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We’re Creative on a Friday Afternoon: Investigating Children’sPerceptions of their Experience of Design & Technologyin Relation to Creativity
Clare Benson • Julie Lunt
Published online: 26 April 2011
� Springer Science+Business Media, LLC 2011
Abstract In the last 15 years there has been an increased
emphasis in both educational research and curriculum
development upon investigating children’s perspectives of
their experience of learning. Children naturally have very
particular and important insights to offer in helping us to
develop our understanding of teaching and learning.
However, research into children’s perceptions in the field
of primary Design & Technology education is still at a very
early stage (Lunt in International handbook of research and
development in technology education, Sense Publishers,
Utrecht, 2009a). For example, in three reviews of educa-
tional research in Design & Technology (Kimbell in A
guide to educational research, The Woburn Publishers,
London, 1996; Eggleston in Teaching and learning design
and technology: a guide to recent research and its appli-
cations, Continuum, London, 2000; Harris and Wilson in
Designs on the curriculum? A review of the literature on
the impact of design and technology in schools, Depart-
ment for Education and Skills, London, 2003) there are
only passing references made to eliciting and considering
pupils’ views and, in the studies where it does occur, it is
used as a supplementary method of data collection rather
than as a focus of research. The work which exists is small-
scale and the majority of studies relate to secondary-aged
pupils. The research that we have recently undertaken has
tried to redress this gap. It has focused on primary
children’s (aged 9–11 years) perceptions of Design &
Technology in general (Benson and Lunt in PATT 18
international conference on design and technology educa-
tional research: teaching and learning technological liter-
acy in the classroom, University of Glasgow, Glasgow,
2007) and latterly creativity in Design & Technology. It
has been claimed by many that Design & Technology is a
‘creative’ subject which develops children’s creative abil-
ities. This is a bold claim and one that needs careful con-
sideration. This paper sets out a framework for thinking
about creativity drawn from a review of the literature and
uses evidence of children’s perceptions of their experience
of Design & Technology to compare practice with theory
in an attempt to raise questions and issues relevant to both
policy and practice.
Keywords Children’s perceptions � Creativity �Design and Technology � Primary
The Nature of Design and Technology
The term Design and Technology and Technology are used
worldwide to describe a subject that is both similar and
different in nature. It is therefore, important to set the
context of this research in a brief discussion as to the nature
of the subject in England. The subject Design and Tech-
nology became part of the National Curriculum in England
(DES 1990) for both primary (children aged 5–11 years)
and secondary pupils in 1990. Practice in primary schools
before then had mainly focused on craft and art, rather than
engaging children in their own designing, making and
evaluating. Although the 1990 National Curriculum docu-
ment was lengthy and confusing for teachers, the nature of
C. Benson (&) � J. Lunt
Centre for Research in Primary Technology (CRIPT),
Birmingham City University, Birmingham, UK
e-mail: [email protected]
J. Lunt
e-mail: [email protected]
C. Benson � J. Lunt
Faculty of Education, Law and Social Sciences, Birmingham
City University, Perry Barr, Birmingham B42 2SU, UK
123
J Sci Educ Technol (2011) 20:679–687
DOI 10.1007/s10956-011-9304-5
the subject was explained in this and subsequent National
Curriculum documents (1995, 1999). Essentially Design
and Technology is concerned with designing and making a
quality product/s for a specific need with a particular user
in mind. The children develop their capability through
product analysis and evaluation, the development and use
of appropriate knowledge and understanding, the devel-
opment of their practical skills as they work with a variety
of tools, equipment and materials, the links made with
other relevant subjects, and investigating cultural, social
and environmental issues. The children are involved in this
holistic, iterative, not sequential, process, operating in real
life contexts. For younger children these contexts may
relate to the world of fantasy, but to these children they are
real. Designing and making a cloak for Little Red Riding
Hood to wear as she has outgrown her old one seems real,
set in the right context in the classroom. An example of
Design and Technology in practice exemplifies the nature
of the subject. Children involved in a Safety project were
looking at items of clothing to wear in the dark to help
them to be seen when they walked home from school in the
winter. The children examined a range of products on the
market and evaluated them against criteria that they iden-
tified. They drew out strengths and weaknesses and dis-
cussed how this might help them when designing their own
product. The children had access to a range of fabrics and
other materials, tools and equipment as they designed a
product for them to wear. Having changed, adapted, and
‘grown’ their designs, they made their product and evalu-
ation against their original criteria took place after they had
worn the product to and from school for a number of weeks.
