: Marc J. de Vries, Stefan Fletcher, Stefan Kruse, Peter Labudde, Martin Lang, Ingelore Mammes, Charles Max, Dieter Münk, Bill Nicholl, Johannes Strobel, Mark Winterbottom
: The Impact of Technology Education International Insights
: Waxmann Verlag GmbH
: 9783830991410
: 1
: CHF 28.00
:
: Schulpädagogik, Didaktik, Methodik
: English
: 177
: kein Kopierschutz/DRM
: PC/MAC/eReader/Tablet
: PDF
The increasing use of technology in our lives requires not only the qualification of young professionals through vocational training in order to maintain innovation and technical and societal progress, but also a technical education 'for everyone', so as to cope with these environments and to become a society with technology literacy. A lack of technology activities may not only result in a 'technology illiteracy', thus making a responsible participation in social life more difficult, but also has an impact on identity development. Against this background, technology education is getting important and has an impact on various aspects of the personality, e.g. skills, knowledge and interest in technology, which initiate lifelong learning.
With the combination of articles, the editors of Technology Education Vol. III want to give an insight into international approaches of technology education and its impact. Nine authors, respectively teams of authors from various countries present their educational setting and the impact it has for the personality development in technology.
Frontmatter1
Cover1
Imprint4
Contents5
Preface7
Primary-school pupils' self-efficacy and its influence on solving technological problem-based design tasks (Victoria Adenstedt7
137
Introduction13
1. Self-efficacy in technology education14
Developing technological self-efficacy through technology education15
Technological self-efficacy from a gender perspective16
2. Technological self-efficacy study17
Research questions17
Method and design17
Sample18
Results18
3. Problem-solving in technology education20
Problem-solving circle21
4. Problem-based design study22
Research questions22
Sample23
Method and design: mixed-methods23
I. Questionnaire23
II. Videotaping the problem-solving23
III. Guided interview25
First Results25
5. Outlook26
References27
What distinguishes a technology literate pupil? Conception and development of a test instrument (Stefan Fletcher)31
1. Starting situation and objectives31
2. Test conception – a model for technology literacy33
2.1 The technology literate pupil – an ideal vision33
2.2 Theoretical reference points35
2.2.1 Content dimension: The system theory for the identification and structuring of possible contents of the concept of technology literacy35
2.2.2 Action dimension: Typical ways of thinking and acting in technology37
2.2.3 Dimension: fields of action / action contexts38
2.3 Merging: A task development model for recording technology literacy39
3. Test Design40
3.1 Obtaining test items based on the task development model40
3.2 The chosen task format42
3.3 An example task44
3.4 The test time45
3.5 Linguistic design of the test45
3.6 Data collection and analysis45
4. Assessment of the quality criteria of the test instrument46
References47
Affinity for technology of girls and boys of lower secondary school level (Karin Güdel, Anni Heitzmann47
4947
1. Introduction49
2. Objectives and research questions49
3. Study design and methods50
4. Theoretical background and operationalization of the construct affinity for technology (AFT)51
4.1 General acceptance of technology or attitude towards technology (OECD, 2006)52
4.2 Individual interest52
4.3 Self-efficacy in solving technical tasks53
4.4 Gender role in vocational choice54
5. Results54
5.1 Research question 154
5.2 Research question 257
5.3 Research question 357
6. Summary and discussion58
7. Conclusions58
Acknowledgements59
References60
Increasing decision making competencies by applying simulation and gaming in technology and engineering education (Christian K. Karl60
6360
1. Introduction63
2. Methodology64
3. Decision making competencies in technology and engineering65
4. Introduction to the employed approaches66
4.1 Case 1: The educational training environment “Construction Giant”66
4.2 Case 2: Triadic Game Design Approach as learning process68
5. Application of the approaches69
5.1 Case 1: “Construction Giant” as training method in construction technology69
5.1.1 Included decision areas70
5.1.2 Student groups and process71
5.2 Case 2: Triadic Game Design as teaching method in Management of Technology72
5.2.1 Student group and process73
6. Results and discussion73
6.1 Case 1: Board game as tool for improving decision making abilities73
6.2 Case 2: Triadic Game Design workshop as educational structure for decision making76
7. Conclusions80
References81
Competences in a digitalised world in the context of general and vocational technical education and training (Stefan Kruse81
8581
1. The social relevance of digitalisation85
2. Digitalisation and competences86
2.1 Qualification requirements of the industry87
2.2 Content structuring of possible fields of competence88
3. Analysis of exemplary subject areas for the digital transformation on the basis of the VDI educational standards technology88
3.1 Topic “internet of things”89
3.2 Topic “socio-technical systems” or “man-machine systems”90
3.3 Topic “cyber-physical systems”92
3.4 The resulting competence grid for general technical education94
4. Research question and method94
4.1 Research question94
4.2 Methodology95
4.3 Sample and procedure97