So, what makes an fun good effective D&T project?

Introduction:


With the myriad conflicting demands on D&T teachers it's no wonder that there is a national shortage of new teachers choosing to teach our subject. New academies and free-schools are simply not offering D&T. With 5 very separate subject areas (RM, Textiles, Food, S&C, Graphics) under one umbrella, it is often too tricky and expensive to deliver. The stuttering and ultimately unsuccessful introduction of the EBacc was, in many cases, another nail in the coffin. 

Speaking in broad generalities, D&T is normally taught on a carousel of designing & making projects and it is these projects which are the lifeblood of the subject.

There are of course are other ‘learning methods’ available to compliment designing and making e.g. making without designing, designing without making and exploring technology and society so an effective learning journey would consist of a judicious mix over time.

For designing and making projects the major consideration should be (1) what are the pupils learning and (2) how does this relate to what they have already learned and (3) what they will be required to learn in the future.  

So what makes and effective D&T project? Here is my quick, non-prioritised brain dump. You may like to prioritise these yourself balancing out pragmatic considerations, for example pedagogy, physical resources, intellectual resources and  time allocation.
(1) Does it combine the intellectual (and conceptual) with the practical?

(2) Is it (really, honestly) relevant? This requires real self-reflection. Is a clock, an automata, a bottle opener or a moodlight really relevant to your students If it's less relevant, do the skills learned make it worth the focus on such a product. How can you judge relevance? (e.g. take-home rate, pupil voice).

(3) Does it offer complexity? Does the task require transferable skills e.g. application of Mathematics, Physics or Art? 

(4) Can it challenge and does it have open-endedness?  Are there authentic risk taking possibilities, chances for failure and opportunities for proper iterative design? Or do you pretty much know what the result is going to be? Is failure an option and how will you embrace if it it happens?

(5) Scaffold-ability? Does the teacher have the skills, confidence and resources to scaffold the task? Do the students? Can you leverage technology to scaffold the task? Who owns the information necessary to allow progression?

(6) Is it time sensitive? 6 / 6.5 / 7 weeks / a term... Does it have to be delivered in traditional lesson structures? Would a half/whole day/week be more suitable?

(7) Can it be shared? Are there critique opportunities, do you allow allow for celebration of both the finished work and process? Are there marketing/enterprise opportunities?

(8) Are there 'rich' resources available? Can you access high quality video / text / apps? Are there affordable stimulus products for deconstruction and analysis?

(9) Can it be personalised? Are there team working opportunities, that move beyond aesthetic choices, can students make significant choices? Who is making the decisions? Who is taking the risks? 

(10) What is the assessment provision? What is assessed: outcome, process, presentation of work? Where are the feedback opportunities? Is the outcome more important than the process?

(11) Are there links to 'wider world' issues? Is the task scalable and cross-curricular? Does the task support work that is going on elsewhere in your organisation?

(12) Is there balance? Does the project balance skills vs. processes vs. applications vs. outcome? How does this fit into the wider Scheme of Work?

(13) How much scope is offered? Not so much what is included, but what is left out. How does this fit with your departmental and school aims?

(14) Take home? Is there a take home, is it a 'thing', does it need to be a physical product? Does the need for a take home trump the process?

(15) Competition. Can you easily buy the same thing, well made, at a low price? How does that effect 'value'?


A further important consideration must be how the learning journey prepares pupils for their GCSE course and if there are a variety of options – Textiles, RM, Electronics then the range of designing and making assignments must provide some sort of balanced experience to enable pupils to make a choice.

A final important factor is the extent to which the designing and making will engage the pupils and build in a desire to do more of the same so that they are very keen to opt for a GCSE course at the end of Year 8/9. This may involve a) canvassing pupil expectations for designing and making activities and how these might be ascertained and perhaps challenged and b) parent perception of their worth and again how these might be ascertained and perhaps challenged.


There is not, of course, a set of perfect projects. Every school has its own unique personality and set of circumstances but this list may provide a useful taking point to reflect on where you are now, and what you might need to consider to move forwards.

Thanks to David Barlex for useful discussion that informed this piece.
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