The variety of finished products was great; they included
items to wear on heads/arms/waists/legs, vests, and bags as
the children were given time and space to be creative. Had
they been asked to design and make an armband, for
example, creative solutions would have been limited.
Creativity
Creativity has been at the forefront of education in England
twice in recent times. In the 1960s, the Plowden Report
(CACE 1967) was central to the idea that put the child at
the heart of teaching and learning. It suggested that chil-
dren should have opportunities to follow their own inter-
ests, and for teachers to engage with ‘discovery’ rather than
rote teaching and learning. From this followed a period of
experimentation with a range of learning and teaching
strategies that it was hoped would allow children to
develop their own interests and creativity and to engage
with learning in an active way. However, it was the notion
that children should ‘follow their interests’, together with a
less formal structure to the curriculum that contributed to
the backlash against this free approach and ultimately
led to the creation of the National Curriculum in 1990
(Alexander 1995). Whilst the National Curriculum did not
exclude teaching creatively or teaching for creativity,
teachers mainly focused on the delivery of the content at
the expense of a more child-centred approach. During the
late 1990s until the present time, creativity has been
prominent in primary educational debate in England
(DfEE/QCA 1999; Office for Standards in Education 2003;
DfES 2003; Rose 2009). Teachers in England are being
encouraged to review the curricula that are being delivered
in schools after years of focusing on literacy and numeracy,
and to reflect on whether the activities that children
experience allow them the freedom to be creative. For
example Woods’ seminal work (1995) suggests that during
creative learning ‘pupils have control over their own
learning processes, and ownership of the knowledge pro-
duced, which is relevant to their concerns.’ From the ori-
ginal proposals for the first National Curriculum for
England and Wales (DES 1988, para 1.2), it was stated that
Design & Technology involves the development of Design
& Technology capability ‘to operate effectively and crea-
tively in the made world’ and this theme continued in
Design & Technology and was included in the current
version for England that was implemented in 2000
‘…pupils learn to think and intervene creatively to improve
the quality of life. The subject calls for pupils to become
autonomous and creative problem-solvers…’ (DfEE/QCA
(1999: 15).
Identifying Key Elements Linked to Creativity
Creativity has no neat definition and it is not the intention
of this paper to set out a definitive statement but rather to
draw on previous research and to identify key elements that
can be associated with teaching for creativity and teaching
creatively. The ideas of ‘high’ creativity and ‘ordinary’
creativity (Feldman et al. 1994; Rhyammer and Brolin
1999) and ‘Big C’ and ‘little c’ (Craft 2001) were con-
sidered and for this research it was decided to focus on the
‘ordinary’ or ‘little c’—behaviour that could be identified
in every child. Craft (2001) in her analysis of the literature
on Creativity in Education identifies a variety of work that
points to the idea of ordinary or democratic creativity
(National Advisory Committee on Creativity and Culture
(NACCCE) Report 1999) and highlights definitions that
assume that creativity is something that relates to all pupils.
This understanding of creativity seemed to be more useful
for this research for a number of reasons. Firstly the data
gathered would offer much richer information to support
this notion; secondly it would relate to all children rather
than the few exceptional ones and therefore, should be of
680 J Sci Educ Technol (2011) 20:679–687
123
greater use and relevance to all teachers; and thirdly the
researchers were more interested in this aspect—analysing
findings that might be able to offer more opportunities for
general applicability.
From the literature review that was undertaken elements
emerged that were considered key when fostering and
supporting the development of creativity within the school
situation. Other research that has drawn on different
environments such as business and industry has been
excluded as the differing situations may affect how crea-
tivity can be viewed and developed. These four key ele-
ments, which are not organised in hierarchical order, were
used as a framework for analysing the data:
• ownership and control
• relevance and motivation
• space and time
• interaction with others.
