Teaching about new and emerging technologies in design and technology

A guest post by Harry Gowlett

With the changes that have been made to design and technology at GCSE level and the introduction of the single GCSE Design and Technology qualification, it has now become a priority to modernise the secondary D&T curriculum at school level. Whilst GCSE D&T most probably will remain a priority to many departments, it is also important to modernise and update the way in which we teach D&T at key stage three. This is especially important in order to engage learners in wanting to continue to study the subject for GCSE and to revitalise the subject, leading to an increase in uptake.

I am a newly qualified teacher having completed my training at Nottingham Trent University on the BSc Secondary Design and Technology Course with QTS. I now realise just how well this course prepared me for my career as a secondary D&T teacher within the education sector. The main focus of the course was to prepare me to deliver a modernised D&T curriculum, alongside learning the practical skills needed to teach the subject. Since leaving university I have now started a job at Sewell Park Academy (@SewellPark), which is a small city academy in Norwich. Due to the size of department I have been lucky enough to work alongside my head of department to introduce a range of new projects at key stage three taking into account my pedagogical knowledge learnt at university. These projects all fit into four main areas of D&T: mainly making, mainly designing, designing and making and D&T in society.

One of the projects that I have introduced to key stage three is about new and emerging technologies. The National Curriculum for D&T at key stage three states that learners should investigate new and emerging technologies. This fitted into my long-term planning for key stage three as a D&T in society project, and as a smaller three-week project. This project also helped to make the learners realise that not every D&T project leads to producing a physical 3D product, something that I feel learners now tend to assume and expect in our subject.

During week one of the project learners are introduced to the project and the practicalities of it are outlined. At my current school learners in key stage three receive two hour-long lessons of D&T a week. Lesson one involved learners watching a range of video clips and participating in small group and whole class discussions about various new and emerging technologies. Whilst taking part in these discussions the learners would also develop their note making skills, helping to develop literacy skills. Lesson two would involve learners deciding on their favourite new/emerging technology and then being organised into teams to investigate their technology in more detail.

Week two is the fully learner-centred set of lessons, where each team would research their technology. This can be achieved in a number of ways, if computers are available internet research is always a popular choice. To aid differentiation, I produced a set of resource packs for each technology using real life articles and suitable pieces of information. For lower ability learners, I would highlight key points, and the higher ability members of the class would be able to synthesise the information themselves. The class would be guided during the second lesson of the week to focus their research on a given criterion (ready to prepare a presentation).

In the third and final week of the project the learners firstly focus on producing a team presentation to share with the rest of the class. This should hopefully be achievable during an hour-long lesson as the research completed during week two has been narrowed down and homework opportunities have been utilised. Communication skills are also introduced to help encourage learners to develop cross-curricular and personal skills. During the second lesson of the week is an opportunity for the teams to share their presentations with the rest of the class. Learners would be asked to think individually of questions to ask the other teams whilst they are presenting. This raised some interesting thoughts and really showed learner engagement/understanding.

My planned assessment points of this project are investigating and analysis/evaluation, which comes from learners being able to select their favourite new and emerging technology, research this and then evaluate the impact that it has on society. If more than three weeks (six lessons) are available then there is a possible chance to explore the concept of design fiction, which is something that I am hoping to do later on in the year. There is also the good opportunity to use films to help introduce this extra element of the project, such as Big Hero 6 and the idea of ‘microbots’, linking to programmable matter! This also provides me with the opportunity of something else to share later in the year.

To access the scheme of work I have produced for this project or if you would like more information, feel free to contact me via twitter @HGowlett_DT or add your comments to this post.

 

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Designing a Future Economy; there’s a bigger picture

Today the Design Council Published Designing a Future Economy,

…investigating the skills used in design, the link between these skills and productivity and innovation, and how they align with future demand for skills across the wider UK economy.

It’s an interesting report (well, executive summary; the full report will be released in January) and well worth downloading and reading. It focuses on three areas:

  1. the design skills required across a range of design-related jobs,
  2. the value of design skills in the UK economy,
  3. how design skills are acquired and developed.

It’s the third of these that I want to focus on here.

The report notes the plummeting rate of GCSE D&T entries (see above) and recommends that:

Education providers and regulators embed design in the curriculum:  

The traditional pathways into design careers – such as GCSE Design and Technology – are being eroded. The Department for Education, schools and academies should re-introduce GCSE Design and Technology as a priority subject in post-14 education to secure these skills in the short-term.

