Applying Technology Desgin Principles
Applying Technology Desgin Principles
aspects of our culture. As adults, we stand from an interesting vantage point in history. We are
able to reminisce about the days before technology was omnipresent. To the children that we are
educating, however, that point-of-view does not exist they are not aware of an existence
technology must undoubtedly be wielded powerfully, but skillfully, in order to meet the
educational needs of our young people and to help them become productive members of
society. To prepare for a future that will surely be saturated in even more digital experiences,
educational institutions must continually adapt and re-evaluate their technology plans and
In her work, Designing Digital Experiences for Positive Youth Development, Marina Bers
argues for the benefits of employing meaningful technology lessons to help students not only
develop effective digital skills and behaviors, but to also mature as citizens of the world by
must design positive digital landscapes for children to become grounded individuals who can
contribute to society (2012, p. 4). We must integrate technological content into the curriculum
so that children are not just simply consumers of it - but are the producers. We need to create
digital landscapes where children can have positive interactions with technology and with the
world around them. Bers notes that it is not only about these developmental spaces that children
encounter, but rather the experiences that the spaces support (2012, p. 175).
Examination of the 2016-2019 Old Bridge Township Technology Plan and its curriculum
reveals that many aspects are in line with the ideals of Bers, while some gaps and inconsistencies
still exist. Although it is not the focus of our analysis, it is worth noting that much of the
APPLYING TECHNOLOGY DESIGN PRINCIPLES 3
technology plans curriculum serves itself well to integration with the concepts of the Universal
Design for Learning (UDL). UDL provides for multiple means of representation, expression,
and engagement in the classroom the why, how and what of learning (What is
Universal Design, n.d.). UDL can serve as an appropriate, practical complement to the
The Technology Vision Statement of the plan outlines mission and goals: Old Bridge
Township Public Schools highest priority must be the education and instruction of our students
in how to learn, live, and work in an ever-evolving world (Old Bridge, 2016, p. 5). The
overall shared vision is partially in line with some ideas Bers expresses. She explains the
and which encourage problem solving and logical thinking or exploration and creativity (2012,
facilitating the engagement in experimentation of new concepts and ideas while building
on the foundation of what is already known to be factual and proven. (Old Bridge,
2016, p. 5)
The district is clearly communicating that every educator's plan should include a commitment to
designing curricula and lessons that engage learners in meaningful ways. However, we do feel
the Vision Statement is strong enough for use of the term fluency as opposed to literacy.
Technology must be used as a tool to assist in problem solving regardless of the subject
area. Such integration must be continuous and encompass the importance of technology in our
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everyday lives (Old Bridge, 2016, p. 5). Bers makes a similar argument. Her Positive
development can be supported by the use of technologies. This allows for the child to develop
character traits that will help them use technology safely to communicate and connect with
other people and to envision the possibility of making a better world (2012, p. 9). Her
insistence on the use of technology to do more than just achieve simple lesson objectives is
emphasized in the Vision Statement. A variety of students with varied learning needs, styles,
and interests must all be accommodated. Technology can be used to this end, to prepare students
at all grade levels and in all subject areas to make meaningful products and have authentic,
The district plan also emphasizes the importance of twenty-first century skills and how to
best implement them. It notes, curriculum, instruction, and assessment are based on clear
expectations that all students will leave the education system well staged for college acceptance
or for alternative paths to workplace readiness (Old Bridge, 2016, p. 11). The districts goals
are grounded in standards-based content, but also place an emphasis on critical thinking,
creativity, innovation and self-direction as part of a focus on authentic learning. Bers take is
that a digital landscape that promotes positive development must be a space where children can
make projects and develop new skills, a space that supports creative expressions and a strong
82). Bers and the district plan both emphasize the need for learning to go beyond traditional
curriculum goals.
Through innovative lessons that integrate technology, creativity can be espoused to help
students learn how to learn and discover and explore areas of interest. Students should not be
APPLYING TECHNOLOGY DESIGN PRINCIPLES 5
passive recipients of education, but should rather be engaged in the process of their own
learning (Bers, 2012, p. 82). Bers emphasizes that open-ended constructionist types of software
help foster this necessary creativity. Edutainment-type applications do not always allow for
creativity, she explains, which is necessary to build confidence for future schooling and real-
world roles. Old Bridge attempts to fulfill the creativity component through an emphasis on
personalized learning. Some of the strategies outlined in their technology plan include:
incorporating digital tools and resources, differentiating instruction, and collaboration. There is
[analysis of] student work through digital portfolios, instructional design for digital assessment
(Old Bridge, 2016, p. 168). The plan also details ways in which the emphasis on creative
student-centered projects can be achieved at both the middle and elementary levels through
Appendixes D and E.