Ownership and Control
The need for children to feel that they can take ownership
of the work that they undertake might seem an obvious
educational aim. This ownership, together with the
knowledge that they acquire (Pollard and Filer 1996;
Boden 2001), their ability to take their work in the direc-
tion that interests them, and to use their own ideas to bring
the assignment to a successful conclusion in ‘their eyes’ are
all part of the ownership and control element. They can still
engage in discussion with teachers and other pupils, and
ask appropriate questions but this would be on their
terms—as and when they felt the need for external support
(Woods and Jeffrey 1996). However, with the introduction
of the National Curriculum in 1990, the developing pres-
sure to focus on literacy and numeracy, and the ever
present school inspections, there is evidence to show that
content driven teaching is widespread and children are
given fewer opportunities across the curriculum to feel in
control of the activities that they are undertaking. Kessler
(2000) for example highlights the need to be aware of the
individual and to encourage the child to follow their own
path and Ofsted findings (2010) support this. Kimbell
(2000) in his paper ‘Creativity in crisis’ discusses condi-
tions that promote creativity and stresses the need to allow
students to take ownership of their work and this is a theme
from other researchers (Harrington 1990; Woods 1995;
Emilia 1996; Craft 2003; Ofsted 2010). By taking owner-
ship, the child is able to think critically about his/her
product and to start to innovate by introducing idea/s that
are new to him/her (Woods 1999; DfEE/QCA 1999;
Cropley 2001; Nicholl 2004). Over the last 30 years, there
has been an on-going interest in defining the characteristics
of creative individuals (Spendlove 2005), and whilst this is
not the focus for this research there are obvious links. For
children to take control and ownership of their work, it
would be helpful for them to have certain characteristics
such as independence and a strong sense of self which are
identified by a number of researchers (Gardner 1993;
Sternberg 2001).
Relevance and Motivation
Much has been written about the importance of relevance and
motivation in children’s learning and this has been linked to
the development of creativity (Jeffrey and Craft 2003). This
paper focuses on intrinsic motivation as there is evidence that
extrinsic motivation, such as the offering of rewards, can
result in a negative effect on children’s creativity (Howe et al.
2001). If a child cannot see the relevance of a task or
assignment then he/she is unlikely to be motivated to
investigate, to think around a problem or to develop his/her
original thoughts (Woods 1995). The Reggio Emilia
approach (Edwards and Springate 1995; Abbott and
Nutbrown 2005) promotes ‘Occasions’ as a way of providing
situations that motivate and are relevant to the children
undertaking them and a way of fostering creativity. Hands-on
working is also favoured, for example, by Jeffrey and Woods
(2003), and their research in primary schools led them to
suggest that the ‘hands-on’ approach was a crucial feature in
making learning relevant and encouraging ownership—key
elements in their discussion relating to creativity.
Space and Time
The meaning of space in this context is not just related to
the classroom and school environment but to giving the
child space to think (time) and to work in different ways.
Time needs to be given to enable the children to finish their
assignment, to make any modifications that they feel are
needed, and to evaluate the finished product. To be able to
take part in hands-on activity the children need space to
move around, to be able to explore resources that are
available to use, to be able to see what others are doing,
and to be able to talk to other children and adults as and
when they feel the need. There needs to be space to enable
the children to undertake ‘messy activity’ so that there is no
feeling that their work will be curtailed, and space to
undertake quiet work. Time and space are very much part
of the Reggio Emilia approach to fostering creativity
(Emilia 1996) and one that is supported by Manning and
Sharp (1979) and Benson (2004).
Interaction with Others
Interaction with others can be interpreted in different ways
but in this paper we have taken the meaning to be children
J Sci Educ Technol (2011) 20:679–687 681
123
interacting in a variety of ways with peers and adults
during the whole process of designing and making. At
times it might mean that children discuss with each other
what the next stage might be, or what ideas their peers
might have to help develop their product; it might be a
discussion with an adult to help clarify knowledge or
practical skill they need; or it might be to clarify their
thoughts about a particular issue. It is not then solely group
work; indeed it could be argued that group work could
stifle creativity as children have to make compromises.
