Proceedings of the Second AAAS Technology Education Research Conference
Goals
and Technology Education:
The Example of Design Challenges
Marc
Schwartz and Philip M. Sadler
Harvard-Smithsonian
Center
for Astrophysics
For
the last six years, we at the Harvard-Smithsonian
Center
for Astrophysics have been studying
activities for students involving design challenges. We and many of our colleagues
have found such activities to be very popular with students in grades six
to nine; however, we have been curious
about what makes these activities different from other hands-on activities.
What do students learn from participating in design-based curricula, and how
do curricula that contain these activities fare when compared to more traditional
curricula that attempt to deliver the same content? In this paper we address
both questions in an attempt to understand the nature of these activities and
to provide a justification and strategy for further development of technology
based curricula.
The
Deceptive Nature of Goals
The
success in design-based activities share some of the same underlying principles
used in video games that have also succeeded in capturing the attention of
many. Both activities provide clear goals, they suggest obvious ways of taking
action, and offer feedback that the student/player can translate into adjustments
they need to make in order to reach the goal. As an example, consider Tetris,
a game children and adults spend hours, days, and months playing. The goal
of Tetris is to align each tetris (patterns made of four attached squares)
as it moves down the screen so that by the time they reach the bottom they
are aligned in an unbroken chain of squares. The player rotates or horizontally
translates each tetris with one of two toggle switches. If the player successfully
completes a row of squares they disappear, if not, the partially completed
row stays and the play space becomes a little smaller. When the number of partially
completed rows fills the screen the game ends and your tabulated score remains.
Figure 1 shows one sequence where the player successfully maneuvers the tetris
labeled
"A" into a partially complete row, and at "time 4" the
row disappears.
Figure
1 : Tetris

We
have observed an unbroken chain of people in airports, hotel lobbies, and classrooms
playing Tetris. Their heads are fixed in strained concentration. The only sign
of life is their index finger moving one of the two toggle switches. They appear
oblivious to outside noises or the passage of time. They stay involved for extended
periods of time. Csikszentmihalyi and Rathunde described such involvement as
being in "flow:"
In
flow, a person is fully concentrated on the task at hand. There is a feeling
that action and awareness merge in a single beam of focused consciousness.
In flow, it is very clear what needs to be done from one moment to the next;
goals are clearly ordered and sequenced. One also knows immediately how well
one is doing: feedback is unambiguous. The tennis player knows whether the
ball was hit well, the violinist hears whether the note just played was right
or wrong. (1998, p. 646)
What
is it about this simple game that captures a player's attention so successfully
that it maintains flow?
Our
understanding of this phenomenon has been framed by the work of Powers (1973,
1998) who introduced Perceptual Control Theory (PCT) as a means of understanding
human behavior. From the perspective of PCT, all forms of life are viewed as
control systems. Control systems choose their own goals. They also choose actions
to achieve those goals, and they adjust those actions on the basis of their
analysis of the success of the actions they choose to reach their goals. Goal,
action, feedback are the essential elements of this model. Although this sequence
sounds deceptively simple, we as educators and curriculum designers have commonly
failed to appreciate its importance in designing lessons. A simple illustration
from the aviation world may help understand why.
Consider
an important pilot task-landing the plane. From the perspective of PCT, her
goal is not really to land the airplane. Landing sounds like a goal, and from
the perspective of the passengers this final step sounds like a most desirable
goal. However to dramatize this important point, would this "goal" be useful
to a novice that we put into the pilot's seat? "Landing" fails as a goal because
it does not help the novice decide what to do as he approaches the runway. At
best, landing becomes his most passionate wish as he struggles with the controls
of the plane. So, if landing is not the goal for the novice or even the pilot,
what is the goal?
For
an effective pilot, the goal is to match a reference picture of what she sees
outside her cockpit with what she wants to see. The goal allows her to act in
a manner that brings the real world into alignment with her mental picture of
the world she wants to see as she approaches the runway. Any time the internal
picture and real world picture are out of alignment the pilot adjusts the aircraft.
Thus, the wish to land shifts to goal status when the reference picture the
pilot wants becomes specific enough that she can choose the appropriate actions
to bring the airplane into a position that allows her to see what she wants
to see. Thus landing is not the goal; not even landing in the middle of the
runway or in the middle of the first three thousand feet of the runway. The
goal is to put the plane on the large numbers that are painted at beginning
of runway. This final reference picture is specific enough that the pilot can
judge how well she is managing to keep what she sees in accordance to what she
wants to see. Powers (1973, 1998) calls this behavior "controlling for your
perception." Being able to do coordinate these actions is an empowering event,
and one that maintains flow as long as the pilot has the skills to maintain
the picture she seeks.
