Teaching design skills Technology in senior secondary education Ineke Frederik and Wim Sonneveld Delft University of Technology The Netherlands Summary In the last two decades many initiatives have been taken in The Netherlands to introduce technology in the curriculum for general education, both at the primary and the secondary level. Partly this has been realized by introducing a subject ‘Technology’ in lower secondary education (12 – 15 years), and partly by integrating technology – with a focus on design skills- in the curricula of the sciences in the upper secondary. This paper describes the situation in upper secondary and focuses on training the trainers and teaching the teachers to teach design skills. Introduction A classical idea about the difference between science and technology is that in science we try to understand the world and in technology we try to change the world. Scientists explore the physical world and develop theoretical models for explanation. Engineers or product developers describe a desired world and develop corresponding technical artifacts. The professional practice of scientists and engineers is of course considerably more complex. Scientist design technical systems for their research and engineers do scientific research as part of their product design and the difference between what engineers and scientists do is more diffuse. Education however requires simplification. In the Netherlands for many years research skills and practical work has been the main focus in education. The new curriculum however also emphasizes design skills and their linkage to both science content and man made world perspectives. Both in lower and upper secondary education design skills are meant to play a more central role! But how do you teach design skills? Many science teachers have no experience designing nor do they have no pedagogical content knowledge in the teaching of design skills. How do teachers –both inexperienced and experienced in design- prepare themselves to meet the new demands? It is well known that the success of educational reforms depends on its actual implementation in schools. Is the new curriculum –with respect to the teaching of design skills- bound to fail??? We describe the implementation model we use and illustrate it with an example. We also show that teachers identified themselves with the issue, publishing about good practices and thus became part of the implementation process. Technology in the general secondary curriculum 218 Large scale educational reforms took place in the past decade in the Netherlands. New examination syllabuses for all subjects in general secondary education (SE) were introduced. Initiatives were taken to introduce technology related objectives in the curriculum. Technology was introduced at all levels. Technology was to be integrated in upper secondary in the curricula for General Science (Algemene Natuurwetenschappen), NLT, Physics, Chemistry and Biology. A few technology domains were defined in each subject and design skills were added to the general list of acquirable skills. As part of the obligatory practical work (40 – 80 hours) in the last two years of secondary school students chose between a design- and a research project. Recently (2008) experimental lesson materials on technology and design were developed for NLT and Physics. In all cases design is considered a process used in different contexts with different content. This process approach first shows the whole design process, then zooms in on part of the design process and later practices the whole again. Zooming in and out How do you teach complicated skills such as design? At Delft University we were inspired by the ‘unambiguous moral’ in the American Journal of Physics (Wells, 1995): ‘to upgrade high school physics, partnerships are needed between experienced teachers and university staff involved in educational research’. We have set up such partnerships nationwide (3 universities) and locally (TU Delft) and developed lessons materials and and examples for integrating design in upper secondary science. (1). We – a group of outstanding creative teachers together with university staff- developed different capability tasks. All these tasks must be interesting for the teachers themselves and easily adapted to their own classroom practice. We –the university staff- set up the training of trainers and (prospective) teachers. We start our teaching sequence by expanding the experience base of the participants. We expose them to a simplified version of the whole design process: short time, simple materials, no special knowledge or skills required, clear, measurable outcomes. The group is divided in different small sub groups, all getting different tasks. We use group work, to be sure that discussion and cooperation takes place. Each group of 4-5 participants gets a different assignment. Each group has to design an artifact with very simple materials and in a very short time (20 minutes). A list of available materials is provided; materials are however only handed out when a sketch of the proposed artifact is shown. After a short while all groups demonstrate their artifact and reflect shortly on the design process they experienced. This experience base we use to reflect on the (design) process with the whole group. We introduce our model (see next section) of the design process. We ask participants to reflect again on their own design process. Did they recognize the different phases? Did they notice that sometimes they went around the circle rapidly two or three times? Did they experience the feedback loops when they switched between several phases, indicating that the clockwise arrows in the model are by no means prescriptive? In teaching about the design process we use different capability tasks alternatively zooming in on past of the process and the whole process: 219 1. We practice the whole process in a reduced situation 2. We reflect on the process and introduce our model as a scaffold for future activities. 