Sunday, 16 October 2016

Design and Technology - What makes a good project?

Design and Technology is NOT building a tudor house!

The problem with this kind of activity is that there is only one correct way to build a tudor house: it has to look just like the model or picture from the teacher.

So what does a good D&T project look like?

1. There must be innovation. Children must have a problem that needs to be solved, and be given the freedom to plan and try any way they can think of to solve it. Why not build a house like this?


2. Ideally the end result will be something which is functional. It should actually do something. So let's build a shelter big enough to climb in. Why not test to see if it's waterproof?

3. There must be design decisions for the children to make. What material should we use? What are it's properties?

4. The children should consider the user and their own particular requirements. Can we build a house for an elderly person? What are the additional design considerations?

5. The project should have authenticity (not just a model)

6. And of course it should have a clear purpose. Combined with the user's particular requirements, this drives the design and innovation.

D&T projects can be evaluated using these criteria (data.org)

Design with a user and purpose in mind!

The design of a simple pocket torch can be wildly different depending on whether it's for a city worker or a small child. Here I worked with a fellow student teacher (David) to design a torch for city workers, and then adapt it for a child's use, finally adding a hands-free option. It's very illuminating to adapt designs for different uses, and also to modify and draw all over someone else's plans!



No comments:

Post a Comment