To
summarize, an effective goal provides a specific picture of the world that allows
the individual to choose strategies he believes will close the gap between what
he sees and wants to see. An effective goal is one that allows the individual
to judge the success of the strategies selected. The goal must "call us forth
into action" (Gregory, 1998). Any goal that does not stand up to this standard
does not have enough detail to function as a goal. Furthermore if the goal fails
to help the individuals see ways to take action, or allow them to judge the effectiveness
of any action they choose, then the goal degenerates to a "wish." Wishes, like
goals, suggest that action is necessary, but not necessarily the type of action
needed (Schwartz, 1998). (See Figure 2.)
Figure
2 : Goal vs. Wish
|
|
Goal
|
Action
|
Feedback
|
|
The
Wish*
|
Suggests
that action is needed, but not a specific action |
Action
needed is clear, but individual does not have the necessary skills |
Feedback
is not obvious or not clear |
|
Perceptual
Control Theory
(Powers)
Flow
(Csikszentmihalyi)
|
Action
needed is obvious |
Action
needed can be executed by the individual |
Feedback
is interpretable and allows individual to recognize necessary correction
to action to achieve goal |
*
Goals degenerate into wishes when any of the three requirements for a successful
goal are not met
Goals
and Classrooms
Goals
show up so often in the educational lexicon that for most people they signify
nothing more than the beginning of some operation or a wish. Educators
talk about them and textbooks begin with them; however, students and teachers
rarely know how to respond or interact with the stated education goals. In conversation
with educators about their goals, we are often met with a look that suggests
that the goals are obvious. That may be so, but the problem is often that their
students do not know what the goal is, what action is necessary, or how to interpret
the outcome of their actions. Unfortunately their teachers operate on the premise
that the goal is just as clear and meaningful to their students as to them.
Teachers are able to choose the appropriate strategies to meet their goals and
can effectively judge the effectiveness of their actions, but how about their
students?
During
the last five years we have had the opportunity to ask students in many of the
classrooms what they thought the goal of the activity was. Almost invariably
students told us that the goal was to follow the instructions. What our students
are learning to do is follow instructions. As Holt (1964) observed nearly forty
years ago, the goal from the student's point of view is to figure out ways of
pleasing their teachers. Students use a variety of strategies that they learn
from life, and to help them judge whether they are successful they need only
evaluate their teacher's reaction or their grade. For students who decide that
they do not want to please their teachers there are always plenty of alternative,
non-educational goals that they can adopt to pass the time (often resulting
in disciplinary issues).
What
Have Students Learned in Design-based Activities?
What
design-based activities offer students are opportunities to remove the teacher
from the feedback loop and recognize a different kind of classroom goal. This
kind of activity may, for the first time in a student's school experience, offer
a goal that is so clear that there is little question about what he or she needs
to do. Properly managed, the design-based activity invites students to use strategies
they think useful, and if teachers exploit the iterative possibilities of such
activities, then students can respond to the feedback that is generated from
the strategies they choose. In essence, design-based activities allow students
to capitalize on the three elements identified in Perceptual Control Theory.
For many students, this type of activity is their first experience of flow in
schools.
Emotionally
the experience is considered a success from the student's and teacher's perspective.
Students discover that they can be successful in school. Participating in such
activities feels empowering. As a result of this kind of success they want to
take part in more activities of this kind. However, as rewarding as this experience
is for students, more vexing problems remain. What did students learn? Was the
time well spent?
How
do Design-Based Curricula Compare to More Traditional Curricula?
During
the last two years we have been comparing what students learn in different types
of curricula that ostensibly cover the same material. For this study, we chose
a chapter in electromagnetism from a middle-school science textbook to test
three different curricula: one that involves design-based activities, a more
traditional curriculum with laboratory experiments, and a discovery-based curriculum.
We view the major difference in each set of activities as the amount of responsibility
students have in choosing their own goals and the strategies for reaching those
goals. Each curriculum can also be characterized as fitting on a "responsibility"
continuum (Figure 3).
