Академический Документы
Профессиональный Документы
Культура Документы
The NSW Quality Teaching Model (New South Wales Department of Education & Training, 2003a,
2003b, 2003c, 2003d, 2003e) is based on classroom observations, but for the purpose of this study,
The NSW Quality Teaching Model (NSWQTM) was used as a tool to assess a Technological and
applied studies (TAS) Stage 6 Design & Technology lesson plan. Based on the scores and
comments below, five elements are highlighted and targeted for improvement as recommended in the
modified lesson plan following the evaluation scores.
1 Intellectual quality
1.1 Deep knowledge
1 – 2 – 3 – 4 – 5 The task requires students to address some key concepts and ideas, but
only at a superficial level.
1.2 Deep understanding
1 – 2 – 3 – 4 – 5 The task requires both deep and shallow understanding at different points.
1.3 Problematic knowledge
1 – 2 – 3 – 4 – 5 The task requires some knowledge to be treated as open to question.
1.4 Higher-order thinking
1 – 2 – 3 – 4 – 5 The task requires predominantly lower-order thinking, but there is at least one
significant question or activity which requires students to demonstrate
higher-order thinking.
1.5 Metalanguage
1 – 2 – 3 – 4 – 5 ‘Design brief’ and ‘criteria’ was the only terminology discussed and the
teacher does not stop to make judgements or comments on each step of the
design process. There is no clarification or assistance provided regarding the
language.
2.2 Engagement
1 – 2 – 3 – 4 – 5 Most students may appear indifferent during parts of long powerpoint
presentations, Potential for disengagement during the practical for students
who did this subject in their electives the previous years.
3 Significance
3.1 Background knowledge
1 – 2 – 3 – 4 – 5 Students’ background knowledge is not mentioned or elicited, especially for
those who may have taken the elective subjects in previous years. There is no
connection with other subjects and and there are no connections to
out-of-school knowledge.
3.4 Inclusivity
1 – 2 – 3 – 4 – 5 Inclusivity is not mentioned at all.
3.5 Connectedness
1 – 2 – 3 – 4 – 5 The task attempts to connect student learning with the world beyond the
classroom, but the connection is weak and superficial or trivial.
3.6 Narrative
1 – 2 – 3 – 4 – 5 The task makes no use of narrative, case studies, personal stories or other
narrative techniques.
QT model
1) 1.1 Deep knowledge 2) 2.6 Student direction
P1.1 examines design ● Being able to identify ● range of design ● investigate at least
theory and practice, Australian brands, professions one designer and the
and considers the products and its ● Australian and nature of their work
factors affecting interrelationship with international
designing and its designers designers and their
producing in work
design projects
P3.1 investigates and ● Informal assessment ● creative approaches ● select and apply a
experiments with on how students form ● cognitive organisers variety of cognitive
techniques in creative groups and ● ideas generation organisers
and collaborative collaborate ● identify the factors
approaches in designing ● Identifying the steps ● collaborative that contribute to
and producing of the design process approaches successful work and
● design teams: roles collaboration
and tasks of
members
● communication ● collaborate and
between and within participate in design
design teams teams
● team responsibilities ● work cooperatively
Aboriginal and Torres Students will identify national and international brands and products and match
Strait Islander histories them with their designers. Students will identify these factors and how they will
and cultures guide them in the creative solution for their design brief. Students will be
introduced and challenged on their prior knowledge of these areas:
General Capabilities
ICT capability – Kahoot, ● design theory and practice
YouTube clip, popplet ● design processes
● collaborative approaches to design
Critical and Creative ● project analysis
thinking – Practical ● range of design professions
component, Results ● Australian and international designers and their work
discussion
Quality Learning Environment 2.1 Explicit quality criteria 2.4 Social Support
This refers to pedagogy that creates classrooms
2.2 Engagement 2.5 Students’ self regulation
where students and teachers work productively in
an environment clearly focused on learning. Such 2.3 High Expectations 2.6 Student direction
pedagogy sets high and explicit expectations and
develops positive relationships between teacher and
students and among students.
