITAL TECHNOLOGIES 2015