Figure
3 : The Goals and Responsibility Continuum
Traditional
|
|
DESIGNS
|
|
Discovery
|

|
|
Teacher
decides goals and procedure for the activity
|
|
|
|
Teacher
decides goals of the activity, and students shape procedure
|
|
|
|
Students
decide goals and procedure for the activity
|
|
At
one extreme, the discovery curriculum allowed students to choose both their
own goals and strategies for attaining those goals. Students were given materials
and resources to work on electromagnets, make discoveries at their own pace,
exploring phenomena that they found interesting. At the other extreme (in the
traditional curriculum) students were not allowed to choose goals or strategies
to reach those goals. The teacher or the curriculum designers made those choices.
Readings, worksheets, questions, and procedural laboratory experiments were
taken from the text or supporting materials. Somewhere closer to the middle
of the continuum is the design-based curriculum where teachers chose the goal,
but students chose the strategy for reaching those goals. Our goal is to create
a design challenge that embodies a goal that students can understand. In this
case, students are invited to examine a prototype electromagnet and then make
decisions about how they might improve it (Figure 4). A further step in this
curriculum is to build follow-on activities that are in themselves challenges
that invite students to build on what they discover during earlier iterations
of design work.
Figure
4: The Prototype Electromagnet

Our
Study
All
three curricula investigated the same content in the same number of days. One
hundred twenty-five students in two middle schools in two different states participated.
The two teachers who participated in the study taught three different classes
and used a different curriculum with each group. There were four principal activities
in each curriculum and at the end of each activity (that lasted one to two days)
students were given a concept assessment questionnaire to measure student progress
(Figure 5).
Figure
5: General Path of Instruction and Evaluation for each Curriculum
Each
curriculum (Discovery, Traditional, and DESIGNS) was designed twelve weeks prior
to its use in September 1999 by both teachers who took part in the study, an
additional middle school teacher from New
Hampshire who had been with the project
for two years, and myself. Our goal was to make sure that the pedagogy used
to create each activity fit the philosophy of the curriculum proposed. After
collecting inputs from all three teachers,
we prepared each curriculum for review six weeks later. Further fine-tuning
of activities was accomplished at this time. The first activity for all three
groups was an orientation to permanent and temporary magnets. Since the activity
did not involve electromagnets it was referred to as a "pre-activity" to the
electromagnet curriculum. The three follow-on activities for all groups focused
on electromagnetism (Figure 6).
Figure
6: Content of Each Curriculum
TRADITIONAL
|
|
DESIGNS
|
|
DISCOVERY
|
|
|
|
|
|
PRE-ACTIVITY
Lecture: The history
and nature of permanent and temporary magnets
|
|
PRE-ACTIVITY
Challenge: Improve
both permanent and temporary magnets. |
|
PRE-ACTIVITY
Explore
permanent and temporary magnets. |
↓
|
|
↓
|
|
↓
|
ACTIVITY
1
Lecture: The variables
that affect electromagnets
|
|
ACTIVITY
1
Challenge: Improve
the prototype electromagnet |
|
ACTIVITY
1
Explore
or improve the prototype electromagnet |
↓
|
|
↓
|
|
↓
|
ACTIVITY
2
Discussion: Students
answer questions bsed on lecture, and the discuss answers.
|
|
ACTIVITY
2
Discussion: Students
explore questions generated by their experiences.
|
|
ACTIVITY
2
Continue
to explore or improve the prototype electromagnet |
↓
|
|
↓
|
|
↓
|
ACTIVITY
3
Lab: Explore
the nature of one variable in electromagnets |
|
ACTIVITY
3
New
challenge: Use controls to find the most important variable
|
|
ACTIVITY
3
Presentation
of findings |
Results
The
concept questionnaire was given four times during the study. Students in each
treatment group improved after the first activity, but only the DESIGNS and
Discovery groups showed significant gains after the first activity [DESIGNS:
t = 2.19 (1, 36) p<.04; Discovery: t = 2.24 (1, 42) p<.03]. However, more
importantly, only the DESIGNS group continued to improve after each activity.
Although the improvement in mean scores as measured by Tests III and IV was
not significant, the overall gain in DESIGNS scores after all three activities
was significant [t = 3.21 (1, 36) p<.003]. These results were unique to the
DESIGNS group. Only the DESIGNS students demonstrated a significant gain in
understanding by participating in the study. The three different groups showed
different patterns of gains that can be summarized as follows:
- The Discovery group showed a large initial
gain in conceptual understanding followed by a slow reversion to their prior
ideas. They ended with no significant gain in understanding.