3. We zoom in on segments of the pie to teach into more detail how to go about generating ideas, or on ways to analyze the problem 4. Later we again Our scaffold: the design model practice the whole Design (as a process) is usually described in literature as a cyclic design process in process (Roozenburg 2003). In consultation with, and from advice given situation with less by design specialists from the Delft University of Technology and reduction than teachers working in the nationwide Techniek 12+ -project, a simplified design cycle was developed for secondary education. previously. Students should familiarize themselves with the different parts of the process and with the whole process. We use short capability tasks to practice part of the process, each time a different context and a different problem. Students thus combine procedural knowledge and context knowledge. The short capability tasks are always carried out in one lesson period. A segment of the design cycle is practiced. We call this method cyclic zooming (Frederik 2003). Students zoom in repeatedly on different skill dimensions of the design process. At the same time attention is given to science-knowledge needed for solving the problem. Two or three phases are practiced each time. Later students use this procedural knowledge in more time consuming problem situations. Finally they complete the whole cycle (sometimes more In the phase of analyzing the problem students try to identify themselves with the design task and must try to find answers to questions such as ‘what is the problem?’, ‘who owns the problem?’ and ‘what do we want to achieve with a possible solution?’ Different teaching suggestions are given: the problem- owner may be interviewed (identification with the target group); the situation simulated (identification with the owner of the problem) or concept maps drawn. In the phase of composing requirements students must be able to deduce a list of requirements from the given context that can be used in verification. The use of concept maps to stimulate students to think of many suggestions is profitable as well. In the phase of generating ideas (cognitive modeling) students must be stimulated to think of multiple solutions for the design problem. Within the domain of design engineering one of the most outstanding criteria for quality is creativity. We look for a form of creativity that produces original as well as suitable results. To think of different promising solutions again requires ‘divergent thinking.’ Different practical strategies may be applied; for teaching purpose we propose to use a table of ideas. The combination of ideas, that best satisfies the tasks is the design proposal. Arguments for the choice should be given. The design proposal should be made in the form of a technical drawing, where the materials and working principles are shown and a written proposal. Subsequently the design should be realized and the design proposal transformed into a working prototype. Finally students evaluate and test their design. They reflect on how well the prototype satisfies the list of requirements and suggest how the design product or process may be improved. 220 than once). Since this approach is used in the beginning of a teaching sequence on design it should be motivating, image forming and challenging, giving students an idea of the work real design engineers do. Students should experience and appreciate that design concerns realistic problems people have, and that science helps solving these problems. Implementing the teaching of design skills As said before the implementation strategy we used is ‘train the trainers’ or ‘teach the teachers’ so we 1. developed rich materials, capability tasks 2. organized and gave workshops both for teachers and for trainers. We used the example shown in appendix 1 and several others (appendix 2) with the same characteristics and different aims. All capability tasks we used were developed by university staff together with outstanding teachers to make sure that the tasks were both interesting for teachers ánd for their students, that they are convincing examples of what engineers do and that they are easily adaptable for classroom use. Results Our approach resulted in many colleagues using one or more of our capability tasks in their teaching practice. Also some teacher trainers in Sweden, Japan and Korea used our materials. Moreover the collegues disperse their experiences: writing about it in the national teacher journal (both the science one and the technology one) or in their school paper. See Frederik and Vrijman (6) for a collection of dutch articles. We also get feedback from the teachers: asking to use our materials, telling us how they adapted or improved our proposals, reporting on their students enthusiasm when they asked: ‘when are we going to do so-and-so again’. One teacher used the one-handed-spider catcher exercise together with self assessment techniques. She asked her 13 year old students to propose a grade for their product (blue dots) and then discussed with them the teachers proposal for the grade (red dots). 