Abstract

Many studies have shown how practical learning and the hands-on activities help students to conceptualize technological knowledge and develop their intellectual processes. Researchers have also pointed out that a variety of cognitive skills and higher-order thinking skills can be nurtured through their application to a practical context. Learning by doing and creating things using the hands have always been key elements in Finnish craft and technology education.The overall purpose of this study was to explore and produce knowledge about the pedagogical approach of learning by-doing and making in the context of craft and technology education in Finland. The study focused on the learning processes when students were acting (doing and making) in craft lessons, but the aim was also to develop a pedagogical tool for teachers to better observe and guide the development of their students’ technological understanding. First, a qualitative theory-oriented content analysis was performed to examine the extent of the learning-by-doing approach in craft and technology education in the National Core Curriculum for Basic Education (Määräykset ja ohjeet 2014:96, Juvenes Print – Suomen Yliopistopaino Oy, Tampere, 2014) document. In the analysis, Roberts (Beyond learning by doing: theoretical currents in experiential education, Routledge, New York, 2012) descriptions of four philosophical tenets for pragmatism were utilised. To gain broader knowledge regarding the pedagogical approach of learning by-doing in craft and technology educational practices a questionnaire for students who were studying craft and technology education was created. The questions were formulated on the basis of Roberts’ (2012) four philosophical tenets so that each tenet was representative to provide knowledge on the phenomenon.This data were analyzed using the frequentist descriptive method by identifying students’ descriptions of each category. The findings of this study support the argument that technology education has the potential to develop students’ skills in many ways by providing pupils with opportunities to work in a practical way, accessing the domain of technological knowledge and working technologically. It was also evidenced that social interaction and learning from peers is a highly present component in craft and technology education lessons.

Highlights

  • Already 30 years ago, a critical concern was raised that activities at schools too often create a separation between knowing and doing by treating knowledge as “an integral, selfsufficient substance, theoretically independent of the situations in which it is learned and used” (Brown et al 1989, p. 32)

  • This study focused on adding to our understanding of the learning processes where students were ‘doing and making’ and aimed to develop a pedagogical tool for teachers to better observe and guide the development of their students’ technological understanding

  • This study focused on the learning processes when students were acting during their craft and technology education lessons

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Summary

Introduction

Already 30 years ago, a critical concern was raised that activities at schools too often create a separation between knowing and doing by treating knowledge as “an integral, selfsufficient substance, theoretically independent of the situations in which it is learned and used” (Brown et al 1989, p. 32). This might still be the case, as Programme for International Student Assessment (PISA) studies show that students may have a good knowledge of school subjects and disciplines but appear to have problems in the practical application of their knowledge. This disconnect indicates that there is a need for a greater emphasis on soft skills, i.e. problem solving, creativity, collaboration and critical thinking, which have become more relevant in today’s society. The precise identity or definition of technology education is still unclear, and there are many varying orientations towards teaching it in schools worldwide (de Vries 2018; Williams 2009)

Positioning technology education
Learning by doing in craft and technology education
Research design
Examining things based on practical consequences
Knowledge acquisition is inherently interactive
Importance of context
Findings
Discussion
Full Text
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