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Design Technology

Design and Technology at Avenue

Studying Design and Technology includes the use of a broad range of knowledge, skills, and understanding, and prompts engagement in a wide variety of activities. Pupils design and make products that solve real and relevant problems within a variety of contexts.

 

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
  •  understand and apply the principles of nutrition and learn how to cook.

 

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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