Anyone working in D&T education should be pleased that a body with some clout is both highlighting the worrying decline in D&T GCSE entries and banging the drum for D&T to have a higher priority post-14.

But…. I do worry about the constant emphasis on the economic reasons for including D&T in the curriculum. For example, just a few weeks ago, David wrote about a new report from the Institution Of Mechanical Engineers, “We think it is important but we don’t quite know what it is” The culture of engineering in schools; which argued, for economic reasons, that engineering should have a higher profile in schools.

It’s not hard to understand why these organisations focus on the economic justification; that’s where their institutional focus is. But it’s a case that has been being made for D&T for many, many years – years which have seen the subject decline. And I think the argument can be made that this dogged emphasis on the economic purpose of the subject has contributed to this decline.

Why? Well, because it positions D&T, in the minds of many stakeholders, as a vocational subject. This may well not be the intent, but it is the result and it has significant consequences.

In particular, schools, parents and government officials and ministers (etc.) mentally position the subject as ‘not academic’. As a result, in many schools it’s seen as a subject for weaker pupils (you know, it’s practical…).  Even where the powers that be are more enlightened, the fact that it’s not in the EBacc core (because it’s ‘not academic’) makes it very hard to create an options systems that encourages large numbers of pupils to select it. In any case pupils are likely to reason that, unless they have a vocational interest in design, the subject is not for them and many parents ambitions for their children will mean that they view the subject as of less worth, unless they are particularly well-informed.

When David, Nick and I wrote Re-building Design & Technology, we argued that the purpose of the subject needs clarifying and suggested four arguments for the place of D&T in the curriculum:

An economic argument

A steady supply of people who have studied design & technology is essential to maintain and develop the kind of society we value. Design & technology is central to the innovation on which our future economic success as a nation depends. For those young people who achieve a design & technology qualification at school the experience may well predispose some of them to consider a technical career. This is important as our country faces a “STEM skills” gap.

A personal argument

The learning achieved through studying design & technology at school is useful in everyday situations, as it enables young people to deploy design skills and technical problem solving to address and solve practical problems at both the personal and community levels.

A social argument

In their communities, their workplaces, and through the media, people encounter questions and disputes that have matters of design and/or technology at their core. Often these matters are contentious. Significant understanding of design and of technology is needed to reach an informed view on such matters and engage in discussion and debate.

A cultural argument

Technologies and the design thinking behind them are major achievements of our culture. Everyone should be helped to appreciate these, in much the same way that we teach pupils to appreciate literature, art and music.

If the fortunes of D&T are to be restored, then we need to adopt and advance this much wider set of arguments for the subject; they provide a strong foundation for what the Design Council wants; to “re-introduce GCSE Design and Technology as a priority subject in post-14 education” (which, of course, implies it is well-supported pre-14).

As a postscript I should also note what some readers will be screaming at the screen as they peruse this; which is that a supply of quality teachers is the other thing that is required to turn around the fortunes of D&T in schools. These matters are intertwined; its hard to attract good teachers when the subject looks so battered, but it’s hard to make significant change without those good teachers. I wonder if the Design Council and its partners could explore ways to improve the supply of teachers both immediately and in the long-term.

As ever, comments and discussion are welcomed.

Assessment that helps pupils get better!

We know that making assessment both manageable and effective is hard, and we also hear many stories of teachers who have been pushed into carrying out ineffective forms of assessment driven by accountability pressures more than the needs of students and their teachers.

While we believe that abandoning National Curriculum levels was broadly a Good Thing, we also understand that devising replacements hasn’t always been easy and that, in some schools, approaches based on one-size-fits-all-subjects haven’t, in fact, fitted the particular needs of assessment in design & technology especially well.

So we were intrigued to see that the Schools, Students and Teachers network (SSAT), the Association of School and College Leaders (ASCL) and the National Foundation for Educational Research (NFER) have produced of a series of Refocusing Assessment documents concerning English, geography, history, mathematics, modern foreign languages and science. The documents considered four key questions:

  • What does it mean to be successful in a particular subject?
  • What is the purpose of assessment in that subject?
  • What does progress look like in that subject?
  • How can progress be assessed most effectively in that subject?

