posted on 2007-06-05, 13:45authored byWesley Hamilton
Stories in this research study were used to provide
authentic design and technology contexts for Key
Stage 2 (11 year old pupils) and Key Stage 3 (13
year old pupils), in two different schools. Both
learning contexts involved the pupils in problem
solving and creative working in groups, two key
skills of business and commerce. Dilemma,
mystery and intrigue within the different stories
invited the pupils to think, act, and reflect on a
number of open-ended issues, some of which had
no immediate or obvious answers. Classrooms for
the 21st Century, it is argued (Marton et al., 1993;
Wallace, 1996; Watkins, 2001), need to provide
contexts for learning that will encourage children
to think logically, critically and creatively, to
reason and reflect, and be less dependent on their
teachers. These qualities are essential if pupils are
to be equipped with the learning dispositions and
capability needed to manage complexity and
uncertainty, and engage in futures yet to be
envisaged. Both stories were used to stimulate
and initiate purposeful Design and Technology
activity that challenged pupils to think and act,
individually and collectively. The stories provided
new environments for pupils to think in and be
creative, and helped place concepts in real and
meaningful contexts (Vygotsky, 1987).