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In this program, students are guided to websites that encourage exploration into the technology behind such sports as skateboarding and cycling, and are challenged to put their own scientific knowledge to the test, using practical examples and hands-on exploration.
Learning Outcomes


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• Use appropriate technologies in a variety of applied contexts.
• Identify and evaluate the impact of technology on the way information is gathered, problems are solved, and work is done.
• Demonstrate confidence and positive attitudes when solving problems that arise during the design process.
• Identify practical problems involving technology in a variety of contexts.
• Work with others to solve problems that come up during the design process.
• List career paths in technological fields, and examine potential career opportunities.
• Demonstrate a willingness to express thoughts and feelings about the effects of technology on their personal lives, society, and the environment.
• Communicate ideas for designing products and systems using various drawing projection methods, spreadsheets, graphics, or other media.
• Apply problem-solving strategies to a specific technological activity.
• Distinguish between fact and opinion.
• Demonstrate an appreciation that issues are influenced by people's values.
• Identify and analyze the interrelationships among science, technology, and society.
Curriculum Connections


These links will open up in a new window:

• Applied Skills 11
• Technology Education 8-10
• Mathematics K-7
• Mathematics 8 and 9
• Science K-7
• Science 8-10
• Science and Technology 11
• Information Technology 8-10

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