We (David, Nick and Torben) were impressed with these documents and thought it would be useful to have one focused on the needs of design & technology; so, we have produced Refocusing Assessment – Design & Technology in which we explore the answers to these questions for our subject.
We are delighted that ASCL, SSAT, and NfER will be putting a link to these materials on their websites.

Writing the Refocusing document got us thinking in some detail about the process of assessment in design & technology, particularly assessment for learning in which feedback to students is of paramount importance. This led us to write the working paper Assessment in D&T, in which we consider three aspects of assessment:

  • ‘in the moment’ feedback which takes place during learning,
  • approaches to feedback at the end of design & technology tasks and
  • how teachers might be able to know the impact of their teaching.

With the demise of levels, it is more important than ever that teachers are clear about what they want their pupils to learn, how to help pupils to achieve this learning and what success in that learning looks like. We hope that the approaches to assessment we have written about will help with these endeavours.

As a postscript we note that a just published report from Pearson, Testing the Water; How assessment can underpin, not undermine, great teaching, confirms the importance of teachers being able to understand and use assessment in ways that aren’t onerous or stressful for themselves or their pupils. We hope that the work we present here will go some way to supporting D&T teachers in such use of assessment.

If you think our proposals are realistic and are able to try them out in your school, we’d really like to know about your experience.

If you think what we are advocating can be improved on, and have suggestions for this, we’d like to know about that too.

You can give us your views and tell us about your work by contacting us or commenting on this post.

The Curriculum: A design and technology perspective on the Ofsted curriculum survey

In June, Sean Harford, National Director, Education, Ofsted, gave a presentation in which he described Ofsted’s current curriculum survey.

We were unable to be present at the talk but the slides themselves got us thinking about the place of design & technology in the curriculum. Clearly d&t is of special interest to us and is, in our view, much misunderstood and, as a result, underrated. Hence we (David Barlex, Nick Givens and Torben Steeg) have produced a working paper, The Curriculum: A d&t perspective on the Ofsted curriculum survey, which reflects upon the nature, purpose and teaching of design & technology in the curriculum in the light of Sean’s presentation. We have shared this paper with Ofsted and, as ever, we hope it will stimulate discussion and we look forward to your comments.

Build, Use, Damage, Mend and Adapt – an approach to learning through and about drones

A guest post by Ed Charlwood

What follows describes the work I’ve been doing in school that has led to me to set up a new Drones in Schools Google+ community for teachers.

A convergence of influences

As with much curriculum development, serendipity did its job at the outset of this endeavour, bringing together the opportunities offered by (1) the new GCSE and A Level specifications and their broader content requirements, (2) a growing dissatisfaction with a certain high-profile external “design / engineering” competition that really requires very little design and (3) the discovery of a very interesting little kit. Firstly, the long-awaited publication of the new GCSE and A Level specifications really was a wake up call that we could not continue to plough the same RM / Product Design furrow at either qualification level. I felt it important to embrace the specification in its entirety and that meant that at Latymer we would have to teach areas that were less familiar i.e. Systems and Control and Textiles. It also meant that we could fully embrace previously fringe areas that we had been pushing at for a few years but had been confined by old assessment criteria, namely the use of CAD, CAM and the circular economy. Secondly, I have seen our students be equally engaged and frustrated with external engineering competitions, they promised a glimpse into the competitive world of high level engineering but actually offered little real decision making, restrictive and difficult manufacturing processes and actually required a lot of luck and frivolous administration. I won’t name names. Lastly I came across a $99 / £78 kit from Flexbot, offering a 3D printable drone and the promise of an open source kit. A quick PayPal purchase later and I was the proud owner of a Flexbot Quadcopter (4 rotors), cleverly packaged, with a comprehensive and appropriate information booklet and a product that worked pretty much straight out for the box and could fly via an iPhone app. Bingo.

Drones are a great ‘hook’ for learning

Drones are popular in the media, comprehensible to most people and on a steep curve of becoming demonstrably better and cheaper at the same time. Currently they have the elusive “engagement factor” and this provides a ‘hook’ making them intrinsically attractive to students. Such a hook is, in my experience, vital. It is important to note that we are not coding experts, nor are we overly interested in programming. But we are interested in using electronics to do stuff. And it is here that the Flexbot Quadcopter meets our teaching intentions.

