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In this episode, I delve into the pedagogical approaches that exist beyond the traditional 'design and make' activities in Design and Technology education. Drawing on research literature and classroom practice, I explore how 'mainly designing' and 'mainly making' activities can be powerful pedagogical tools when used deliberately and appropriately.
I share insights from Bill Nichol's work on designing for future contexts, including how case studies and question cards can help pupils develop empathy and understanding for users they cannot directly access. I also examine Hilda Ruth Beaumont's contributions to the Young Foresight Project, which demonstrated how pupils can design with materials not yet available in classrooms.
The episode highlights how these approaches allow pupils to explore unfamiliar contexts—whether from different countries, time periods, or future scenarios—without being constrained by their current making skills. I discuss how focused practical tasks provide opportunities for pupils to develop material understanding and manufacturing skills without the cognitive overload that can accompany full design and make activities.
These pedagogical approaches aren't replacements for design and make activities but complementary strategies that enhance pupils' learning. By recognising when we're using 'mainly designing' or 'mainly making' approaches (rather than masquerading them as design and make activities), we can better structure learning experiences that build capability.
How might your curriculum benefit from explicitly planning for 'mainly designing' and 'mainly making' activities? Could these approaches help you introduce pupils to emerging technologies or contexts beyond their immediate experience? Share your thoughts with colleagues and join the conversation about expanding our pedagogical repertoire in D&T education.
References, activities, and resources mentioned:
Acknowledgement:
Some of the supplementary content for this podcast episode was crafted with the assistance of Claude, an AI language model developed by Anthropic. While the core content is based on the actual conversation and my editorial direction, Claude helped in refining and structuring information to best serve listeners.
Support the show
If you like the podcast, you can always buy me a coffee to say 'thanks!'
Please offer your feedback about the show or ideas for future episodes and topics by connecting with me on Threads @hardy_alison or by emailing me.
If you listen to the podcast on Apple Podcasts, please take a moment to rate and/or review the show.
If you want to support me by becoming a Patron click here.
If you are not able to support me financially, please consider leaving a review on Apple Podcasts or sharing a link to my work on social media. Thank you!
Send me a message.
In this episode, I delve into the pedagogical approaches that exist beyond the traditional 'design and make' activities in Design and Technology education. Drawing on research literature and classroom practice, I explore how 'mainly designing' and 'mainly making' activities can be powerful pedagogical tools when used deliberately and appropriately.
I share insights from Bill Nichol's work on designing for future contexts, including how case studies and question cards can help pupils develop empathy and understanding for users they cannot directly access. I also examine Hilda Ruth Beaumont's contributions to the Young Foresight Project, which demonstrated how pupils can design with materials not yet available in classrooms.
The episode highlights how these approaches allow pupils to explore unfamiliar contexts—whether from different countries, time periods, or future scenarios—without being constrained by their current making skills. I discuss how focused practical tasks provide opportunities for pupils to develop material understanding and manufacturing skills without the cognitive overload that can accompany full design and make activities.
These pedagogical approaches aren't replacements for design and make activities but complementary strategies that enhance pupils' learning. By recognising when we're using 'mainly designing' or 'mainly making' approaches (rather than masquerading them as design and make activities), we can better structure learning experiences that build capability.
How might your curriculum benefit from explicitly planning for 'mainly designing' and 'mainly making' activities? Could these approaches help you introduce pupils to emerging technologies or contexts beyond their immediate experience? Share your thoughts with colleagues and join the conversation about expanding our pedagogical repertoire in D&T education.
References, activities, and resources mentioned:
Acknowledgement:
Some of the supplementary content for this podcast episode was crafted with the assistance of Claude, an AI language model developed by Anthropic. While the core content is based on the actual conversation and my editorial direction, Claude helped in refining and structuring information to best serve listeners.
Support the show
If you like the podcast, you can always buy me a coffee to say 'thanks!'
Please offer your feedback about the show or ideas for future episodes and topics by connecting with me on Threads @hardy_alison or by emailing me.
If you listen to the podcast on Apple Podcasts, please take a moment to rate and/or review the show.
If you want to support me by becoming a Patron click here.
If you are not able to support me financially, please consider leaving a review on Apple Podcasts or sharing a link to my work on social media. Thank you!
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