- The Traditional group made no significant progress
at all. Scores for the Traditional group never varied by more than one or two
percent. The activities had limited impact on how students in this curriculum
thought about electromagnetism. The results raise serious doubts about whether
the overall curriculum helped students understand electromagnets.
- The DESIGN group showed gains at each step,
no reversion, and an overall significant improvement in understanding by the
end of the curriculum.
Future
Implications
So
what should be the goal of technology education? Is the goal for students to
demonstrate the effective use of specific skills in specific situations or for
students to be able to transfer a smaller set of skills to a number of different
contexts?
In
the past, technical educators defined skills as specific abilities such as adjusting
a carburetor, repairing a toaster, or building a stool. This view of skills
did not pose a problem in a world where there were fewer technical innovations
than today. If we believe that the goal of a technical education is to transfer
skills as they were defined 25 years ago, we would leave teachers and students
exasperated. Fixing a toaster does not lead to marketable skills in a world
where students use software to define or solve problems they encounter today.
Today,
not only has the number of possible technical skills multiplied, but the term
"skill" itself poses a challenge to our understanding of what it means to understand.
Another theoretical framework, skill theory (Fischer, 1980), was used to analyze
the developmental demand of each activity. At issue is defining skills in a
manner that allows us to quantify what students have accomplished as they try
to understand their world. We propose looking at skills from a developmental
point of view to allow educators to understand what is possible from students
at different points in their developmental trajectory, as well as allow educators
to identify the foundational skills available and appropriate for transfer.
Further work will be needed to match the developmental needs of students to
activities that have specific developmental demands. Ultimately we want a design-based
curriculum that allows students to build upon what they discover as they improve
their designs.
Conclusions
Design-based
activities are well understood from the perspective of two cognitive models:
PCT and Flow Theory. Both models help us understand why design activities are
so popular. However, design-based activities alone do not constitute a curriculum.
Future work in design-based curricula will focus on skill levels. A skill framework
is helping us develop strategies for analyzing what students understand, what
steps are necessary to enrich student understanding, and what constitutes scaffolding
to support this growth.
References
Csikszentmihalyi,
M., & Rathunde, K. (1998). The development of the person: An experiential
perspective on the ontogenesis of psychological complexity. In W. Damon
and. R. Lerner (Eds.). Handbook of child psychology: Theoretical models
of human development (Vol. 1). New York: Wiley.
Fischer,
K. W. (1980). A theory of cognitive development: The control and construction
of hierarchies of skills. Psychological Review, 87, 477-531.
Gregory,
B. (1997). Tetris: a way of understanding the role of goals in perceptual
control theory. Personal communication.
Holt,
J. (1964). How children fail. New
York: Dell Publishing Co.
Powers,
W. (1973). Perceptual control theory. Hawthorne
, NY:
Aldine DeGruyter.
Powers,
W. (1998). Making sense of behavior: The meaning of control. New
Canaan, CT:
Benchmark Publications Inc.
Schwartz,
M. (1998). The role of standard designs in goal setting in a science activity.
Unpublished qualifying paper, Harvard
University,
Cambridge,
MA .
Acknowledgements
This
work was supported by the National Science Foundation (ESI-9452767 and ESI-9730469).
The ideas expressed in this paper are those of the authors and not those of
the National Science Foundation. Special thanks to Dr. Gerhard Salinger for
his feedback and constructive ideas. Thanks to our colleague, Bruce Gregory
of the Center for Astrophysics, for this insight into Tetris. Special thanks
to Marcus Leiberman and Annette Trenga, who conducted evaluation activities
and DESIGNS team members Harold Coyle, Kerry Rasmussen, Francine Rogers, Cynthia
Crockett, and Anila Asghar. We thank the DESIGNS teachers: Stephen Adams, Marilyn
Benim, Anne Brown, Nancy Cianchetta, Carolyn Fretz, Mary Ann Guerin, Anton
Gulovsen, Kimberly Hoffman, Marti Lyons, Teresa Jimarez, Paul D. Jones, David
Jurewicz, James Kaiser, Milton Kop, Laura Kretschmar, Barbara Lee, James MacNeil,
Linda Maston McMurry, Daniel Monahan, Sarah Napier, Doug Prime, Diana Stiefbold,
and Mary Trabulsi for their innovative ideas and creative teaching.