Emilia (1996) highlights the importance of giving children
opportunities to discuss and debate not only with an adult
but with others in the class. As part of the ‘talking’ process,
the importance of encouraging children to ask challenging
questions both to others and of themselves is set out in
‘Creativity: find it, promote it’ (QCA 2003). Such ques-
tioning is 1 of the 6 key signs that QCA identified as being
present when children are being creative and this is rein-
forced by the Ofsted report (2010) ‘Learning: creative
approaches that raise standards’.
Methodology
It was decided to draw on children’s perceptions in Years
5 and 6 (aged 9–11 years) for this research for a variety
of reasons. We felt that this group of children would have
had the most opportunities to experience a range of
Design and Technology activity at school and may have
been exposed to the subject through other experiences
such as family connections, homework and external pro-
jects. It was most likely that they would have had time to
reflect on their school experiences and to be able to
articulate their thoughts and feelings. Questionnaires for
both children and teachers were used to gather data.
Consideration was given to time constraints and funding
and consequently it was decided not to gather information
through semi-structured interviews (Oppenheim 2003;
Wellington 2000). Five schools were identified from the
West Midlands, England as the subject leaders for design
& technology in those schools were interested in identi-
fying and using children’s perceptions to develop their
curriculum work and a total of 304 children and 5
teachers completed the questionnaires. The questionnaire
was constructed and trialled in a school that was not
taking part in the research. Teachers were asked to
identify any changes that they would make relating, for
example, to clarity of the question, additional questions
they would add, and questions they would consider
irrelevant. Both quantitative and qualitative data were
collected for analysis. The questionnaire was read aloud
to the children and those who found writing difficult were
given a scribe to ensure their ideas were collected and
that the activity did not become a writing exercise. The
children stated how much they enjoyed the activity and
said that they were pleased that someone was collecting
their views. It is important to note that this is a relatively
small scale study. Whilst the questions asked did pro-
vide a wealth of information relating to the children’s
perceptions of Design and Technology, it has become
apparent from analysing the data for this paper that it
would have been valuable to ask questions particularly
relating to questioning (Did they ask questions of their
peers and adults working with them? Did they feel that
the questions they asked helped them to develop their
work?). In addition the wording of some statements could
be refined so that the children’s answers gave a clearer
indication of their perceptions.
Having decided on the key elements for fostering cre-
ativity, it was possible to identify which of them children
felt they experienced in their Design & Technology
activities and which were not obviously part of their
learning experience.
Confidentiality, consent and a clear understanding as to
the nature of the research were major considerations
(Gregory 2003).
Findings and Discussion
In the questionnaire children were asked to respond to a
number of questions and statements about design & tech-
nology (See Appendix 1).
Children’s Perceptions of a Link Between Design
and Technology and Creativity
In D&T we learn how to be creative (e.g., think up
ideas in different ways, try out different ways of
using materials).
Across the 5 schools a total of 85% of children agreed
with this statement and only 5% disagreed, with the
remaining 10% ‘not sure’. This would suggest a relatively
strong link in children’s perceptions of their experience of
Design & Technology and learning to be creative. There
was some difference between schools which might suggest
that the provision of Design & Technology varied in
respect of the emphasis placed on creativity and the
pedagogical approaches used in Design & Technology.
Although a positive response, one might also be concerned
that across the schools 15% of children disagreed or were
not sure if they learned how to be creative in Design &
Technology. This was particularly evident in Schools 2 and
3. Overall there was no significant difference in the
responses of girls and boys.
682 J Sci Educ Technol (2011) 20:679–687
123
Ownership and Control
One of the key elements of teaching for creativity identified
in our framework concerned children having the opportu-
nity to make their own decisions and to have ownership
and control over their work. A model of Design and
Technology which places designing and making at its heart
is potentially a rich context for developing this element of
creativity. Children are encouraged to make their own
design decisions within a design and make task, often
developed through an appropriate range of teacher ques-
tioning. However, the extent to which children experience
a sense of ownership and control in Design & Technology
has been the subject of discussion by many in the profes-
sion. The children in our survey were asked to respond to
two statements which relate to this element. The first
statement counterpoises the children using their own ideas
with being told what to do by the teacher, recognised as
a feature of weaker practice in design & technology
(OFSTED 2008).
