Students will demonstrate the ability
to solve problems with technology using a systems approach,
higher level thinking skills, individual and collaborative
ingenuity, and a variety of resources including information,
tools, and materials. Students will learn to focus on the
integration of technology, science principles, and
mathematics to be "inventive" and apply their "ingenuity".
Students form teams and use the design process models and
other problem solving models to develop solutions to
technological problems. Problems in technology typically
consist of three components: a given set of resources, given
conditions or constraints, and stated goals. Because the
design under constraint problems have "multiple
solutions", students and teachers become focused on the
process of problem solving; therefore, rather than
constantly being faced with solutions which can only result
in success or failure, students experience situations in
which each outcome offers some opportunity for
learning. Technology comes about by design. The
study of technology should be focused on designing solutions
to technological problems. The design process (problem
solving) can be learned: if students cannot solve problems,
it is because they have not learned how. Problem Solving in technology
education may be more accurately called "designing" because
there are many, often confusing and conflicting definitions
of problem solving. In math, problem solving means finding
the one, correct answer. In science education, problem
solving often deals with achieving the "correct" solution,
which is usually duplicating a classic experiment. In
addition, problem solving is also the term often used for
"faultfinding," a strategy employed to uncover the damaged
or malfunctioning part of a technological system (e.g., the
starting system in an automobile). Problem solving in technology is
different from the examples already mentioned. In
technology, it is a strategy used to clarify, investigate,
develop, make, test, evaluate and improve solutions to
problems with many possible "correct" answers. These
strategies transfer well to other decision making tasks in
life. Unlike other areas of formal education, these
real-world problems/opportunities lead to solutions which
have many possible answers all with tradeoffs and varying
degrees of risk. Do you see why technological studies
unlocks human potential and creativity? The development of these abilities and
understandings can come about through experiences which
require the student to clarify, investigate, create, and
evaluate. The Design Process can be introduced and used,
even in the early elementary classroom, as a four-step
process: 1. Start with a problem 2. Think of a number of ways to solve
it 3. Choose one way 4. Try it out We believe that students need to learn
how to think as well as how to do. We usually think of the Design Process
as a loop which circles back to the beginning (the problem).
This reinforces the idea that technology solutions can
introduce more problems. Questions About Technology are taken
from a new textbook, "Design and Problem Solving in
Technology". Thomson Learning Tools,Cincinnati, OH 45227.
The senior high school textbook and accompanying teacher's
guide are authored by Dr. John Hutchinson, Professor of
Technological Studies. Last
updated: 11/01/05
Problem Solving