How are the five quality teaching elements you have identified achieved within the lesson?
1.1 Deep knowledge Students will be asked who have prior knowledge of the key concepts based
they learned on their previous years studying Design & Technology as an
elective subject. Students will be identifying the central concepts of the design
process - identify the need, research, ideas, design options, preferred options,
production planning, production, testing and evaluation.
Using learning tools, parts of design process will be deconstructed over the
next six lesson plans to aid the students in developing their design brief,
criteria and market research.
2.6 Student direction Students will be divided up into smaller groups to see who will be the first
group to place the design process elements in order. As part of the creation of
the design brief, students will be in larger groups as they scaffold and
formulate their mind mapping ideas with the Popplet app. They can choose to
do it in the app, or the whiteboard or on large sheets of paper. Students can be
in groups of 2 to 4 and will work on their own pace within an allotted time until
they can proceed to the next task in developing the design brief.
3.1 Background knowledge Students will be asked who have prior knowledge of the concepts based on
the their previous years studying Design & Technology as an elective subject
as well as related subjects such as Visual Arts, Visual Design, Business
Studies and Digital Technologies.
After the introduction of the assessment, students will have a discussion where
the product that they will be redesigning can be seen in the media and popular
culture - some students may even have a version of that product in their school
bags or at home.
A Youtube clip will be played to show how ubiquitous the product is. Through a
mind mapping activity, students will then be challenged and asked to give the
underlying non-functional reasons why the product is used and how it affects a
person’s status and capital.
3.2 Cultural knowledge A kahoot game will test the student’s understanding through the correlation
between international and Australian brands, products and designers and how
each one interelates. Student’s are challenged to think of non-American and
non-Asian and non-European brands and think of an Australian brand or
product and its designer. They will have an opportunity to look beyond
stereotypes and will be introduced to an Aboriginal inventor and designer that
they may not know, but will realise are very familiar with when the teacher
shows them a fifty-dollar note.
3.3 Knowledge integration As part of the task to develop the design brief, students will be placed in two
large groups and will be named as the two competing advertising agencies
who will win the tender to redesign the product. Students will then be
instructed to review their out-of-school skills and prior knowledge in other
subjects such as Visual Arts, Visual Design, Business Studies and Digital
Technologies to determine what their job role is in the advertising agency.
The teacher will be the client who will answer the questions of each group to
6
Intro Inspirational quote projected on the screen. Teacher: Ensure the classroom is tidy and hazard Teacher
free. Organise the classroom so that it is divided
2mins up into two large tables with chairs around it
facing each other.
Resource:
Display Quote and PowerPoint presentation
Welcome Year 11 ‘Welcome Year 11 Design & Technology’ slide 1
ready for class upon arrival
Design & Technology
5mins First lesson of D&T for the year Teacher: Ensure there are roughly even numbers Student
Although it’s our first class together, we’ll leave of students around both large tables. Ask students
introductions and roll marking at the end and who are coming late to choose either group and
start the lesson with an activity. encourage students not to leave gaps or spare
seats between them. (To ensure there are no
Each student can go into their notebooks and students sitting on their own)
select the preinstalled Popplet app. This was
installed during orientation day by your ICT Student: Sit around the table without any spare
teacher if you did not have it installed yet. seats next to them.
Ask students who did not use Popplet last year Resource: Display these words on the slide -
to move and sit next to someone who knows Identify the need. Research. Ideas. Design
how to use it. options. Preferred option. Planning for production.
Production. Testing and evaluation.
Students will use the mind mapping app to order
the design process from start to finish.
10mins Challenge the students and ask which one of Teacher: Ask students who chose D&T as their Teacher
7
the two tables has the most correct mind maps electives the past 2 years.
of the Design Process. Expect that they will
answer their own table or themselves. The Display this slide when talking about
correct answer is BOTH. ‘ jumping right into the Design Brief’.
5mins Do you know your brands? Teacher: Set up Kahoot with international and Student
Student play kahoot to test their Australian logos.
understanding of the brands around them that
they may take for granted. Which countries are Student: Logs in and registers their name in
they from? What are their products? Who are Kahoot and enters the code.
their designers?