I like D&T because we get to use our own ideas
rather than just being told what to do.
There was a relatively high level of agreement overall to
this statement with 78% of children agreeing and only 7%
disagreeing. More girls than boys acknowledged this as a
characteristic of their experience in Design & Technology,
particularly in School 3 where there was significant gender
variation with 23% of boys disagreeing with the statement
compared to 0% of girls. Fourteen percent of children
overall responded with the ‘not sure’ category which might
suggest that their experience of Design & Technology was
varied.
Other studies of children’s perceptions of their experi-
ence have found that negative comments from children
frequently mention tasks being constraining or being
interrupted by the teacher; positive comments relate to
being able to do things for themselves and making their
own decisions (Lunt 2009b). A sense of autonomy has also
been linked to greater levels of learner engagement in
studies beyond the field of design & technology (e.g.,
Pollard et al. 2000; Rudduck and Flutter 2004).
The second statement related to ownership and control
makes reference to the children setting out and achieving a
goal for themselves.
I like starting a D&T project knowing that we are
going to design and make our own thing before the
end of it.
The successful completion of a product is a powerful
driver for children in design & technology (McCormick
and Davidson 1996; Lunt 2009a). Designing and making is
in itself a creative act with a tangible goal to work towards.
However, it also involves risk-taking, a feature of creative
behaviour which can lead to uncomfortable feelings for
some children. Seventy six percent of children overall
agreed with this statement and 7% disagreed with 16% ‘not
sure’. There was a variation among schools with School 1
having a particularly low score for agreeing and a high
score for disagreeing. There could be a number of possible
explanations for children disagreeing with the statement.
Firstly, children might be given prescriptive tasks in
Design & Technology and not feel that they have owner-
ship and control. Secondly, they might dislike the feelings
of uncertainty and risk involved in designing and making
(Benson and Lunt 2009). Thirdly they might perceive that
there is a lack of time to complete their outcomes
successfully.
Relevance and Motivation
Design & Technology is widely acknowledged as a popular
subject for children (Benson and Lunt 2007). The statement
with the highest level of consensus across the whole
sample of children in our survey related to the personal
fulfillment that children can experience in the creative act
of designing and making.
It puts a smile on your face when you have made
something of your own.
The response to this statement, together with answers to
questions about children’s perceptions of Design and
Technology as enjoyable, fun, boring and interesting,
combine to reinforce the view of other studies which show
that Design & Technology is indeed a highly motivating
classroom experience for most children. Only 4% of chil-
dren in our survey claimed that they never found Design
and Technology enjoyable compared to 81% who always
or usually did. It would appear that most children in our
study were intrinsically motivated by their experience of
the subject. Without this sense of relevance and motivation
it would be difficult to promote creativity which requires a
personal commitment to the task.
The practical nature of Design and Technology is also a
highly motivating factor for children.
I enjoy D&T because we get to do things with our
hands (rather than just write).
Practical, hands-on activity has been found to be the
most popular element of design & technology in various
studies of children’s perspectives (e.g. Twyford and
Burden 2000; Lunt 2009b). In this survey the children
identified that out of all elements of Design & Technol-
ogy they enjoyed making the most (at least 68%) and this
is also supported by data from the teachers’ perceptions
of what their children enjoyed. However, the children’s
J Sci Educ Technol (2011) 20:679–687 683
123
response to this statement was surprisingly low with only
57% of children agreeing, 14% of children disagreeing
and 29% of children not sure. There was a high consensus
overall between girls and boys. The high percentage of
‘not sure’, almost one-third of the children, could have
been due to the limitation of our statement. Some children
might enjoy doing things with their hands and writing in
equal measure; some children might enjoy doing things
with their hands but feel that this is not a significant part
of their particular experience of Design & Technology.
School 2 had a very high percentage of ‘not sures’ in
response to this statement (55%). However, 87% of these
children always or usually enjoyed Design & Technology
which would suggest that the other elements of the sub-
ject also engaged them.
Space and Time
In D&T we get to move around the classroom more
than in most other lessons.