The emphasis on creativity is also the basis for the Framework for 21st Century
problem solving and communication to help create authentic and meaningful learning
experiences. Learning and innovation skills increasingly are being recognized as the skills that
separate students who are prepared for increasingly complex life and work environments in the
21st century, and those who are not. (Framework for 21st Century Learning, n.d.). The focus
shifts to creativity, critical thinking, communication, and collaboration as part of a way to better
prepare students for their futures. Old Bridge attempts to execute such goals through unique
activities at the elementary school level. For example, elementary students study a unit on how
technology impacts the environment. First, students discuss the benefits of technology as well as
its impacts. Then, they make a timeline of the evolution of Apple products as a way to showcase
APPLYING TECHNOLOGY DESIGN PRINCIPLES 6
the exponential growth and impact of technological devices. Students then collaborate to
discover ways in which the natural environment is positively or negatively affected, which leads
to the design of their own environmental awareness posters to curb negative effects.
Another lesson that is examined has students discussing and brainstorming possible
inadequacies of a car. Students design a new car at ABCYA.com and then discuss the creation
process. Through such examples, the Old Bridge technology plan is applying Bers principle that
creativity builds confidence. Her take is that competence and confidence go hand in hand
and that self-efficacy [is a] necessary component for successfully using technologies to
complete tasks (2012, p. 84). These goals can be achieved in much of Old Bridges elementary
curriculum. This is also in line with the Partnership for 21st century Learnings Project
Management initiative. This program explains that since the world runs on projects, managing
and leading projects are essential life skills, learning skills and career skills (Project
continues through middle school, Old Bridge is devising a plan for technology integration, which
Another tenet of Bers ideology for elementary level education is the idea of industry vs.
inferiority. Children of elementary school age must work hard to succeed but begin to realize
they are not as good as others in some areas, which in turn can affect self-esteem
negatively. However, when tensions are solved, a positive reaction results, as competence is
achieved. With these ideas in mind, it is important to allow for unfenced education that fosters
choice and active engagement. Students should learn to master the piano rather than learn
about music through turning on a stereo (Bers, 2012, p. 38). In their technology plan, Old Bridge
school district attempts to implement this type of learning. Students write their own stories and
APPLYING TECHNOLOGY DESIGN PRINCIPLES 7
illustrate them using the Photo Collage and Write About applications. Students are also given
the opportunity to explore using educationcity.com. These activities allow for self-expression
and exploration while learning about cultures and how to properly use technology.
There are many ways that the Old Bridge technology plan can be improved and adjusted
to be more in line with Bers ideology. Some of the programs Old Bridge uses create a playpen-
like situation for children rather than the ideal playground or park. Activities such as TuxPaint
and BrainPopJr encourage students to master simple subject and technology skills, but do have
them creating for themselves. In these cases, the students are simply consuming what others
have created. To improve their plan, Old Bridge could consider Bers as well as the ideas
presented in Learning By Design (LBD). This study combines the ideas of constructionism and
scaffolding to improve cognitive development, increase learning readiness, and actively engage
In the LBD study, the goal is to give students the opportunity to encounter design
challenges that would serve as compelling contexts for learning science concepts and skills. Such
design challenges would provide opportunities for genuine engagement and learning complex
cognitive, social, practical, and communication skills (Kolodner, Crismond, Gray, Holbrook &
Puntambekar, 1998). The lemonade stand project described by the Old Bridge technology plan
could be turned into a business creation plan instead. Students could, on their own, choose to set
up lemonade stands, sell cookies, mow lawns or sell crafts. The students themselves would base
their choices on individual interest areas and goals. Then, they construct the business model in
its simplest terms. Students would need to use problem-solving to address and solve issues they
come across. In this way, the Old Bridge technology plan curriculum would build self-esteem
As Old Bridge students progress from one of the twelve public elementary schools to
either Jonas Salk or Carl Sandburg Middle School, they face a whole new set of challenges
academically, socially, and psychologically. Students are leaving childhood and firmly planting
their feet into early adolescence. This is a crucial time, where there is increasing pressure on
the student to live within a more complicated and demanding educational system, but early
(Pickhardt, 2011). Students this age are working toward picking up new social and academic
skillsets that are interesting to them all the while beginning to realize that their peers may excel
faster or further than they do. They may also be starting to struggle with the idea of what their
role in the world may be as they grow older. Erik Erikson, a developmental psychologist and
psychoanalyst, illustrated these two struggles as Industry vs. Inferiority and Ego Identity vs.
