D&T in the USA

Scott Bartholomew and Alison Hardy

Technology education in the United States encompasses a broad field that aims to develop students' technological literacy and capabilities. Some key points about technology education in the USA:

  • It is typically called "Technology and Engineering Education" rather than Design & Technology
  • Education is governed at the state level, so there can be significant differences between states
  • At the middle school level (ages ~11-14), it tends to focus on general technology education
  • At the high school level, it often becomes more specialised toward specific career pathways

Funding for technology education is significantly influenced by the Carl D. Perkins Act, which allocates a percentage of the national budget to technology education. This funding has grown over time as the national budget has increased, making it a substantial source of support for technology education programs.

There are two main professional organisations:

  • ITEEA (International Technology and Engineering Educators Association) - Focused on general technology education
  • ACTE (Association for Career and Technical Education) - Focused more on career preparation

These organisations often compete for the same Perkins Act funding, which can influence curriculum and program directions in different states.

The curriculum typically involves exposing students to a wide range of technologies and skills, including:

  • Woods/carpentry
  • Metals/welding
  • Electronics/robotics
  • Computer-aided design
  • 3D printing
  • Coding/programming

Key challenges for the field include:

  • Lack of public understanding about what technology education entails
  • Competition with science education for "ownership" of engineering/design education
  • Limited presence at the elementary/primary school level
  • Varying levels of support between states

Despite these challenges, technology education remains an important part of the curriculum in many U.S. schools, aiming to develop students' abilities to understand, use, and create technologies.

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