Australian Curriculum: Technologies with a focus on critical and creative thinking

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Australian Curriculum: Technologies with a focus on critical and creative thinking Julie King Curriculum Lead, Technologies October 2015

Overview Curriculum development Australian Curriculum: Technologies General capabilities Types of thinking Achievement standards and work samples 2

Curriculum development

Learning for life Australian governments committed to working in collaboration to promote equity and excellence in Australian schooling, with school sectors supporting all young Australians to become successful learners confident and creative individuals active and informed citizens. 4

Dimensions of the Australian Curriculum Cross-curriculum priorities Aboriginal and Torres Strait Islander Histories and Cultures Asia and Australia s engagement with Asia Sustainability Learning areas English Mathematics Science Humanities and Social Sciences History, Geography, Economics and Business, Civics and Citizenship The Arts Languages Health and Physical Education Technologies Design and Technologies, Digital Technologies General capabilities Literacy Numeracy Information and Communication Technology Capability Critical and Creative Thinking Personal and Social Capability Ethical Understanding Intercultural Understanding 5

Technologies curriculum Curriculum has been developed: from Foundation to Year 8 in two subjects: Design and Technologies and Digital Technologies from Years 9 to 10 in two optional subjects: Design and Technologies and Digital Technologies

National priorities Food and water security Health and wellbeing Knowledge economy Engineering, construction and manufacturing Innovation

Design and Technologies Comprises two related strands: Design and Technologies knowledge and understanding the use, development and impact of technologies and design ideas across a range of technologies contexts: engineering principles and systems; food and fibre production; food specialisations; materials and technologies specialisations Design and Technologies processes and production skills the skills needed to design and produce designed solutions.

Digital Technologies structure Comprises two related strands: Digital Technologies knowledge and understanding the information system components of data, and digital systems (hardware, software and networks) Digital Technologies processes and production skills using digital systems to create ideas and information, and to define, design and implement digital solutions, and evaluate these solutions and existing information systems against specified criteria.

Key ideas Creating preferred futures Project management Types of thinking: design thinking computational thinking systems thinking

Creating preferred futures How solutions created now will be used in the future The possible benefits and risks of creating solutions Weigh up possible short and long term impacts Possible, probable and preferred futures Reflected in Technologies and society thread Relates to cross-curriculum priority: Sustainability Economic, environmental and social sustainability

Project management Explicit teaching of this skill in both subjects 2.9 Sequence steps for making designed solutions and working collaboratively 4.9 Plan a sequence of production steps when making designed solutions individually and collaboratively 6.10 Develop project plans that include consideration of resources when making designed solutions individually and collaboratively 8.11 Use project management processes individually and collaboratively to coordinate production of designed solutions 10.12 Develop project plans using digital technologies to plan and manage projects individually and collaboratively, taking into consideration time, cost, risk and production processes

Types of thinking

Responding to the challenges of the twenty-first century with its complex environmental, social and economic pressures requires young people to be creative, innovative, enterprising and adaptable, with the motivation, confidence and skills to use critical and creative thinking purposefully. (ACARA, 2014a)

Conceptual underpinnings Structure of Observed Learning Outcomes (SOLO) taxonomy developed by Biggs and Collis (1982) Progression does not mean that in order to make progress one simply does something extra and different. Often, it is doing the same thing to a higher level of quality. Improvement may amount to doing the same thing but in progressively richer ways (Jones, 2009: 410). Contributed to a deeper understanding of the vertical structure of a learning domain (Masters, 2013: 35).

Systems thinking Holistic approach to the identification and solving of problems Components of a system, and their interactions and interrelationships When generating ideas and decisions made throughout design processes in Design and Technologies, students need to understand systems and work with complexity, uncertainty and risk. To design digital solutions in Digital Technologies students need to understand the complexity of information and digital systems and the interdependence of components.

Systems are human constructs involve interacting components are about making connections When we try to pick out anything by itself, we find it is tied to everything else in the universe. John Muir (1838-1914) are related to other systems enable us to describe, compare, analyse and make predictions

A significant common feature Systems Mathematics: consists of multiple interrelated and interdependent concepts and systems Science: systems as an overarching idea Technologies: systems thinking and engineering principles and systems 19

Progression of ideas about systems Atlas of Science Literacy (2007) F-2 Year 3-5 Year 6-8 When parts are put together, they do things that they couldn t do by themselves Something may not work if its parts are missing When parts are put together, they do things that they couldn t do by themselves Something may not work well (or at all) if a part of it is missing, broken, worn out, mismatched, or misconnected If something consists of many parts, the parts usually influence one another Collections of pieces (e.g. wooden blocks) may have properties that individual pieces don t have Any system is usually connected to other systems both internally and externally. Thus a system may be thought of as containing sub-systems and as being a sub-system of a larger system The output from one part of a system can become the input to other parts Thinking about things as systems means looking for how every part relates to others

Snapshot: systems thinking Forming a system overview Identifying and modelling interdependencies Assessing system change over time Identifying leverage and possible consequences of action Assessing probability, risk and benefit Comprehending the nature of a system (knowing that boundaries can be difficult to define) Analysing and representing events and, cause and effect relationships in and across a system Monitoring and evaluating change in a system with reference to significant timeframes for events Identifying the impact of action within and across system relationships Anticipating potential change resulting from action or the possibility of chance events

