Design
Pedagogy Design tasks are different from other
classroom activities, like lab experiments, class discussions,
or guided inquiry. As design tasks have been used over
the years, a unique pedagogy has emerged -- approaches
that help students build requisite knowledge and needed
skills to do design. This section describes a number
of them:
- Design
Brief -
This 1-page starting point of most design activities
broadly defines what a product must do including (criteria
and constraints) without indicating how the product
should be designed to do so..
- Gallery
Walk/PinUp/Poster
Janet Kolodner describes these three design-oriented
show-and-tell students that can help students help
each other with their designing, and give teachers
opportunities for formative assessment.
- Scavenger
Hunt Collecting
a wide range of instances of a product can activate
students' prior knowledge, help them make connections
to what they are learning, and give them ideas for
inclusion in their own products.
- Messing
About David
Hawkins coined this phrase to describe the hands-on
investigations that prepares students to do scientific
investigations, and which can also be done as a prelude
to designing.
- Failure
& Design
The proving ground of a successfully designed product
is littered with failed ideas. Getting students accustomed
to learning from failure is the subject of MIT's Ernesto
Blanco's talk.
- Product
Comparison/History
Conducting a Consumer Report-styled test that compares
and rates real-world products is a technological investigation
that can help students anticipate problems with their
own designs. Also, before designing, students can
benefit from researching a product by writing a history
of it.
- Systems
Identifying in a concrete device different groups
of related parts that interact to make up a whole
product lies at the heart of Systems Thinking -- and
involves talking about how different sub-systems get
inputs and feedback from one another in making up
a complete system.
- Designing
Investigations
Almost all designers conduct informal testing of design
ideas. In many design-based science curricula, the
controlling of variables in testing is emphasized.
Vanderbilt's Rich Lehrer makes a strong case that
just conducting experiments is not enough. The real
challenge is for students to design investigations.
- Design
Rules-of-Thumb
Find out how students generate advice for other designers
called design rules-of-thumb based on the experiments
they conduct.
- Infer
Specs Analyzing
existing products for the specifications they may
have been made to fulfill is a rich task that can
give students practice thinking as designers do.
- Informed
Design Having
solid reasons for design decisions, knowing what strategy
needs to be done next when designing, and reflecting
on what has been done are part of what informed designing
entails.
- Tradeoffs
Weighing benefits with drawbacks (tradeoffs) when
making decisions is a fundamental form of reasoning
associated with designing.
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