The classroom ethos which supports children’s creativ-
ity in Design & Technology is likely to enable children
moving around in order to explore resources and interact
with others. This is the very antithesis of a tightly con-
strained environment controlled by the teacher. Overall
68% of children in the survey felt this was true of their
experience of design & technology. This was particularly
evident in School 2 in which 90% of boys and 82% of girls
agreed with the statement. This was also the school in
which Design & Technology was most highly valued by
the children in terms of being enjoyable, interesting and
fun. However, 20% of the children overall disagreed which
could mean that they move around the classroom a lot in
other lessons or conversely that there was not that oppor-
tunity to do so in Design & Technology.
I would like more time for D&T because we are often
quite rushed.
Several research studies have found that time is an issue
for children and is perceived by many as a commodity in
short supply. There are often feelings of stress and anxiety
caused by having to rush and not having adequate time to
accomplish work (Doddington et al. 1999; Pollard et al.
2000). These feelings of pressure can work in opposition to
the desired conditions for nurturing creativity (Benson
2004). Overall 62% of children in the survey felt they
would have liked more time. It is not clear from the evi-
dence but this might have involved more time for making;
for developing their ideas; for successful completion of
their products; or for the experience of Design & Tech-
nology in general as an enjoyable activity in its own right.
Interaction with Others
The opportunity to work collaboratively with others is a
frequently cited feature of teaching for creativity. Fox-
Turnbull (2010) highlights the importance of dialogue in
the creative processes of Design and Technology, ‘When
people work together in problem solving situations they do
much more than just talk together. They ‘interthink’ by
combining shared understandings, combining their intel-
lects in creative ways, and often reaching outcomes that are
well above the capability of each individual.’ (p. 26). So
did the children in our survey recognise this as a feature of
their experience in Design & Technology?
We often get to work with other children in D&T
rather than on our own.
There was a large discrepancy between schools on this
issue. It is apparent that the children from School 1 were
having a very different experience of Design & Technol-
ogy from their peers in other schools. In the other schools
81% of children agreed with the statement and only 7%
disagreed, whereas in School 1 only 36% agreed and 40%
disagreed. Other research has shown that children have
varied preferences in terms of working individually or with
one another in design & technology with a minority of
children feeling constrained by their peers (Lunt 2009b).
As teachers we need to be aware of group dynamics and the
difficulties that are sometimes experienced when working
with others—particularly the ‘falling out’ or ‘taking over’
syndromes, both of which are likely to curtail children’s
creativity.
Implications for Policy and Practice
In the changing landscape of creativity in education, cre-
ativity is no longer seen as being the preserve of particular
subjects but as a central concern for all educators (Craft
2007). The four key elements identified in this paper:
ownership and control; relevance and motivation; space
and time; and interaction with others are relevant to
teaching across the curriculum. Design & Technology aims
to develop children’s creativity through designing and
making activity and through creative approaches to
teaching and learning. The evidence from this study how-
ever, suggests that although children can be highly moti-
vated by their experience of Design and Technology, they
do not always experience teaching approaches which best
promote their creativity. Reflection on the findings has led
to the following conclusions with implications for policy
and practice.
684 J Sci Educ Technol (2011) 20:679–687
123
1. Not all the children in this survey identified design &
technology as supporting the development of their
creativity. Highlighting creativity as being fundamen-
tal to design & technological activity could help to
promote children’s understanding and to raise the
profile of the subject. This would however, require
careful consideration of the nature of the classroom
activity which takes place in the name of Design &
Technology as there already exists a mismatch
between rhetoric and practice in the subject.
2. If the number of children experiencing a sense of
ownership and control in Design & Technology is to
increase in order to nurture creativity, many teachers
would require a higher level of expertise and confi-
dence in design & technology than is currently the
case. Creating a classroom environment which enables
children to explore for themselves and to make
authentic choices is demanding and represents an
enormous shift away from a content driven curriculum
and the prescribed pedagogical approaches such as
those of the national literacy and numeracy strategies.