Our approach

Under the guidance of my colleague Nick Creak we handed the kit over to our students. They assembled the drone without difficulty. Then they had a play, crashed it and naturally broke it. They took the kit apart and made some key measurements, download CAD files from the Flexbot Wiki (SketchUp) and Thingiverse (.stl) and printed a replacement for the part for the one they broke. They then began to explore the files and started to design their own drone. Initially they did this by pretty much by simplifying and copying the existing design, a useful process in its own right to develop CAD techniques and collaborative skills.

A 3D printed Flexbot part

We then printed their chassis designs and used the slicing software to investigate various manufacturing options:

  • How long would the print take if it was “ultimate” or “low” quality?
  • What would happen if it had a low / medium / dense fill?
  • What were the implications of the design being aligned differently?

On average a “normal quality” high density print would take 2 hours. The booklet provided by Flexbot also has some interesting text comparing the economics of 3D printed manufacturing vs mass production techniques like injection moulding.

Students then could begin to design “iteratively” – a new key concept in the OCR interpretation of the new specifications.

“Iterative design is a design methodology based on a cyclic process of prototyping, testing, analysing, and refining a product or process. Based on the results of testing the most recent iteration of a design, changes and refinements are made.”

We also offered a number of design challenges: design a modular drone, alter your design to use as little filament as possible (make it cheap!) or to print as quickly as possible, design your drone to use a standard component – in our case this was a Lego axle.

Flexbot parts

The Flexbot circuit is robust enough to be shared between students and the batteries, propellers and motors are cheap enough to buy in bulk. If you do not have a 3D printer, jobs can be specified, costed and outsourced to a 3D print hub. The simulator (which is available once you have started the process of uploading parts for hub to print) shows it would cost approximately £6 for a basic chassis made from PLA by Fused Deposition Modelling. Some hubs even offer 25% student discount and most do almost next day delivery.

We additionally posed a number of extensions questions to our students, each eliciting a different design outcome: What is the effect of changing the alignment of the rotors? How big/small can the drone be? How much weight can it pick up?

Reflections

Design Decisions Pentagon

David Barlex has produced a design decision pentagon to describe the decisions that students might make when they are designing and making. So I was intrigued to use this to explore the decisions that our students were making.

Clearly they weren’t making any big conceptual decisions – the sort of product had already been decided – a quadcopter drone. The technical decisions in terms of how it would work had also been decided – four electric motors linked to flexbot circuit, controlled by the Bingo app. But there were lots of possibilities in the constructional decision-making.

Not 90°!

One student changed the alignment of the motors so that they were no longer at 90o to one another which made the drone faster but harder to control. And I suppose you could argue that this constructional change did in fact change the way the drone worked. A key feature of the pentagon is that the design decisions featured at each of the vertices aren’t independent of one another hence the lines between the vertices.

Interference fit

Another student responded to the modular challenge producing a design with four separate arms held tightly by an interference fit to the central node, taking advantage of the high degree of dimensional accuracy of additive manufacture. This required investigation and was in itself was a valuable learning experience.

Clearly it’s possible to set particular design challenges around constructional decisions e.g. making it more crash worthy.

Aesthetic decisions could also be made. Indeed changing the alignment of the motors could be seen as an aesthetic as well as a constructional decision. Devising light-weight covers that can be 3D printed or perhaps produced from nets that have been laser cut from thin sheet plastic might give the drone different ‘personalities’ and this may be seen as a marketing decision, changing the appearance to have appeal to different users. Marketing decisions can also be made with regard to how the drone gets to market – via a kit in a shop or on line, or via digital files for home or hub manufacture in collaboration with a circuit board/electrical motor supplier, related to this, deciding whether the product is open source or not is also a marketing decision. And just who the drone is for will make a big difference to what it might look like and additional features. And taking a step back how will the design decisions overall be affected by requiring drones to be part of a circular economy?

There is, of course, a “purer” engineering challenge, to design and make racing drones, where there are already a number of competitions with related rules and constraints.

The next area for us to consider is that of the consequences of drone technology, and its close cousin the Unmanned Aerial Vehicle (UAV) many of which have some more sinister applications; bombing, surveillance and smuggling as a counterbalance to the positive aspects; photography, delivery, surveying etc… each is a rich seam for discussion as well as the wider issues of automation, disruptive technologies generally or government regulation and control.

Far from this being a proprietary endeavour I want this to be a collaborative, open source one, so I invite you to join the Drones in Schools Google+ community to share your experiences, ideas and resources or add your comments to this post.

