Wednesday, 6 March 2013

TKI Treasure Hunt


1.       To do:

      1. Home tab–click on highlighted “Technology Education” wording in opening paragraph - What is the definition of ‘Technology Education’ according to the website? 

2.    2.  Useful Websites tab – What is TENZ? Who can join?

3.      3. News tab – Innovations: What is crowdfunding? Who began the concept?

4.     4.  Curriculum Support tab – List a teaching strategy to support children’s understanding of technological products at Level 2. Post a link or the PDF to your blog – you will find this handy throughout your teacher training and beyond.

5.     5. Information for Parents – If a parent asked you for more information about technology education, where could you direct them so that they could read more about what is technology?

6.      6. Teacher Education tab – What is PTTER? What are the four elements considered to be foundational to technology teacher education programmes?

7.      7. Student Pages tab – List one example of ‘where technology can take you’.

8.      8. Case Studies tab – choose one of the classroom practice case studies and write a brief description about what the case study was about.

 
1.       1. Definition of Technology Education: Technology education is a planned process designed to develop students' competence and confidence in understanding and using existing technologies and in creating solutions to technological problems. It contributes to the intellectual and practical development of students, as individuals and as informed members of a technological society.
2.        
     2. TENZ is a professional network which has been set up to promote and support Technology Education in New Zealand. It is of interest to all those working in Technology Education, working in a technology-based enterprise with an interest in education, and those just plain interested!
3.        
     3. Who began it? Anna Guenther. What it Crowdfunding? You have a project; say you want to make a video for your garage band. It costs $700, but you have no money. You home-make a little video of yourself doing your thing and write a couple of paragraphs about the extent of your awesomeness. PledgeMe will load this on its site, where it will sit on display alongside similar things. There is a graph showing how much you have raised and how long your appeal has got to run. If people like the cut of your jib, they give you money. In return, you offer fun rewards - a copy of the video, a signed set of drumsticks, a song about them, for instance - each getting tastier as the amount given increases and limited only by your imagination and applicable legal limits. If your thing reaches its funding target, you get to keep the money. PledgeMe takes about an 8 per cent nibble of this. If it doesn't fly, no-one gets anything and you are publicly humiliated.
4.        
      4. Provide a range of familiar materials that students have used in the past and have them describe their performance properties. http://technology.tki.org.nz/Curriculum-Support/Strategies-for-Engaging-Students/Technological-Products/Level-Two
5.      
          5. These pages: From Burt Munro (real-life protagonist of The World's Fastest Indian), John Britten (a motorcycle designer), Peter Witehira (an award winning technologist, battery creator) to more recent examples, such as Orca, Canterbury, and Icebreaker (performance sports wear), Alan Gibbs (of the Aquada aqua car), and Weta Workshop and Weta Digital (creating film and television effects, sets and props).
6.        
     6. Pre-service Technology Teacher Education Resource (PTTER), a framework that provides the foundational elements for pre-service technology teacher education in New Zealand.
These elements are: Philosophy of Technology, Rationale for Technology, Technology in the New Zealand Curriculum and Teaching Technology
7.      
            7. Fashion design
8.         
      8. In the Cool Food unit students developed an ice-cream product and packaging, recording group progress through blogging




Monday, 4 March 2013

Chocolate Making


Make links of this experience to the greater tech process ( tech process diagram).
This process can be linked to the tech process as we were given an idea and situation by Ange and given a brief on how we were going to do the task, we created our chocolates physically and we were given time to think of how we could develop this process further if it were to actually happen. We evaluated the problems and solutions to this idea and were able to put this experience/process into a classroom setting which was interesting.

Where to next?  If you were to continue with this process how could it be developed?
If I were to develop this theory more within my classroom then I could look at the different ways of advertising our product e.g. what packaging would the chocolates come in, what logo/name do we call our chocolates and how could we make sure that we are catering for all ages and so whether there are ways in which we can alter our product to suit everyone etc. It would be interesting to look at this marketing side of the process because so many children are full of amazing and creative ideas.

What could this look like in your classroom? You may need to change the topic to make it relevant.
I personally really like this idea of making chocolate but obviously within a classroom setting, creating a mass of chocolate for a fashion show is a bit difficult. We could look at coming up with our own ideas of a toy-choose an audience-create, plan and present their toy-how would they market it-which stores would sell their item and potentially extend this by writing to a manufacture and selling your idea to them. This could be a major topic within the classroom and can be extended in so many ways by incorporating different curricular areas too.