Wednesday, 18 March 2015

Week Two Reading reflections

What a lot of reading! I have managed to contact one member of my group (group 10) and we are sharing some readings and subsequent critiques. I have done two readings myself this week so far:

Mawson, B. (2003). Beyond `The Design Process': An Alternative Pedagogy for Technology Education. International Journal of Technology & Design Education, 13(2), 117-128.


·         The design process is a foundation of technology education. This article proposes that the adherence to design processes are having a negative impact on children’s learning in technology. The author proposes an alternative pedagogy for teachers that are already researched in the field, and the author looks at two of them.
·         There has been a trend in Australia for a structured skills based approach to teaching in technologies, with the author finding that the main approach is a design-make-appraise approach which is limiting because it is linear in nature. Mawson suggests that the reason why design processes have been incorporated is to create effective ways to assess and to teach because primary teachers are non-specialist teachers of technology. Mawson discusses open-ended problem solving and the problems that this can cause schools with managing, assessing and resourcing for students.
·         A creative iterative process, made into a linear, simple process is the danger. The article suggest that the simple process is at odds with the complex way in which real designers work.
·         The work of Hill & Anning (2001) looks at the design processes of professionals and students in classrooms.
·         The author suggests that there is a weak link between drawing and designing and that students rarely refer to their drawings when working through a design solution.
·         “When allowed to choose their own pathway children design orally or in three dimensions, or begin by exploring the materials and tools available to them.” (Anning 1997a; Hope 2000 cited in Mawson, 2003, pp.5).
·         Mawson cites Johnsey (1998) as saying that student behaviour when designing differs from design models; making being the most important part and should begin before designing and should continue right through the process.
·         From looking at the problem solving strategies of children in their first three years of school, Roden (1997, 1999) developed a taxonomy which identified eleven different strategies. The relative importance of each strategy varied over time, and each gave rise to a particular pathway through the design process.
·         Kimbell (1991) studied 10,000 (15 year old) students. They reject the current design process models and believe the internal mind’s eye expression in drawings and models.
·         Teachers don’t place enough importance on 2D representations and don’t model drawing methods or teach about 3D modelling. The importance of these are rarely made clear to students. Children need knowledge of the nature of materials and their properties so that they may know and understand the limitations and skills required to use them (Fleer, 2000 cited in Mawson, 2003, pp.7)
·         The alternative: Children need to understand the situation from which a problem is derived, immersed in the context of the task first and explore materials available to them when working towards their solution, with technical skills being identified as you go and taight at the appropriate time. Children should be able to choose a starting strategy which suits their learning style. Design/making occur concurrently and teachers should make sure students explain/show/discuss their developing solutions with others so that they can clarify and reformulate problems.
·         Role of the teacher: model technological practice and manage environment. Identifying the problem clearly, challenging, counter challenging and explaining.


I am reconsidering my own views on the processes involved in design, after reading this journal. I like the idea of allowing children to use their personal learning styles in the design phase and allowing the openness and flexibility to discern when to explicitly teach a skill in the time that it is needed.




  Lewis, T. (2005). Creativity – A framework for the Design/problem Solving Discourse in Technology Education.          Journal of Technology Education,17(1). Retrieved from http://scholar.lib.vt.edu/ejournals/JTE/v17n1/lewis.html

·         This article is conversing about the issue of creativity in technology education as under-explored area. The ideas that concepts and processes (standards within the curriculum) are not as important as what children can learn about themselves through technology engagement.
What is creativity?
·         Unseen character. Connected to originality, new and novel ways of thinking that break norms, cannot be assessed, existing schema impose constraints upon it.
·         Sternberg (1985;1988) says it overlaps with intelligence, learning style, personality and motivation and is socio-cultural.
Creative cognitive processes
·         Creative flow involves feedback that produces enjoyment (Csikszentmihalyi, 1996 cited in Lewis, 2005). There are a set of enablers which are:
1.     Having clear goals
2.     Balance between challenge and skill
3.     Action and awareness coming together
4.     Not fearing failure
·         Metaphorical thinking merge the left and right centers of the brain and can help students deal with ambiguity by relying on association to make connections with unlike things. Exercises in metaphorical thinking can help students conceive examples of metaphors.
·         Analogical thinking can also be used in the classroom where designs may come from nature. If students are encouraged to think of examples, their thinking will improve in design.
·         Combinatorial creations: This is a design process where two or more concepts are combined to create a new idea. The new possibilities created with this thinking can be taught and encouraged by exercises where students have to think of new things they can make from two completely different things.
·         Divergent thinking: A variety of solutions to a problem. Students could brainstorm multiple ways to provide solutions to a problem.
Schooling and creativity
·         Creativity can be fostered of teachers can enhance the provision of content knowledge, encouraging risk taking, building intrinsic motivation, stimulating interest, building confidence, and stimulating curiosity (Cropley, p. 93).
Creativity and technology education
·         Open-endedness is the key.
·         Problem posing, problem restructuring, analogical and metaphorical thinking, and the use of humour are pedagogical devices that belong in an expanded view of how the creative aspect of design can be realized (Lewis, 2005).
Implications for technology education
·         The curriculum is taking its cue from science, with exactness. Thought, leading to creative expression needs to be adopted.
·         Assessment of technology is difficult!
·         Absence of explicit treatment of creativity in the curriculum.

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Jones, A., Buntting, C., & Vries, M. (2013). The developing field of technology education: a review to look forward. International Journal Of Technology & Design Education, 23(2), 191-212. doi:10.1007/s10798-011-9174-4

I like how this paper admits that Technology really is an emerging Curriculum area in its own right. Technology, and its teaching philosophy has emerged with four main areas of interest; technology as artefeacts, knowledge, activities and cultural aspect of humanity (Mitcham, 1994 cited in Jones, Buntting & Vries, 2013).
Technology as artefacts: The physical and functional nature of ‘things’.
Technology as Knowledge: The unique technical language and knowledge in this KLA is distinct, thus needing ‘distinct strategies to teach and learn such knowledge’ (Jones et al., 2013).
Technology as activities: This is about design processes, methods, and the connection between knowledge and design.
Technology as culture: Technology is shaped by us, and shapes us. There are many theories about how technology affects us. [Phenomenology (how technology is our own reality, as individuals). Borgmann says it disengages us from reality) Critical Theorists focus on technology within the social milieu, putting forward that we can actually shape technology to produce the desired social outcomes we need. Pragmatists (Hitt and Hickman) look at what technology has been successful.

The last 20-30 years has seen an incredible change from being viewed as procedural in nature only, with conceptual knowledge not in the picture (McCormick, 1997 cited in Jones et al., 2013).
“When teacher understanding of technological capability is limited there is a tendency for the teacher to focus on the actual production of a product rather than the thinking skills, creativity, processes, issues, and key learning involved (e.g., Harlen, 1997; Harlen et al. 1995; Jones and Compton, 1998 cited in Jones et al., 2013). Teacher attitude has a huge impact according to Jones, and this is where the TPACK framework plays out.

Formative assessment was important for teachers to adapt teaching to seen needs.
Discussions on all levels are important for a teacher to ‘notice, recognise, and respond’ to students (Bell and Cowie, 2011 cited in Jones et al., 2013).

The thinking, decision-making, evaluating and justifying are more important than the product! (Moreland, 2009 cited in Jones et al., 2013). I had these very same ideas that were put forward in the article. Students should reflect regularly on their work, with critical friends (teacher conference too) and to take photographs and have reflections as they go along.