Resource: Kahoot app and game
https://www.sbs.com.au/nitv/article/2016/09/2
8/remembering-david-unaipon-man-fifty-dollar-
note
10mins Explaining the formal assessment Teacher: Flick to slide 6 on the PowerPoint to Teacher
show students previously completed
Teacher is to now read through the below assessment task examples (SCAFFOLDING).
headings of the assessment task notification:
Ensure that Teacher whilst reading is addressing
- ‘Due date’, make reference to week & day the entire classroom and not just students at
8
15mins Developing the design brief. Teacher: Show an outline of a design brief from
last year’s assessment and a real-life design
Ask brief from an advertising agency.
Which comes first, the idea or the need?
Student:
The teacher introduces themself to the Possible student questions may include:
students as their client. The Marketing Why Wayfarer?
Director of the Luxottica Group the owner of New colours and even greater properties (U.V
Ray Ban. protection)?
Who is it for?
Both groups that are currently separated are When will it be launched?
competing advertising agencies trying to win What’s the budget?
the tender to redesign the Ray-ban Wayfarer
sunglasses. Resource: The teacher asks one representative
from each table to write down the answers to
To aid in the realism of the “pitch”, each table the questions of the students.
is provided with a printed market research
paper by the school’s Business Studies teacher.
5mins A brief introduction to Design Thinking and Teacher: Setting up livestream feed for the next
Problem-based learning. task
Design Thinking -- Maximizing Your Students' Creative
Talent: Co Barry at TEDxDenverTeachers
Student: Watching 3mins of a youtube clip.
Resource:
https://www.youtube.com/watch?v=nyt4YvXRRGA
Ask again
Which comes first, the idea or the need?
5mins Livestream of industry professional graphic Teacher: Introducing the designer and the
designer. students to each other.
To build a greater understanding of real world Student: Interaction with the designer. Relating
applications, students will interact with a
the content to a real-life scenario and prior
livestream of a professional graphic designer in
his workplace. The designer will discuss that he
lessons. Allows students to visualise
will visit the school towards the end of the term, abstract design and creative concepts.
and will organise a tour of their advertising
agency for students to visit. Resource: Cisco Webex Meetings
9
https://www.webex.com/products/meetings/index.html
Academic justification
The NSW Quality Teaching Model (New South Wales Department of Education & Training,
2003a, 2003b, 2003c, 2003d, 2003e) is based on classroom observations, but for the purpose of this
study, The NSW Quality Teaching Model (NSWQTM) was used as a tool to assess a Technological
and applied studies (TAS) Stage 6 Design & Technology lesson plan. The NSW Quality Teaching
Framework (QTF) is a comprehensive account of teaching, addressing matters of curriculum, student
engagement, social justice, and pedagogical practice (Gore, 2007). The original lesson plan
demonstrated an understanding of quality teaching, there is however room for improvement. The five
NSWQTM elements that had low evaluation scores and addressed in the modified lesson plans are;
1.1 Deep knowledge, 2.6 Student direction, 3.1 Background knowledge, 3.2 Cultural knowledge and
3.3 Knowledge integration. Part of the lesson modifications utilised Information and Communication
Technologies (ICT) integrating elements of the Kahoot quiz, Popplet app for mind mapping the design
process, YouTube playback to introduce Design Thinking and Problem-based learning, and a
livestream conference that engages with a designer from the local community. This use of ICT has the
potential to revitalise the educational system, playing an important role in adaptability and
differentiation for gifted and talented students and less capable learners (Khan, Butt and Zaman,
2013).
One of the first key lesson plan modifications was adapting the classroom from a computer
lab to a creative student-oriented workspace. It mimics the ‘war room’ of an advertising agency and
allows student-oriented environment for a Design & Technology classroom to focus on a
‘learner-centred environment’, giving teachers and students the opportunity to engage deeper in a
lesson where the focus is based around development needs of the student (Brown, 2003). Having the
students work and learn together to mimic an advertising agency achieves a cooperative group with
diverse abilities and skills to accomplish the learning task (Ward, 1987). Giving the students a
common goal (winning the design tender and winning over the client) creates a bigger picture that
allows students to relate the information they learn on real life situations that creates a more dynamic,
engaging, meaningful learning space (Hannam, 2015).
