Talking D&T

Deliberate Teaching: The Art of Pedagogical Decision-Making in D&T


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What makes for effective teaching in Design & Technology? Returning after a brief hiatus, I delve into the research-backed pedagogical approaches that can transform D&T education. This episode synthesizes my recent exploration of teaching strategies, clarifying the crucial distinction between curriculum (what we teach) and pedagogy (how we develop student capabilities).

At the heart of D&T education lies a persistent misconception I'm determined to challenge: there is no single, correct design process. Drawing on extensive research, I outline four foundational pedagogical approaches: the traditional design-and-make activity, mainly designing (where imagination isn't limited by technical constraints), mainly making (focused on skill development), and exploring technology in society. Throughout these approaches, teachers must navigate the spectrum between restrictive and expansive teaching choices, deciding when to provide structure and when to foster independent thinking.

Recording and documenting the design journey presents another pedagogical decision point. Are traditional booklets limiting student creativity? Could engineer's notebooks, digital portfolios, or multimedia approaches offer more authentic documentation? I examine how deliberate choices about design recording can either restrict or enhance student learning. This episode provides practical guidance for D&T educators committed to moving beyond ritualistic approaches while preparing for my upcoming episode on assessment strategies. 

Links, References and Resources Mentioned

  1. Kay Stables' chapter on signature pedagogies: You can find her chapter titled "Signature Pedagogies for Designing: A Speculative Framework for Supporting Learning and Teaching in Design and Technology Education" on SpringerLink.
  2. Matt McLain's research on expansive and restrictive approaches in design and technology education: His work on this topic can be found in his thesis on the Liverpool John Moores University repository and in the International Journal of Technology and Design Education.
  3. Design fiction as a methodology for designing in unfamiliar contexts: You can explore this methodology in the DRS Digital Library and the Nordes conference proceedings.
  4. The Young Foresight Project (early 2000s): Information about this project is available on SpringerLink.
  5. Todd Kelly's work on the engineer's notebook as a design assessment tool: His work is detailed in an article on Purdue University's website and on ERIC.

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Talking D&TBy Dr Alison Hardy


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