In England the dominance of a national exemplar
scheme of work for Design & Technology (QCA 1998)
is now diminishing but teachers will need support in
developing their subject knowledge if they are to rise
to the challenge of developing their own approaches
to creative teaching and learning in Design &
Technology.
3. The opportunity for hands-on, practical work in Design
& Technology is imperative for promoting creativity
and this means that children require time and resources
to develop their ideas and realise them in the creative
act of designing and making. This survey confirmed
the findings of other studies in that children are highly
motivated by Design & Technology.
4. The development of creativity requires space and time,
and the results of our survey show that this is not the
case for all children in their experience of Design &
Technology. The pressure on curriculum time and the
forced pace of a performative education culture in
schools needs to be relaxed if children’s creativity is to
be nurtured.
5. The value of children’s interaction with others in
developing their creativity needs to be highlighted
in Design & Technology practice for all children. In
recent years there has been a greater focus on
individual work rather than team-working in design
& technology although general primary developments
such as the Cambridge Primary Review (Alexander
2009) place speaking and listening at the heart of the
primary curriculum. High quality dialogue needs to be
developed if children’s potential is to be realised in
Design & Technology.
Conclusion
Whilst this is a small scale study, it is hoped that the findings
will provide educators with some ideas to consider whilst
reflecting on whether their teaching environments and les-
sons in design & technology offer opportunities for children
to be creative. Whilst limitations of the research have been
identified it is anticipated that this could form an useful
starting point for further research into children’s perceptions
of Design and Technology and in particular their views that
relate to experiences that can lead to the development of
creativity. It is important to consider why developing chil-
dren’s ability to be creative is a valuable educational aim. It
might be that the child will enter a profession that is thought
of as ‘traditionally’ creative—furniture, interior or clothes
design, the arts, or landscape gardening. However, the focus
for the paper was on the small ‘c’—that is the inclusion of all
children—and hopefully the development of their creativity
will contribute to all their future lives. Craft (2001) points to
a wide range of potential gains from developing children’s
creativity derived from her literature search. These include
economic development which may encourage an entrepre-
neurial culture either at work or within the home environ-
ment; cultural development that supports the understanding
that cultures are different, a vital concept to understand in
everyday lives; social development that helps children to
interact with others, to question, to be flexible, to discuss and
to debate issues; and personal development that includes
taking control and ownership of their own lives. These are
obviously high aspirations but crucial ones to which we can
help children to aspire.
Appendix 1
What do you think of D&T?
Can you help us? We are interested in finding out about
what children in Years 5 and 6 think of D&T. We would
love to hear about what you think. Please let us know using
this questionnaire. Thank you.
Name : Year 5 Year 6
School : Boy Girl
Please tick the column that best fits what you think for
each question—always, usually, sometimes or never.
Always Usually Sometimes Never
1. Do you enjoy D&T?
2. Do you think D&T is
boring?
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16. If a child came to join your school from another
country where they don’t do D&T, how would you
describe it to them?
References
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3. Do you think D&T is
interesting?
4. Do you think D&T is
difficult?
5. Do you think D&T is easy?
6. Do you think you are good
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7. Do you think D&T is hard
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8. Do you think you learn
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9. Do you think D&T is fun?
10. What do you like most about D&T
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12. Why do you think you have to learn D&T in school?
13. Which 3 subjects do you enjoy most? Please tick your
3 favourites.
Art History P.E.
D&T ICT R.E.
English/literacy Maths Science
Geography Music
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tick 3.
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Agree Disagree Not
sure
(a) I like D&T because it is different from
most other lessons
(b) There is lots of hands on in D&T.
Hands on is cool
(c) I would prefer just to get on and make,
not to design. (e.g., research, thinkabout, plan)
(d) In D&T you have to think really
carefully
(e) I would like more time for D&T
because we are often quite rushed
(f) In D&T we have to use technical words
Agree Disagree Not
sure
(g) It puts a smile on your face when you
have made something of your own
(h) I like D&T because we get to use our
own ideas rather than just being told
what to do
(i) I think designing is really important if
you want to make a good product
(j) In D&T we learn how to be creative.
(e.g., think up ideas in different ways, tryout different ways of using materials)
(k) D&T is important for life because it is
useful in lots of different jobs
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