The original lesson plan was wholly teacher lead and the classroom brainstorming was
designed with very little room for student direction or choice. This was modified through the practical
section of the lesson that allowed students to select the manner how they will mind map a design
concept and process. Giving students a choice in the manner of their learning may develop positive
outcomes on their lesson engagement and ultimately create a quality learning environment (Tadich,
Deed, Campbell, & Prain, 2007). Research suggests the importance of the choices that students make,
regardless of how the autonomy is perceived (Patall, Cooper, & Wynn, 2010). The choices and
11
challenges the students received in the modified lesson plan correlates to a higher engagement and
motivation for students (Erwin, 2004).
Gore (2007) introduced the importance of the use of cultural knowledge in the lesson. By
challenging the perception of designers, the students were lead to the discovery of an Aboriginal
designer on the fifty dollar note. The study of the designs and inventions of David Unaipon reflects on
Indigenous culture and history, as itemised in the cross-curriculum priorities (BOSTES, 2016). The
interaction and engagement with a real-life professional designer through live streaming technology
relates to the research in practical applications outside of the classroom (Harrison & Greenfield, 2011)
To improve teaching there is a need to understand the characteristics of a quality teacher and
what quality teaching or good teaching looks like. While there are many characteristics and definitions
of a quality teacher and quality teaching, the model of choice utilised to analyse and modify a lesson
plan is the NSW Quality Teaching Model. As a pre-service Design & Technology teacher, this
assessment is invaluable and requires an alignment of overestimating one’s teaching skill, following
pedagogical best practices and the desire to create critical and creative skills for students to thrive in
the world they have yet to design.
12
References
BOSTES. (2016). New NSW Syllabus Learning Across the Curriculum. Retrieved from
https://syllabus.bostes.nsw.edu.au/science/science-k10/learning-across-thecurriculum/
Erwin, J. C. (2004). Classroom of choice: Giving students what they need and getting what you want.
Alexandria, Virginia USA: Association for Supervision & Curriculum Development.
Khan, S. M., Butt, M. A., & Zaman, M. (2013). ICT: Impacting teaching and learning.
International Journal of Computer Applications, 61(8), 7-10. Retrieved from
https://pdfs.semanticscholar.org/7703/5b4356d50f0f34a74f3d451c19e13f21e45b.pdf
Gore, J. (2007). Improving Pedagogy. In J. Butcher & L. McDonald (Eds.), Making a difference:
Challenges for teachers, teaching, and teacher education (pp. 15-33). Rotterdam, Netherlands:
Sense Publishers.
Hannam, F. D. (2015). Teaching through narrative. Forum on public policy. Retrieved from
https://files.eric.ed.gov/fulltext/EJ1091524.pdf
Harrison, N., & Greenfield, M. (2011). Relationship to place: positioning Aboriginal knowledge and
perspectives in classroom pedagogies. Critical Studies in Education, 52(1), 65-76.
doi:10.1080/17508487.2011.536513
Ludwig, J., & Gore, J. (2003). Quality Teaching in NSW Public Schools A classroom practice guide
Retrieved from
http://www.rqt.edu.au/files/5514/1774/9895/NSW_DET_2003-Quality_Teaching_Guide.pdf
Patall, E., Cooper, H., & Wynn, S. (2010). The Effectiveness and Relative Importance of Choice in
the Classroom. Journal of Educational Psychology, 102(4), 896.
13
Tadich, B., Deed, C., Campbell, C., & Prain, V. (2007). Student engagement in the middle years : year
8 case study. Issues in Educational Research, 17(2), 256-271.
Ward, B. A. (1987). Instructional grouping in the classroom: School improvement research series
close-up #2. Education Northwest. Retrieved from
http://educationnorthwest.org/sites/default/files/InstructionalGrouping.pdf