Authentic learning is described by Lombardi (2007, p.2) as "real-world, complex problems and their solutions, using role-playing exercises, problem-based activities, case studies, and participation in virtual communities of practice”. This application of learning can be applied to a technology project to engage students in a culture of learning that uses a wide range of technology tools to explore and define real life problems to than generate, develop, produce and evaluate a range of solutions (Board of Studies, 2013, p. 64 and Lombardi, 2007, p.2). By integrating science and technology students are able to “engage in a technological process” (Skamp, 2012, p.221) using their knowledge and understanding of natural and made environments to generate solutions to problems in a real world context.
|