Role Confusion (1963). Adolescents are wrestling with internal concepts of competency and
The middle school curriculum laid forth in the technology plan has much potential to
enable adolescent students to succeed in these formative years. Old Bridge has scored
excellently - 8.8 out of 10 - on Gear 1 of the NJTRAX Digital Learning Readiness Tool which
concerns the topics of curriculum, instruction, and assessment (Old Bridge, 2016, p.
8). Providing multiple sources of high-quality academic content offers all students greater
opportunities to personalize and reflect on their own work, think critically, and engage frequently
to enable deeper understanding of complex topics (New Jersey Digital Learning, n.d.). Great
employing Bers PTD concepts of helping students engage in positive behaviors - such as
APPLYING TECHNOLOGY DESIGN PRINCIPLES 9
collaboration and creativity - all the while fostering students personal growth - such as by
To fulfill the NJCCCS 8.2 standard of computational thinking, curriculum activities are
suggested utilizing robust technologies such as Google Sketchup, LEGO Mindstorms NXT and
LEGO Simple Machines. Students will be building robots and machines, designing bridges and
playgrounds, planning malls, and even tearing apart and modifying the creations of other
groups. With classes like this, students are exposed to the expansive world of the engineering
and design process. A number of adolescents will certainly take to developing new skillsets
here, through learning programming languages to power their machines or developing an artistic
eye with 3D design principles. Those students of an identity mindset may start to formulate
future career choices in the myriad of forward-thinking fields they are immersed in from these
activities, such as in engineering, computer science, architecture, and digital design. Explorative
courses like these are important not only to help foster ideas about careers, but to also help
students find a deeper purpose and meaning in what they are doing (Bers, 2012, p. 9).
Old Bridge middle school students are presented with infinitely configurable, powerful,
and modern tools to use in these classes. When combined with open-ended design challenges
such as creating a mall or engineering a bridge or car, they are given the ability to take what is
new and make it [their] own: Make something new with it, play with it, build with it (Papert,
1980, p. 120). With this type of exploration, students are encouraged to be creative while
learning and becoming competent in the skills needed to succeed, such as understanding the
process. As students start to make these connections, their confidence levels will
flourish. [Students] create a project based on their ideas, play with materials and their creations,
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share their ideas and creations with others, reflect on their experience - all of which leads them to
imagine new ideas and new projects (Bers, 2012, p. 84). An exceptional opportunity to display
burgeoning skillsets and creativity can be found in the activity where student groups rebuild and
Bers states that collaboration, socializing, and developing connections in new and old
relationships is also an important process in the digital landscape for adolescents. Although this
happens in the classroom, perhaps efforts can be made to share students discoveries and
creations outside of the schools walls. Students could connect with cohorts throughout the
world by: posting updates on their projects through social media, publishing engineering blogs,
or producing videos that illustrate their thought processes. Certain projects, such as building a
house or playground for handicapped children in Google Sketchup, help promote the sense of
building caring communities. By incorporating important issues such as this, we are using
technology to help students build a strong sense of character. These types of social issues - and
their inevitable intertwining with social media technologies - will become more important to
them as they transition to high school age (Bers, 2012, p. 53). Further student character
development can be encouraged with seemingly small efforts, such as limiting the amount of
LEGO hardware in a class to make sharing mandatory or allowing students to make choices of
whether or not to help other groups debug their projects (Bers, 2012, p. 144).
Section 8.1 of NJCCCS states All students will use digital tools to access, manage,
evaluate, and synthesize information in order to solve problems individually and collaborate...