221 Moreover some of the teachers are participating in the nationwide educational reforms writing syllabuses with novel approaches and they have incorporated the tasks in the new materials (4). Conclusion and discussion Implementation of technology in the sciences is by no means easy. Our approach did have some success: lesson materials were developed, teachers trained and thus better prepared, tests developed. Our answer to the implementation issue is to form alliances between schools and universities thus creating powerful learning environments (7). Collaboration between university experts and experienced, creative teachers is necessary for ideas and teaching materials to be developed. These must be easily adaptable for classroom use and contain knowledge and skills that are worthwhile, robust and interesting for the participants. The fact that these materials are easily adaptable to use in slightly different classroom situations resulted in many experiments, performed by teachers. They -and we also- observed that the pupils’ attitude towards technology shifted favorably towards technology when they were exposed to our mini-curriculum on design skills. The mini-curriculum consists of a number of capability tasks (3) (see also appendix 2) used in teacher training and in training sessions for teacher- trainers. The tasks were constructed and adapted with the following requirements in mind: • Easily adaptable for classroom use, • Exemplary of what professional designers do, • No need for a lot of preparations or specialized classroom facilities, • Involve both brains and hands-on activities, both group- and individual-work • According to teachers: successful and inspiring in the classroom 222 References 1. www.Techniek12plus.nl 2. Frederik, J.E. and Sonneveld, W. (2007), ‘Mysteries for sale’, in: Vries, M.J. de, Custer, R., Dakers, J. and Martin, G.E. (Eds.), Analyzing Best Practices in Technology Education. Rotterdam/Taipei: Sense Publishers, 83-92. 3. Frederik, J.E, Sonneveld, W and deVries, MJ (2010). Teaching and Learning the Nature of Technical Artifacts. IJTE (in press) 4. Beindorff, W.H. ea (2008) Technisch Ontwerpen in de Biomedische Technologie, NLT module. http://www.betavak-nlt.nl/les/modules_v/modules/00024/ 5. Wells, M., Hestenes, D., & Swackhamer, G. (1995). A modeling method for high school physics instruction. American Journal of Physics, 63(7), 606-619. 6. Frederik, J.E. &Vrijman, M.K. (2008), Ontwerpen Moet Je Doen. Giethoorn: Ten Brink, ISBN 9789087970031 7. Guskey, T.R. (1995). Professional development in education: in search of the optimal mix. In: T.R. Guskey & M. Huberman, Professional development in Education: new paradigms and practices. New York: Teachers College Press. [weg?] Appendix 1: instruction sheet for ‘spit and glue models’ Spit and glue models The aim of this assignment is to make a simple object with a number of just as simple materials. You will work together in groups. Each group designs and presents a different object. In making the design you may use the following materials: • Large drinking straws • • • • • • Toothpicks plasticine (plastic clay) paper, size A6 paperclips (2 sizes) tape • • • • • aluminium containers (for brownies) string clothepegs popsicle sticks wooden skewers (saté sticks) rubber bands You have a maximum of 20 minutes to make the object. When the time is up, the objects will be presented. You have a maximum of 2 minutes for the presentation. 1. Pill sorter NOTE: Save your prototype carefully.You will need it later. Introduction In our daily lives things are sorted all the time. For example letters, various types of vegetables and flowers, pills, etc. 223 You are going to try to sort steal balls of various sizes. The balls represent pills of various sizes. Assignment Design something to automatically sort and collect steal balls of four different sizes. 2. Sample transporter Introduction Small quantities of radioactive materials are often used in research on various types of illnesses. Because of the risk of contamination it is usually impossible to use your hands to transport these samples. To remain at a safe distance (at least 25 cm) from the radioactive source, it is necessary to design an instrument to move the sample without touching it. It must be picked up and then moved. You can use a film canister or a clump of clay of the same size to represent the sample. Assignment Design and build this “transporter”. 3. Spider catcher Introduction Many people are afraid of spiders. Less frightened housemates must then catch these friendly and useful animals. But we don’t want to harm these skilled insect catchers, much less kill them. You are going to make a working spider catcher, which can move the spider outside unharmed. The spider catcher must be operable with one hand. The other hand must be free to hold onto the stepladder you are standing on! Assignment Design and build this spider catcher, which can be operated with one hand. 4. Seed spreader Introduction Some plants and trees can shoot their seeds across a great distance. This is called autochory. An example of such a plant is the Himalayan Balsam, which shoots out its seeds when the plant is touched. Assignment Design and build a simple construction which can shoot a seed (in 224 this case a steal ball) exactly one meter in the air. The mechanism should work when touched briefly. The “seed” will of course go up without your direct help. 5. Medical nebulizer/inhaler Introduction Some medicines need to be breathed in through the lungs, such as the so-called “inhalers” for asthma patients. These medicines must first be nebulised. Usually these medicines are dissolved. But sometimes the medicine is a very fine powder that must be dispersed. Assignment Design and build an object that can disperse a fine powder in the air. Appendix 2: capability tasks we used: What? Spit and glue models Cycles’ zooming (A,B, C) Mysterious objects Brain writing ‘How to…?’ Simulation exercises Describing familiar objects Aims to experience different aspects of the design process to work in more detail on part of the design process to differentiate between tasks and properties of artifacts to develop ideas on design proposals to think of many ways of solving a problem (divergent thinking skills) to explore a realistic problem; to identify with the problem owner to relate properties to tasks and vice versa 225
© Copyright 2026 Paperzz