15 research outputs found
Recruitment Of Hispanic Students Into MIS Curricula
This paper provides several suggestions Hispanic student recruitment and retention in MIS or other business curricula. Cultural considerations like allocentrism and familialism are discussed along with the situation at K-State
Reviewing the Impact of the National Strategies Design and Technology Framework for Key Stage Three: A small-‐scale evaluation of the Design and Technology Framework in England
Since the beginning of Design and Technology (D&T) in the English secondary school curriculum, the teaching of design has been identified as less effective than that of making. Research Questions: What are the experiences of pupils between the ages of 12 and 14 of design learning? Purpose of Study: In 2004 as part of the National Strategies, the D&T framework was launched, aiming to support the teaching of design skills. This is a small-‐scale study, which begins to explore the experiences of pupils and teachers in four schools in the Northwest of England. Research Methods: The study used a mixed methods approach, gathering quantitative and qualitative data in a questionnaire with a convenience sample of school pupils. The questionnaire responses are analysed alongside qualitative interviews with D&T teachers from the schools. Findings: The findings indicate that many pupils had a clear understanding of the role of designing. However, some common assumptions of the nature of design activity centering on the act of sketching or drawing were evident. The majority of pupils were unable to accurately identify the names of many of the design activities introduced as part of the framework. Conclusions: Whilst some progress has been made in the teaching of design, through the use of design activities introduced in the D&T Framework, the support experienced by teachers was limited and were not sustained beyond the initial training. There are implications for initial teacher educators in supporting beginning teachers and balancing the tensions trainees experience whilst on placements in school. Key Words: Design, designing, pedagogy, teacher educatio
Traditional tales and imaginary contexts in primary design and technology: a case study.
Working with contexts is a key component to design and technology activity and education. The most recent iteration of the national curriculum programme of study for design and technology, in England, sets out that children between the ages of 5 and 7 ?should work in a range of relevant contexts? (DfE, 2013: 193); suggested contexts including ?home and school, gardens and playgrounds, the local community, industry and the wider environment?. Whilst these are real world and familiar contexts, fictional contexts also provide opportunities for developing ?creative spaces? in which to speculate and discuss. This intrinsic case study explores the work of two primary teachers? development of a design and technology activity, where traditional tales provide the context. Children explore design problems and opportunities through the eyes of the Billy Goats Gruff, as they seek assistance to cross the river. Data was gathered through semistructured interviews and document analysis of children?s design work. The case study reveals how multidisciplinary and imaginative approaches to teaching and learning in the primary classroom simulate and nurture design thinking, dialogue and critique