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A good place to begin is with the definition of design as given on the Taskonomy page. |
Design Tasks According to Webster, design is "a plan
or protocol for carrying out or accomplishing something." A WebQuest
design task requires learners to create a product or plan of action
that accomplishes a pre-determined goal and works within specified constraints. In the Design
a Canadian Vacation lesson,
students create an itinerary that meets the interests of a given family.
In Future
Quest, students research career
possibilities and make recommendations for four simulated high school
students. The
Designing
a Home WebQuest pulls students
into choosing the best floor plan for a given site and guides them through
the selection of materials to complete the home. In Adventure
Trip Quest, students design
a field trip to a natural disaster site. The key element in a design task is
to build in authentic constraints. Asking students to design an ideal
X without also requiring them to work within a budget and within a body
of legal and other restrictions doesn't really teach much. In fact,
an uncontrained design task teaches an illusory "anything goes" attitude
that doesn't map well onto the real world. A well crafted design task: Taking
a look at additional WebQuests designed around tasks, you can see that
the products or events to be designed fall into several distinct categories. Physical
Things Physical
Spaces Social
Systems Plans
of Action Communications

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© Bernie Dodge, 2001. Last updated April 23, 2001.