(2014 New Jersey Core Curriculum, 2014, p. 1). This collaborative aspect of this standard
coincides well with Bers philosophies, and good effort has been made in the technology plan
curriculum to address it. Certain classroom activities are straightforward and developed to build
APPLYING TECHNOLOGY DESIGN PRINCIPLES 11
necessary competence and confidence in popular software packages and technologies. Examples
of this include: using Microsoft Excel for a stock market exercise, creating an iPod playlist in
Microsoft Access, and presenting a local current event in Prezi or Microsoft Powerpoint. After
these core skills are built, the curriculum opens up to more collaborative, creative, and open-
instead of what was actually achieved from the use of technology (Papert, 1990). The middle
school curriculum does a good job of addressing this pressing issue that is still evident in many
school systems. Many of the activities students participate in embody praxis-based, immersive
might focus on the facts, concepts, and skills that need to be taught and learned, praxis-based
models look at how young people can be given opportunities for experiencing the world (Bers,
2012, p. 136). In the middle school curriculum, students are given opportunity to develop
technical fluency, collaborate, and express themselves with projects that allow for a wide-berth
of creativity. Examples include: developing web pages to share information on global issues,
brainstorming a business idea and creating its digital presence, and identifying local issues and
However, there is room for improvement in terms of the student activities recommended
for digital citizenship and cyber ethics. Although the classroom discussions and assessments
suggested can be effective in their own ways, deeper understanding is needed. Students need to
engage in what-if discussions on topics like these (Bers, 2012, p. 94). To this end, instead of
students simply taking a pre-defined assessment on cyber bullying, have them collaborate to
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create their own custom quizzes on the topic that their classmates can then take. They can utilize
a number of technologies to create quizzes, like: Socrative, Kahoot, and Google Classroom.
High school is a period when adolescents enjoy hanging out with their friends.
According to Erikson, the need to socialize is a developmental milestone at this age. These
students are facing issues with identity. Socializing can work hand-in-hand with helping an
adolescent start to develop a sense of what his role will be in the world (1963). Bers adapts this
concept for the digital world as the theory of Wireless Hangouts vs. A Palace in Time (2012, p.
52). There are a myriad of ways for teenagers to spend time socializing through technology,
however only the most quality and genuine interactions will help guide them towards truly
discovering themselves. Many digital interactions are just Wireless Hangouts where teens
interact in typical fashions. Bers concept of A Palace in Time refers to the Jewish Sabbath,
which is a day meant for introspection and reflection. Engaging students in more thoughtful
social experiences, akin to Bers A Palace in Time, are crucial to helping them on their quest
When looking at the technology plan, there is great detail about the education and
instruction for the elementary and middle school levels. But there is a glaring hole; there is no
mention of how technology will be integrated on a high school level. This omission in a three-
year technical plan is puzzling. With some searching on the Old Bridge Public Schools website,
there are short descriptions about the technology courses that are offered to high school students.
It does seem that learners are able to take courses in architectural design, computer-aided
drafting (CAD), web page design, and computer science. The technology plan lacks further
descriptions about the mechanics of how these courses are run. However, the very natures of
these types of classes tend to interweave content knowledge with creativity and collaboration.
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Coupling rich and immersive digital experiences while leaving room for digital socialization
conducive to Bers philosophies would prove to be very fruitful for the students in these high
school classes.
Conclusively, Marina Bers uses her work in Designing Digital Experiences for Positive
Youth Development, to present new ideas to help us understand the role of the digital landscape
in youth development (2012, p. 175). Technology, when used in positive and engaging ways,
improves education by making learning more meaningful for students. Bers also notes:
Although praxis-based programs are at the heart of what I consider powerful educational
experiences using technology, this view is not always in agreement with current trends in
the American educational system that push for knowledge-based programs. Knowledge-
based approaches are well suited to test-driven curricula; however, the metaphor of a
The Old Bridge technology plan, like many others in New Jersey, dedicates a lot of resources
and efforts toward state testing initiatives and readiness. However, there is plenty to be pleased
with - especially in terms of elementary and middle school curriculum. The Old Bridge Public
School system is well on its way to encompassing the ideals of Bers to enable its students to not
only increase their technological skillsets, but to develop as digital citizens who will one day
References
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New Jersey Digital Learning Framework. (n.d.). Retrieved June 22, 2017, from
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%20COMPLETE.pdf
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surviving-your-childs-adolescence/201104/adolescence-and-the-transition-middle-school
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