Australian Curriculum: Design and Technologies Years 3 and 4 Investigate how forces and the properties of materials affect the behaviour of a product or system Years 7 and 8 Analyse how motion, force and energy, are used to manipulate and control electromechanical systems when designing simple, engineered solutions Australian Curriculum: Critical and Creative Thinking continuum Level 3: Organise and process information collect, compare and categorise acts and opinions found in a widening range of sources Level 5:Organise and process information critically analyse information and evidence according to criteria such as validity and relevance Australian Curriculum: Digital Technologies Years 3 and 4 Recognise different types of data and explore how the same data can be represented in different ways Years 7 and 8 Investigate how digital systems represent text, image and audio data in binary

Design thinking underpins learning in Design and Technologies and used in Digital Technologies processes and production skills strand reflects the design process: investigating, generating, producing, evaluating, collaborating and managing involves strategies to support the design process understanding design needs and opportunities visualising and generating creative and innovative ideas planning analysing and evaluating those ideas that best meet the criteria for success

In Design and Technologies, design processes require students to: identify and investigate a need or opportunity generate, plan and realise designed solutions evaluate products and processes. When developing solutions in Digital Technologies, students: explore, analyse and develop ideas based on data, inputs and human interactions design a solution to a problem consider how users will be presented with data, the degree of interaction with that data and the various types of computational processing.

Australian Curriculum: Design and Technologies Years 3 and 4 Generate, develop, and communicate design ideas and decisions using technical terms and graphical representation techniques Years 7 and 8 Generate, develop, test, and communicate design ideas, plans and processes for various audiences using appropriate technical terms and technologies including graphical representation techniques Australian Curriculum: Critical and Creative Thinking continuum Level 3: Seek solutions and put ideas into action experiment with a range of options when seeking solutions and putting ideas into action Level 5:Seek solutions and put ideas into action predict possibilities, and identify and test consequences when seeking solutions and putting ideas into action Australian Curriculum: Digital Technologies Years 3 and 4 Define simple problems, and describe and follow a sequence of steps and decisions (algorithms) needed to solve them Years 7 and 8 Design the user experience of a digital system, generating, evaluating and communicating alternative designs

Computational thinking underpins learning in Digital Technologies and is used in Design and Technologies problem-solving method that is applied to create solutions that can be implemented using digital technologies involves integrating strategies, such as organising data logically breaking down problems into parts interpreting patterns and models designing and implementing algorithms.

Key concepts A number of key concepts underpin the Digital Technologies curriculum: Abstraction, which underpins all content, particularly the content descriptions relating to the concepts of data representation and specification, algorithms and implementation Data collection (properties, sources and collection of data), data representation (symbolism and separation) and data interpretation (patterns and contexts) Specification (descriptions and techniques), algorithms (following and describing) and implementation (translating and programming) Digital systems (hardware, software and networks and the internet) Interactions (people and digital systems, data and processes) and impact (impacts and empowerment).

Australian Curriculum: Design and Technologies Years 3 and 4 Critique needs or opportunities for designing and explore and test a variety of materials, components, tools and equipment and the techniques needed to produce designed solutions Years 7 and 8 Critique needs or opportunities for designing and investigate, analyse and select from a range of materials, components, tools, equipment and processes to develop design Australian Curriculum: Critical and Creative Thinking continuum Level 3: Apply logic and reasoning Identify and apply appropriate reasoning and thinking strategies for particular outcomes Level 5:Apply logic and reasoning Identify gaps in reasoning and missing elements in information Australian Curriculum: Digital Technologies Years 3 and 4 Implement digital solutions as simple visual programs with algorithms involving branching (decisions) and user input Years 7 and 8 Analyse and visualise data using a range of software to create information; and use structured data to model objects or events

Specification (CT) digital systems (CT and ST) By the end of Year 6, students explain the fundamentals of digital system components (hardware, software and networks) and how digital systems are connected to form networks. They explain how digital systems use whole numbers as a basis for representing a variety of data types. Students define problems in terms of data and functional requirements and design solutions by developing algorithms to address the problems. They incorporate decision-making, repetition and user interface design into their designs and implement their digital solutions, including a visual program. They explain how information systems and their solutions meet needs and consider sustainability. Students manage the creation and communication of ideas and information in collaborative digital projects using validated data and agreed protocols. Interactions (CT) Systems (ST) Algorithms (CT) Design thinking (DT)

Achievement standards and work samples

Intensive engagement 2013: 50 schools; 134 teachers 2014: 10 schools Manageability and usability of the curriculum Assessment tasks Mentors Work samples

Purpose of work samples support implementation of the F-10 Australian Curriculum examples of evidence of student learning in relation to the achievement standard assist teachers to make on-balance judgements about the quality of students achievement appreciate the progression of development They contribute to building teachers ability to assess against educational standards (OECD, 2013: 12).

Developmental progression and transfer Long-term learning within a domain often involves the development of more sophisticated understandings of subject matter, increasingly deep knowledge (for example, a growing appreciation of the contexts to which knowledge can be transferred and applied), and a developing ability to apply understandings and knowledge in real-world contexts (Masters, 2013: 35)

Do you follow?

Contact Julie King Curriculum Lead, Technologies ACARA Julie.king@acara.edu.au 35