| Technologists' Practice |
July 2011 |
| DIGITAL TECHNOLOGIES |
YEARS 11-13 |

| Game Playing |
Changing attitudes toward disability has led to a noticeable shift in assistive technology. The result has been a greater reliance on cutting edge robotics and computer gaming technology to help people with disabilities improve their quality of life, with innovative New Zealand developments at the forefront of this movement. |
| Focus points include: |
Characteristics of Technology
- Interdisciplinary nature of Technology and the implications of this for maximising possibilities through collaborative practice.
Technological Modelling
- Understanding the role and nature of evidence when managing risk through technological modelling.
Context specific Technological Skills and Knowledge
- Digital Technologies: computerised exercise and augmented reality systems.
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| Teaching activities |
Additional Material: |
Discussion starters (Years 11-13)
- Explain the influence of the different disciplines involved in the developments described.
- Discuss how this type of technological development could influence public attitudes towards interactive gaming technology.
- Discuss how functional and practical reasoning work together to enhance decision-making in these developments..
- Discuss the following terminology in relation to the context of the article:
- Assistive technology;
- Augmented reality;
- Family friendly gaming; and
- Capturing end-user needs.
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Company websites
Articles
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Reproduced with permission from Engineering Insight. Subscriptions are discounted for schools and TENZ members. |