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The BP Challenge is:
Challenging
- students are challenged to design and produce a 'solution' best
meeting the performance goals specified in the 'problem' given to them
- the 'problems' are made more challenging by having constraints of
materials, tools and time (similar to constraints in the 'adult world')
- the 'problems' have several viable 'solutions' providing
students with choices and development pathways
A team effort
- teams of three or four students are needed to develop and operate
their 'solution'
- the teams are self-managed, and to be successful they have to use
all their individual skills most effectively both within a group and as
a group to achieve a better 'solution' more quickly than they could
have done individually (we want them to experience the value and
excitement of working together as a team!)
- continuous feedback is provided because the performance of their
'solutions' can be readily measured, and the team must then respond by
further researching and modifying their solutions
Competitive
- teams compete with each other to see which 'solution' is best
(the focus is on the 'solution', not on individuals)
- the competition focuses on team work as much as on the best
'solution' because they generally have to make the 'solution' at the
competition and operate it to show its performance
- encourages and rewards teams with the best team-work,
communication, inter-personal skills, creativity and development skills
Supportive and fun!
- risk-taking and innovation are encouraged by having the emphasis
on the development of 'solutions' by teams, so 'failures' are merely
learning points in the development process
- the performance criteria are the goal (therefore not personally
threatening) and team members have to be supportive of each other for
the team to succeed
- the focus is on ideas, not on the person suggesting them (every
possible solution would be considered for its development potential, no
matter how outrageous)
- the situations in the BP Challenges encourage enjoyment in
devising 'solutions' and a 'learning by play' element allows students
to take the situations seriously as simulations of 'reality'
- provides opportunities to experience the excitement and
satisfaction of developing a viable solution to a problem
- students can own the process of developing a solution and control
it as a team
A context
- for students to gain many of the essential skills listed in the
New Zealand Curriculum Framework (e.g. Communication skills,
Problem-solving skills, Self-management & Competitive skills,
Social & Cooperative skills, Physical skills, etc.)
- for students to learn some of the principles of 'how things
work'many 'problems' are similar to 'real' problems faced by adult
designers and require a similar knowledge of core principles and
problem solving processes and considerations (design processes,
technological practice, etc.)
- for students to develop and practise design and problem-solving
skills in specific contexts
- to assist retention of knowledge and skills to achieve the
highest performance the team has to discuss ideas and practise their
building and design skills
- to encourage the transfer of knowledge and skills to new
situations
- for development of creative and divergent thinking as well as
giving practise in diagnosing a problem and in making decisions
Versatile
- a range of 'problems' and constraints are possible, from complex
'problems' requiring considerable development time, to those which can
be given to challenge immediate design skills by allowing very limited
design and development time
- many of the 'challenges' can be extended into 'real' or authentic
situations using suitable materials
- the basic BP Challenge can be modified to suit a range of ages,
experience and contexts
- many 'adult world' situations can be modelled as BP Challenges
Educative
- in the search for their best 'solution' students need to research
existing solutions and to identify which elements of them are useful
and which need to be used in new ways
- their 'solutions' generally model 'real' solutions within the
limitations of the materials and time available
- the BP Challenges engage students in all elements of learning,
from acquiring knowledge to attitudes and motor skills
- require the integration and application of knowledge and skills
from all curriculum areas
Worthwhile
- for their enjoyment and motivation
- in developing team skills and problem solving strategies
- as activities introducing related topics in their technology
studies
Easy to organise
- simple, cheap, readily available and easily handled materials are
used (such as newspaper, tape, string, straws, rubber bands, etc.) so
that schools are not disadvantaged by cost
- BP Challenges can be used in classrooms, halls or outside and do
not require specialist facilities
Environmentally friendly
- few materials are used and the majority are biodegradable or
recyclable
- newspaper, the material used in greatest quantity, is given
another use before rejoining the waste stream.
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