Career Paths: Art & Design is a new educational resource for art and design professionals who want to improve their English communication in a work environment. Incorporating career-specific vocabulary and contexts, each unit offers step-by-step instruction that immerses students in the four key language components: reading, listening, speaking and writing. Career Paths: Art & Design addresses topics including fundamentals of drawing, photography, digital editing, web design and career options.
Career Paths: Art & Design is a new educational resource for art and design professionals who want to improve their English communication in a work environment. Incorporating career-specific vocabulary and contexts, each unit offers stepby-step instruction that immerses students in the four key language components: reading, listening, speaking and writing. Career Paths: Art & Design addresses topics including fundamentals of drawing, photography, digital editing, web design and career options.
Beginning by defining what exactly the subject of design and technology should involve at primary level, this text proceeds to describe the elements of the subject and how it should be taught. It outlines many easily-understood uses of design in the modern world and shows how children can be encouraged to make useful day-to-day objects in the classroom. The book is a basic introduction to what the subject involves and how best to teach it.
Teaching is changing. It is no longer simply about passing on knowledge to the next generation. Teachers in the twenty-first century, in all educational sectors, have to cope with an ever-changing cultural and technological environment. Teaching is now a design science. Like other design professionals – architects, engineers, programmers – teachers have to work out creative and evidence-based ways of improving what they do. Yet teaching is not treated as a design profession.
This Handbook presents the latest thinking and current examples of design research in education. Design-based research involves introducing innovations into real-world practices (as opposed to constrained laboratory contexts) and examining the impact of those designs on the learning process. Designed prototype applications (e.g., instructional methods, software or materials) and the research findings are then cycled back into the next iteration of the design innovation in order to build evidence of the particular theories being researched, and to positively impact practice and the diffusion of the innovation.