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Erschienen in: International Journal of Technology and Design Education 1/2018

24.08.2016

The experiential domain: developing a model for enhancing practice in D&T education

verfasst von: Adrian O’Connor, Niall Seery, Donal Canty

Erschienen in: International Journal of Technology and Design Education | Ausgabe 1/2018

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Abstract

Creativity and innovation are leading topics for the twenty-first century, not only in individual, cultural or social contexts but also within a wider perspective in business or economic development. For that reason, creative and innovative activities have started to feature in many design-based programs in second level education. Design and Technology (D&T) education has a special importance in promoting creativity and innovation, particularly when conceptual and material aspects of the design process reciprocally support one another. In the classroom, it is common for pupils to take part in creative and innovative activities in pairs or small groups. However, the complex and non-linear nature of these design-based activities calls for dynamic, collaborative problem solving. While collaborative settings and virtual learning environments in D&T education are receiving considerable attention in current research literature, we know very little about shared interactions in design-based activity. Accordingly, there is a need to examine both the collaborative and individual evidence of design-based activity by turning our attention to the interactions around that evidence as teachers and pupils engage in these activities. The purpose of this paper is to examine a pedagogical approach focusing on the social and cognitive interaction of teachers and pupils which is supported by technology and situated in the context of design-based activity. This research found that such interactions not only augmented the design process but led to a conceptual model which demonstrates evidence-based progress through the active configuration of knowledge and understanding.

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Fußnoten
1
The Junior Certificate is an educational qualification awarded in the Republic of Ireland by the Department of Education and Skills to pupils who have successfully completed the junior cycle of second level education and achieved a minimum standard in their Junior Certification examinations. From 2014, the reformed junior cycle will feature newly developed subjects and short courses with a focus on literacy, numeracy and key skills. The key skills of the junior cycle are Managing Myself, Staying Well, Communicating, Being Creative, Working with Others, and Managing Information and Thinking. As pupils develop their competence within each of these key skills, they also develop their competence in learning by using the key skills to constantly improve how they learn. Working with Digital Technologies also forms part of each of the key skills.
 
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Metadaten
Titel
The experiential domain: developing a model for enhancing practice in D&T education
verfasst von
Adrian O’Connor
Niall Seery
Donal Canty
Publikationsdatum
24.08.2016
Verlag
Springer Netherlands
Erschienen in
International Journal of Technology and Design Education / Ausgabe 1/2018
Print ISSN: 0957-7572
Elektronische ISSN: 1573-1804
DOI
https://doi.org/10.1007/s10798-016-9378-8

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