This
subject has allowed me to delve deeper into the Australian
Curriculum’s Design and Digital Technologies learning areas. I
now have a better understanding of how they are linked to one another, and to futures
thinking, and how they also very different, requiring different
types of thinking from learners and therefore, teaching.
Through
my own project management of a design, I have been able to think like a
‘learner’, ‘teacher’ and ‘student’ simultaneously. I reflected on this in my blog (see
Digital Pedagogy: Web 2.0 and classrooms).
The
thinking that is required from students is different throughout the processes
of a design cycle. The design cycle is the foundation of
technology education. For me, understanding and defining the thinking involved
was so important and very productive for preparing myself as a teacher in this
KLA. Design thinking pedagogy would involve lots of discussion about why we
design, what needs design fills in society. This would involve looking at many
examples of design and the intentions to ‘improve life’ for particular
individuals and groups. Furthermore, I have come to realise that design
thinking involves research based decisions based on available materials, sustainable
choices, and the properties they have. Peer
feedback from Sarah improved my thinking about teaching during
the investigation process involving the available materials for the
investigation and also, real life designs and how they were managed.
I
have reflected on computational thinking (see
Design thinking vs computational thinking). I have realised
that design thinking is broader in scope, and comes before computational
thinking requires students to show their procedures, their design problems
broken down, in physical and other creative ways. It is here that I have been
given so many opportunities to consider teaching practices involving visual
literacy and graphic organisers, including ‘graphicacy’ (Beaudry, 2015). This
is related to my discoveries about how
children learn technology, but I realise we must guide them
explicitly, to bring structure to their ideas, and to help bring their thinking
processes to life with visual
and multimodal tools.
I
have considered, Mawson’s (2003) researched data about student
design behaviour and their need to explore materials and
their mind’s eye (rather than a focus on drawing design first) and have come to
the conclusion that a flexible approach is best; teaching skills as
they are needed within the design
cycle. Additionally, I now see the design cycle as being very non-linear, and
flexible. I took many turns back and forth in the process of my design
challenge. Allowing children to choose their starting strategy may be
beneficial.
The
ability to evaluate a product (an existing one, or an idea for one) was a
learning curve. The resource ‘Evaluation of a marketed product’ was
encompassing of so much scope. The questions that students have to think
through, using the tool, was very adaptable to an early childhood setting by
simplifying these questions.
One
of the big ideas I came away with, was social constructivist methodologies in
this learning area is effective and also mandated. This affected the way I
think about design and digital technology pedagogy; discussing ideas, creating
and organising ideas and sharing ideas using digital technologies. Furthermore,
how to create safe online environments is an element of my active learning
whilst using online 2.0 tools and collaborative spaces during this process. By
taking part in actively
creating these digital spaces, I have gained the
confidence to use them in a classroom, and can see many diverse ways in which
it can help engage and excite children.
Engaging
with the design cycle was an important element for my thinking to become
clearer about how to teach at each stage, and why. Developing a criteria
for success, for designs, is an important element that I
discovered, is vital in the early stages. I developed a criterion and would
consistently use it to make sure my designs were ‘on track’. The criteria also
became helpful when decision
making was involved.
There
were many challenges along the way. I had only words on paper to guide my
discovery of these new digital technologies. I fumbled, but relied on the
procedures given to me. A student will always need scaffolding when
encountering new things. The idea that design decisions can be made using
objective judgement, based on a matrix, was very new to me, and valuable. I
will use the weighted decision making process with future learners. It took the
subjectivity and aesthetic judgement out of it.
In
regards to peer
collaboration, feedback, and evaluation, I really did not benefit
consistently throughout the process. I had general feedback that my design
planning was ‘good’, but nothing (at the stage when I needed it) to assist my
reflection. I received peer feedback immediately prior to submission of Task A.
Although late, I did benefit from some insight. I wonder if it was because I am
an external
student, and we rely so much on the digital technologies for
support and feedback. This makes me consider the timing of collaboration, at
poignant parts of the design process within the classroom. This has to be
balanced, small group/pair situations where everyone is participating. One
sided feedback is not helpful or equitable to all learners.
Also,
in giving feedback, I found that I needed a ‘format’ to guide me in giving the
best, balanced feedback that I could. I based it around the design cycle
itself, and you can see my creation of a wiki
page
to discuss this idea. It was an analysis tool, and I can see how important it
would be to guide children’s questioning and ways to give feedback using
strategies in an early childhood classroom.
References
Australian
Curriculum (2015). F-10 Curriculum: Technologies rationale. Retrieved from http://www.australiancurriculum.edu.au/technologies/rationale
Beaudry,
J. (2015). Visual Literacy for all teachers and learners: Essential knowledge
and skills to create, use and assess concept maps and graphic organisers. In
Younie, S., Leask, M., & Burden, K.
(Eds.), Teaching and Learning with ICT in the Primary School (pp. 54-70). New
York, New Jersey: Routledge.
Mawson,
B. (2003). Beyond `The Design Process': An Alternative Pedagogy for Technology
Education. International Journal of Technology & Design Education, 13(2),
117-128.
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