Lunn, S., Davidson, M. & Murphy, P. (2002). Developing an effective pedagogy for
creative problem-solving in design and technology. Design and Technology Association
International Research Conference, 12-14 April, pp. 51-55Retrieved from https://dspace.lboro.ac.uk/2134/3170
Research into learning continues to advocate a central role
for problem-solving activity. This advocacy embraces two distinct educational
aims. First, problem-solving is seen as a crucial means by which students
construct conceptual meaning. Second, problem-solving is seen as a goal in
itself, i.e. students need to learn how to problem-solve in context as part of
the process of enculturation into a domain such as D&T. The link between
problem-solving and creativity also has two distinct aspects. First, perceiving
a problem is in itself a creative act of an agentive mind. In addition,
problems are not given, they are personally experienced and shaped, and in
seeking to understand, communicate and solve problems students improve their
own practice.
Our views of the nature of knowledge and learning
(discussed more fully elsewhere, see Murphy & McCormick, 1997) lead us to
suggest the following conditions for creative problem-solving across the
curriculum:
·
students are engaged
in activities which are authentic, i.e. relate both to the actions of design in
the real world and are personally meaningful;
·
the problems are
dilemmas that the students perceive, they cannot be given;
·
the students are
active, reflective, purposeful and
knowledgeable: the knowledge that they use integrates both procedural
and conceptual knowledge;
·
students draw on
social resources that develop as they collaborate with each other and the
teacher to achieve common goals.
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