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Design & Technology

Why is Design and Technology important?

Design and Technology gives the children the opportunity to develop new skills, knowledge and understanding of designing and making functional products whilst encouraging them to become independent, innovative learners. Through Design and Technology, the children are able to work collaboratively to solve problems as it teaches them to deal with uncertainty and helps to enhance their communication and organisation as well as their practical skills.
 
Whole School Overview
  Autumn 1 Autumn 2 Spring 1 Spring 2 Summer 1 Summer 2
Year 1   Eat More Fruit and vegetables   Moving Minibeasts  

 Stable Structures

Year 2  

Puppets  

  Vehicles    Perfect Pizzas
Year 3  

Storybooks 

  British Inventors     Light-Up Signs
Year 4  

Seasonal Stockings 

  Making Mini Greenhouses   Seasonal Food
Year 5  

Building Bridges 

  Chinese Inventions   Fashion and Textiles
Year 6   Programming Pioneers    Bird House Builders    Burgers

 

How do we ensure National Curriculum Coverage?

Key stage 1


Through a variety of creative and practical activities, pupils should be taught the knowledge, understanding and skills needed to engage in an iterative process of designing and making. They should work in a range of relevant contexts [for example, the home and school, gardens and playgrounds, the local community, industry and the wider environment].


When designing and making, pupils should be taught to:
Design

  • design purposeful, functional, appealing products for themselves and other users based on design criteria
  • generate, develop, model and communicate their ideas through talking, drawing, templates, mock-ups and, where appropriate, information and communication technology

Make

  • select from and use a range of tools and equipment to perform practical tasks [for example, cutting, shaping, joining and finishing]
  • select from and use a wide range of materials and components, including construction materials, textiles and ingredients, according to their characteristics

Evaluate

  • explore and evaluate a range of existing products
  • evaluate their ideas and products against design criteria Technical knowledge
  • build structures, exploring how they can be made stronger, stiffer and more stable
  • explore and use mechanisms [for example, levers, sliders, wheels and axles], in their products.

Key stage 2


Through a variety of creative and practical activities, pupils should be taught the knowledge, understanding and skills needed to engage in an iterative process of designing and making. They should work in a range of relevant contexts [for example, the home, school, leisure, culture, enterprise, industry and the wider environment].


When designing and making, pupils should be taught to:
Design

  • use research and develop design criteria to inform the design of innovative, functional, appealing products that are fit for purpose, aimed at particular individuals or groups
  • generate, develop, model and communicate their ideas through discussion, annotated sketches, cross-sectional and exploded diagrams, prototypes, pattern pieces and computer-aided design

Make

  • select from and use a wider range of tools and equipment to perform practical tasks [for example, cutting, shaping, joining and finishing], accurately
  • select from and use a wider range of materials and components, including construction materials, textiles and ingredients, according to their functional properties and aesthetic qualities

Evaluate

  • investigate and analyse a range of existing products
  • evaluate their ideas and products against their own design criteria and consider the views of others to improve their work
  • understand how key events and individuals in design and technology have helped shape the world


Technical knowledge

  • apply their understanding of how to strengthen, stiffen and reinforce more complex structures
  • understand and use mechanical systems in their products [for example, gears, pulleys, cams, levers and linkages]
  • understand and use electrical systems in their products [for example, series circuits incorporating switches, bulbs, buzzers and motors]
  • apply their understanding of computing to program, monitor and control their products.
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