Technology and Engineering Education is the study of technology, in which students "learn about the processes and knowledge related to technology". As a field of study, it covers the human ability to shape and change the physical world to meet needs, by manipulating materials and tools with techniques. Technology Education teaches about technology as an educational area of content and is guided by the Standards for Technological Literacy and follows official curriculum mandated by the state. New Jersey adopted the revised New Jersey Core Curriculum Content Standards- Technology in 2014.
Technology Education is concerned with a broad spectrum of technology, which is any innovation, change, or modification of the natural environment to satisfy perceived human needs and wants, and how technology accomplishes this through the interrelated disciplines of math, science, engineering, and others. The primary goal of Technology Education in grades K—12 is to develop technological literacy in all students. Technological literacy is the ability to use, manage, understand, and evaluate technology in general.
Medical technologies
Agricultural and related bio-technologies
Energy and Power technologies
Information and communications
Transportation Technologies
Construction Technologies
Technology & Society
Attributes of Design
Engineering Design
Manufacturing Processes
Design Processes
Ergonomics & Anthropometrics
Technology Education is the area of education that specifically concerns the professional organization, the International Technology Education Association (ITEA), and for which ITEA’s Technology for All Americans Project (TfAAP) developed the set of technological literacy standards contained in Standards for Technological Literacy: Content for the Study of Technology (STL) and Advancing Excellence in Technological Literacy: Student Assessment, Professional Development, and Program Standard (STL). These standards are concerned with preparing students for the technological world. The Standards for Technological Literacy introduced how technology shapes our society over time and what effects it might have. It also highlights the importance of design and its processes. The design processes are a key element in problem-solving. The abilities for a Technological World addresses the use and maintenance of technical systems and students’ ability to assess these systems. The Designed World discusses how the resources we have today, such as materials, tools, machines, people, information, energy, capital and time all contribute to the products and systems that make our world function efficiently and effectively. The seven Designed Worlds are identified as medical, energy and power, transportation, construction, agricultural & bio-related, communication and info systems, and manufacturing technologies.
STEAM is operationally defined as "the application of technological/engineering design based pedagogical approaches to intentionally and artfully teach content and practices of science and mathematics education through the content and practices of technology/engineering education.” Rather than teach the four disciplines as separate and discrete subjects, STEM integrates them into a cohesive learning paradigm based on real-world applications. Technology and Engineering Education methodologies are built upon problem-based learning. When students are introduced to real-world problems it creates an opportunity for them to apply their skills in science, technology, engineering, and math. Technology and Engineering Education also provides a platform for cross-curricular collaboration between many subject areas, including but not limited to Art, English, History, and Psychology.
Design thinking is a process for creative problem solving.
Design thinking has a human-centered core. It encourages organizations to focus on the people they're creating for, which leads to better products, services, and internal processes. When you sit down to create a solution for a business need, the first question should always be what's the human need behind it?
In employing design thinking, you’re pulling together what’s desirable from a human point of view with what is technologically feasible and economically viable. It also allows those who aren't trained as designers to use creative tools to address a vast range of challenges. The process starts with taking action and understanding the right questions. It’s about embracing simple mindset shifts and tackling problems from a new direction.
Knowing something and knowing how to do something are very different things. It is important that students are able to possess knowledge but also be able to apply it. This skill is necessary to apply function in life. All too often students will memorize information, instead of retaining it. Learning-by-doing has a more lasting effect on students when it comes to solving conjunctive probability tasks (Sedlmeier, p.227).
The design processes is a series of steps taken to come up with a solution to a problem. Many times the solution involves designing a product (like a machine or computer code) that meets certain criteria and/or accomplishes a certain task. There are many different models of the design process that are used across various fields. The design processes is not a linear processes, but a consistent repetitive series of steps. It is common to go back and repeat steps in the design process to optimize your results.
The steps:
Each version of the design process has slight differences in wording but emphasizes the same processes/ approach to problem solving.
References:
International Technology Education Association (ITEA). (2007). Standards for technological literacy: content for the study of technology (3rd ed.). Reston, VA: ITEA.