Ed Charlwood headshotEd Charlwood

Head of Design & Director of Digital Learning at Latymer Upper School, London

I am a passionate advocate of Design education who believes in the power of learning through analysis, designing and making. I am an Apple Distinguished Educator (class of 2013), a Google Certified Teacher (class of 2015) and the DATA Outstanding Newcomer to Design and Technology Award winner (2008), a particular focus of my work is to exemplify the notion that innovative and appropriate use of technology can redefine the traditional teacher-learner relationship and transform educational designing and making experiences. My vision is to inspire and empower students to make the things they imagine.

Are girls interested in technology?

A guest post by Ulrika Sultan

[A note from Torben: Today, 23 June, is International Women in Engineering Day. Marianne Culver (President, RS Components) says Let’s inspire more young women to fall in love with engineering.]


ITU Special Envoy for Women & Girls In ICT, Geena Davis with a young inventor at World Maker Faire, New York, 22 September 2013.

There are conditions in society that influence girls from an early age with specific attitudes and roles that hinder them. Feminists scholars of technology (e.g Harding 1986, Cockburn & Ormrod 1993) argue that everyday discourses of technology cultivate a prominent factor that effect stereotyping and gender norms in a negative form, promoting stereotyping in the field of technology. Other factors, including lack of confidence, lack of support at home, lack of encouragement in the classroom and lack of support from peers and other authority figures, can explain why so few girls pursue a career in technology. Studies have also revealed that ineffective teaching methodologies may favour boys over girls. These norms fuel ideas of what technological agency is and what ”technological” looks like. These discourses can disguise girls’ engagement and interest in technology. Maybe there needs to be a significant cultural change.

In my research, I want to test the dominant discourses around girls as not interested of technology. Are girls seen as beings that have to become interested in technology or as beings that are interested in technology already? Are girls constructed to be beings not interested in technology? Are there unconscious or conscious attitudes that declare girls as less able than boys and therefore, leading to differences in teaching and/or encouragement. Is there a problem with the concept of technology in technology education? Many questions appear when reading others’ research in the field.

Sylvia Todd: Sylvia’s Super-Awesome Maker Show – TEDxSanDiego 2013

The overall hypothesis in my research is that girls are interested in technology. Technofeminism is my theoretical lens. A technofeministic view of the learner regards the learner as a part of socially situated learning, constructed by society’s views on the learner. I don’t want to link the social construction of gender to the social construction of the user of technology. I’m merely interested to see if there is a construction of girls as beings that are not interested in technology.

I hope that the results of this study-to-be can generate new understandings regarding whether girls are constructed as being interested in technology, or described as and looked upon as not interested in technology. This could lead to further questions, such as if there is a problem with the concept of technology and how we teach it in school. If there is a problem with the concept of technology and how we teach it in school this can be seen as highly relevant for the research field of technological education and be seen as a contribution to the competence of the knowledge of teaching technology.

I know that comments are always welcome on this blog so if you are a teacher and have any views on ways to engage girls with technology and or comments about the way girls respond to technology in your school I’d be delighted to hear them.

References

Harding, S. (1986). The science question in feminism. Ithaca, NY: Cornell University Press.

Cockburn, C., & Ormrod, S. (1993). Gender and technology in the making. London: Sage.

Ulrika Sultan

Now a doctoral student in technology education at Linköping University, with special interest in girls engagement in technology. I’m also a lecturer at Orebro university. There I educate preschool and primary teachers-to-be in technology and the natural sciences. My previous experiences include working as a licenced teacher in preschool, preschool class, compulsory school, and the recreation centre. My latest working experience before becoming a graduate was as Head of the municipal engineering school, KomTek.

 

 

 

The Importance of Technological Perspective. Or; It’s no longer OK not to understand how the Internet works.

We’ve mentioned a few times, often in the context of our Disruptive Technologies work, how important we believe it is that a part of the work of D&T in schools should be to enable young people to gain ‘Technological Perspective’. David has described this as:

(that) which provides insight into ‘how technology works’, informing a constructively critical view of technology, avoiding alienation from our technologically-based society and enabling consideration of how technology might be used to provide products and systems that help create the sort of society in which young people wish to live.

