This was set within the general title of ‘Festivals’, but the links to the ‘Situation’ were not
discussed, and from then on no further reference was made to festivals. The teacher
continued in the session by asking the pupils to define the ‘Design brief’ and draw up a
spider diagram of ‘Considerations’ (a specification), tasks which all the pupils seemed
familiar with. He did not, however, elaborate on the ‘Situation’ or the ‘Design brief’, nor
invite pupils to discuss them in the context of the planned project.
The three pupils we followed (B, T and D) produced different design briefs that
illustrated how the ‘Situation’ was interpreted by them. B & T interpreted it as a "button
is pressed to light up the eyes", whereas D makes no such inference: "to design and make
a clock badge". Their initial ideas of their personal ‘briefs’ lingered and influenced
future tasks; for example, D continued to talk about a "clock face" for several lessons and
abandoned the idea only when he realised that the electronics would not be like that of a
watch. He also imagines that the battery would resemble that in a watch and was almost
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incredulous when the teacher showed a comparatively large conventional dry 9-volt
battery that he (rightly) considered too heavy for a lapel badge. The teacher's discussion
with D about this issue indicated that unlike D, he had not entered into the ‘Situation’ and
‘Design brief’ in a meaningful way, but only ritualistically - his ultimate answer to the
problem was to "have a strong pin for the badge", a response D felt dissatisfied with.
Next the teacher gave several tasks relating to drawing the faces for the badge, which
implicitly reflected the sub-processes of 'generating ideas', 'developing a chosen idea' and
'planning the making'. However, this was again done in a ritualistic way as the following
indicates.
At the end of the first session pupils were asked, for homework, to create four cartoon
faces as potential designs for the badge. No parameters were given other than that all
four should fit into the design sheet and that pupils should be 'creative'. As with the
'Situation', 'Design brief' and 'Considerations', this step of producing four designs
appeared to be a standard one and, again, was accepted without question by the pupils.
However, in the next session pupils were asked to re-draw the faces so that they touch the
sides of a fixed drawn square (70x70 mm). The reason for this was not made clear until a
later session. Evidence from the pupils' folders indicates that pupils had to modify their
designs in order to fit these new demands. For example, D had originally drawn a thin
'carrot' character, which he had to distort to make it fat enough for it to touch the sides of
the square. The fact that the creation of several designs is perceived by pupils to be a
ritual, is seen in D's comments to the teacher implying he had in fact already made a final
choice while he is still completing the four drawings.
In our research we elaborated some of the strategies that pupils adopted in response to the
various ways the teachers viewed and enacted the problem-solving process (Murphy and
McCormick, 1997). These strategies certainly do not resemble the “algorithms” of
problem solving that are so often taught.
The first strategy is what we characterised as
culture
classroom, and play to those rules. We saw the teacher setting out rules of the game in
our examples of the ‘enacted curriculum’ above. Examples of pupils seeking this culture
out is contrasted in the experience of two girls (Kathy and Alice) producing a mobile.
Alice wanted to do something that clinks when the wind blows, and so had an idea of
using metal. So, given a restricted choice of material, she chose to cut thick mild steel in
the form of disks about two inches diameter. Because she played the rules of the
classroom, Alice ended up with very sore hands, and took a long time; her endeavor
resulted in a very inappropriate way of creating the effect she wanted. (But she did learn
quite a lot about mild steel, as it turned out.)
Kathy had designed a moon and planets going around it, and wanted some kind of
glinting material. When presented with the choice of material, Kathy in contrast to Alice,
looked elsewhere and saw some aluminium (not available to the class) and asked to use
this. The teacher agreed, and she cut this easily with tin snips. Kathy took this approach
many times throughout the project. She broke the rules of the classroom, knowing what
she could and couldn’t get away with. She experienced different kinds of issues and
problems from Alice, but she was avoiding many technological problems.
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The second strategy is
project involving a moisture sensor. The teacher in this study defined the task in terms of
making a box in which to put the electronics (the transistor circuit, the bulb or the little
speaker, switch, etc.). This had to be appropriate to the situation of detecting moisture or
lack of it. He taught them to cut the material (styrene) in straight lines with a steel ruler
and a knife because when he said “box”, he had in mind a rectangular box. He also gave
them a jig so that they could put the two edges together at right angles and run the solvent
along to stick the two together. But some pupils wanted curved shaped boxes, which
gave some of them at least three emergent problems. First they had to cut a curved
shape, and pupils asked each other and the teacher how to cut the shape as the steel ruler
method wouldn’t work (the solution was to cut it slowly). Second, a curved profile on
one part of the box required one side to bend to follow the profile, but the styrene they
were given was too thick. The pupils asked the teacher who simply gave her a thinner
gauge of styrene, without any discussion. Third, the pupil did not know how to support
or hold the thinner styrene in place to apply the solvent, and so again asked the teacher.
This time the teacher had to think and was obviously solving a problem himself, but
again he gave the
involve her in his problem solving. All she received was the solution without being
involved in the problem solving. This continually being “given solutions” becomes a
culture of the classroom at the expense of a ‘problem-solving’ culture.
In contrast, we found a teacher in a primary school, who worked with younger children
(10- and 11-year-olds), who was able to create this
interactions with students. When pupils came up with problems, the teacher asked
questions about their problem, or posed alternative solutions (because sometimes students
cannot cope with the questions or provide solutions). Pupils were given more than one
solution, because the teacher was trying to engage students in the problem and the
problem-solving process. Such a teacher has to set up a completely different culture in
the classroom. It takes longer, and it is harder to do, but it is crucial to foster problem
solving.
The final strategy is the
ways (see Hennessy & Murphy [1999] for the literature on collaborative activity and
Murphy & Hennessy [2001] for an analysis of examples of collaboration in technology).
One way is through co-operation. In D&T in England pupils are usually set individual
projects, so they may be working alongside each other on a table or a bench, and they can
co-operate because they are doing similar things; they are not identical, but similar
enough to help each other and share tasks.
The second form of collaboration involved pupils in dividing up the task: “You do this
bit, I’ll do that bit. You’re good at that and I’m good at this.” Some of the learning is lost
in this approach. But at least it is a way of collaborating, because they have to put the
two bits together at some stage, and that has an element of good collaborative problem
solving. The final form of collaboration occurs when pupils have a shared task, and they
can talk about it. This means the design of the task must
collaborate. Designed correctly tasks should require solutions to a problem to be
considered by all students through discussion and decision making.
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These four strategies of problem solving in the technology classroom differ from the way
problem solving is depicted in the national curriculum, and the way technology educators
normally think about it. Without a sensitivity to pupils’ experience of problem solving
the enacted curriculum will not have the required impact imagined by the teacher.
Problem solving in the science classroom has had no similar exploration, partly because
the focus of any problem solving is on the development of conceptual knowledge not
procedural knowledge (Murphy & McCormick, 1997). This gives some scope for
science teachers to learn from technology teachers, even if it is only to be aware of how
they set can up climates that encourage productive problem solving directed at important
scientific approaches to problems.