Problem Solving

 

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.

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Noblete@bath.noacsc.org

Last updated: 11/01/05

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