Events following the awful attacks, first in Manchester and then in London last Saturday night, have brought home to me just how important this is, as these young people will be the future decision-makers and leaders of our society – and they simply must be equipped to do a better job than our current leaders.

I’m sure you’ll have seen that, in response to the attacks, there has (once again) been an attempt to blame the Internet and a call from Theresa May for the ending of ‘safe spaces’ for terrorists on the Internet. Given that this was a thrust of government policy before the attack, it’s hard not to see this as an opportunistic attempt to shore up that policy, but perhaps now is not the time for cynicism.

It is however the time for a clear-eyed analysis of what it would mean to end safe spaces on the internet. In case you are tempted to think that that sounds a pretty good idea, I offer you three articles that explain why it’s not just a very poor idea but in fact a rather meaningless idea – all written by people who are far more articulate on this than I can be.

The first, from The Guardian’s Charles Arthur, is ‘Blame the internet’ is just not a good enough response, Theresa May; at bottom Arthur’s argument is that banning technology is not a substitute for clear-headed policy and political action. He points out that, in the 1970’s, Northern Ireland’s terrorists got on just fine organising their plots using the ordinary telephone service (since neither mobile phones nor the internet were then available) and no-one was suggesting that in response all phone calls should be monitored. Presumably if that had happened they would simply have used other communication methods (dead-letter drops?).

Arthur notes the dystopian implications of the suggestion by John Mann (MP for Bassetlaw), who said: “I repeat, yet again, my call for the internet companies who terrorists have again used to communicate to be held legally liable for content.”, and says;

The authoritarian sweep of Mann’s idea is chilling: since legal liability is meant to deter, the companies would need people to monitor every word you wrote, every video you watched, and compare it against some manual of dissent. It’s like a playbook for the dystopia of Gilead, in The Handmaid’s Tale (which, weirdly enough, most resembles Islamic State’s framework for living).

I think the summary (but please read him for yourself) of what Arthur has to say is that:

  • Banning technologies will simply drive ‘bad actors’ to other communications means,
  • But will have highly negative effect on our own technological society,
  • Rather the focus should be on disabling the source of the ideas both internationally and at home. Arthur doesn’t say this but it seems important to note that after both the recent London and Manchester attacks it has emerged that the perpetrators had  (apparently fruitlessly) been earlier reported to the authorities for their worrying behaviour and views; such reports clearly need better responses and there needs to be supportive community work to encourage this kind of reporting by taking it seriously.

The second article, from MIT’s Technology Review, Theresa May Wants to End “Safe Spaces” for Terrorists on the Internet. What Does That Even Mean?, reinforces the third point above by noting the importance of personal contact in developing extremist ideas. This article also makes the point well that there are things that the big social networks can do and be supported in doing that fall short of asking them to monitor everything you say.

The third article is Theresa May wants to ban crypto: here’s what that would cost, and here’s why it won’t work anyway by Cory Doctorow. This more technical article explains why it is that banning ‘safe spaces’ fundamentally means undermining all internet cryptography, what the appalling costs of that would be and why it still wouldn’t stop terrorists anyway. I urge you to read the full argument, but this is the summary:

This, then, is what Theresa May is proposing:

  • All Britons’ communications must be easy for criminals, voyeurs and foreign spies to intercept
  • Any firms within reach of the UK government must be banned from producing secure software
  • All major code repositories, such as Github and Sourceforge, must be blocked
  • Search engines must not answer queries about web-pages that carry secure software
  • Virtually all academic security work in the UK must cease — security research must only take place in proprietary research environments where there is no onus to publish one’s findings, such as industry R&D and the security services
  • All packets in and out of the country, and within the country, must be subject to Chinese-style deep-packet inspection and any packets that appear to originate from secure software must be dropped
  • Existing walled gardens (like iOS and games consoles) must be ordered to ban their users from installing secure software
  • Anyone visiting the country from abroad must have their smartphones held at the border until they leave
  • Proprietary operating system vendors (Microsoft and Apple) must be ordered to redesign their operating systems as walled gardens that only allow users to run software from an app store, which will not sell or give secure software to Britons
  • Free/open source operating systems — that power the energy, banking, ecommerce, and infrastructure sectors — must be banned outright

That may sound a ridiculous set of things to conclude; just read the full article.

And then, please, find ways to discuss these things with the young people in your schools; make sure they, at least, do understand how the technologies around them, including the Internet, work. Having well-informed technological perspective really does matter.