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Lingey House Primary School

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D.T

Design & Technology

 

At Lingey House Primary School, design and technology is an inspiring and practical subject where children use creativity and imagination to design and make products that solve real and relevant problems within a variety of contexts.

Design and Technology is taught through the creative curriculum and pupils learn how to take risks. Pupils become resourceful and innovative, whilst they develop an understanding of how design and technology impacts on their daily life and the wider world. Through design and technology, children learn to consider who their product is for and which tasks their product will perform. Children learn to design and make products that are real, believable and can be evaluated through use. They acquire a broad range of skills and draw on knowledge from many different subjects such as mathematics, science, computing and art.

 

Aims

The national curriculum for design and technology aims to ensure that all pupils:

  • Develop the creative, technical and practical expertise needed to perform everyday tasks confidently and to participate successfully in an increasingly technological world.

  • Build and apply a repertoire of knowledge, understanding and skills in order to design and make high-quality prototypes and products for a wide range of users.

  • Critique, evaluate and test their ideas and products and the work of others.

     

    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.

    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.

    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

    and 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.

    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, 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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