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Om CRAFT

CRAFT er både et mindset, en didaktisk metode, en konkurrence samt et netværk af lærere, elever, konsulenter, skolechefer og -ledere. Styrelsen for It og Læring understøtter arbejdet med de tværgående temaer It og Medier samt Innovation og entreprenørskab bl.a. gennem netværksmøder, webinarer, samarbejder, materialer, miniprojekter og nye vinkler på eksisterende praksis. 

CRAFT handler om innovation, kreativitet, samarbejde og kommunikation, og om at løse store eller små vedkommende problemer fra den virkelige verden ved anvendelse af teknologi i såvel proces som produkt.

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© 2019 CRAFT

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CRAFT - Innovation, creativity, fun and excitement 

CRAFT is cooperation about innovative problem solving with IT as the accelerator of both processes and product. CRAFT supports the everyday practices of schools where cooperation, innovation, problem solving and the use of IT in a global world are focal points. 

CRAFT can be added to a course or project that has already been planned and with the IT-aspect as an underpinning factor enhancing the focus on cross-disciplinary and 21. century skills and technology. 

CRAFT is about testing and disseminating knowledge in regard to innovative processes and school-business cooperation and about technology as the bearing and supporting element in both proces and product. 

As part of CRAFT, students in municipal school 5. - 8. grade works with the four student positions incorporated in the theme IT and Media, the cross-disciplinary theme Innovation and Entrepreneurship, and consequently also a selection of the 21. century skills.   

A network 

CRAFT is also a network of practitioners who combines innovative student- and teacher practice with strategic development - from student to principal. The network adds inspiration to practice curated by experts and collaborators in this area. 

Student competitions 

The danish championship in digital skills is held in connection with the national event CRAFT on The Danish Learning Festival. The groups are judged on the basis of four categories: IT-use, Cooperation, Problem solving and Innovation. The winners of the category IT-use are nominated as danish champions in digital skills. Awards are appointed to the winners of the three remaining categories. 

CRAFT in the Nordic countries 

CRAFT has been expanded to the Nordic countries right now including 8 Nordic countries. The project is called Nordic CRAFT and is lead by the steering committee Nordic@CRAFT; Utbildingsstyrelsen (FI), The Ministry of Children and Education/Agency of IT and Learning (DK), Skolverket (SE) and Utdanningsdirektoratet/The Norwegian Directorate For Education and Training (NO). 

Forside > About CRAFT

The CRAFT-principles 

When students work with CRAFT it's essential that: 
 
1. they work based on a didactic innovation model, for example the CRAFT-model

The students investigate a specific problem. 

They work with development of ideas and design solutions in an iterative manner to solve the problem in question. 

Technology is included as a tool in the proces as part of producing prototypes and suggested solutions. 
The proces isn't linear but changes depending on the needs and feedback. 

2. they work with problems from 'the real world' 


These problems can be personal or global with relevance for the students. 

The students produce ideas for suggested solutions targeted at real recipients from the real world and in this way the students are urged to reflect on how these ideas can be implemented in the real world benefitting the people affected by the problem in question. 

The suggested solution is to be presented to the relevant target group. If possible also during the working process to qualify the production made by the students. 
 
3. they acquire professional knowledge when they work with the problem in question

 

Through the proces of accommodating the problem in question the students becomes aware of the subject that the problem deals with and in this way aquires professional knowledge within the field. 

 

4. they work goal-oriented and intentionally with the four areas of competence: cooperation, IT-use, communication as well as innovation and problem solving 

The proces preprare the ground for the students developing cental and wanted competencies in the 21. century; 

  • Cooperation; the students must cooperate in groups working on their suggested solution - for example they should select, produce and decide on the suggested solution that they want to develop. 

  • IT-use; digital technology must be included as a obvious tool that supports the students as producers in both process and product. 

  • At the same time the students must argue for their selection and deselection of technology.

  • Communication; the students must present and communicate their idea to a suggested solution to the relevant target groups, so that their message is comprehensible to the recipients. 

  • Innovation and problem solving; the students works on the basis of for example the CRAFT-model in an iterative process, practicing on creating solutions with value for other people. Also the students must relate to the professional area that the problem deals with. 


5. they participate actively in the whole proces and that their perspectives are a meaningful part of the design process 


The students own reflections, attitudes and knowledge are implemented actively in their design process and must at the same time be reflected in their suggested solution.

In addition the students strengthens their understanding of the process, which means that they become aware of the fact that the process is just as important as the product.