OUR KINGSTON DESIGN AND TECHNOLOGY CURRICULUM
We Are Designers!
D&T involves thinking about what products are used for and the needs of those who use them. A good D&T activity has to have sufficient depth and breadth to enable pupils to learn practical skills and provide them with the knowledge to make products that move/ light up/ are structurally sound and don’t collapse/ are safe and healthy. Pupils need to be able to test, refine and develop the products they design and make to check that they work and improve them if they don’t. Modelling, drawing or using certain types of 2D or 3D materials does not make the activity D&T.
Design and Technology Statement of Intent
Design and Technology is an inspiring, rigorous and practical subject. Design and Technology encourages children to learn to think and intervene creatively to solve problems both as individuals and as members of a team. We encourage children to use their creativity and imagination, to design and make products that solve real and relevant problems within a variety of contexts, considering their own and others’ needs, wants and values. We aim to, wherever possible, link work to other disciplines such as science, technology, engineering, art and mathematics (STEAM). The children are also given opportunities to reflect upon and evaluate past and present design technology, its uses and its effectiveness and are encouraged to become innovators and risk-takers.
Through a variety of creative and practical activities, we teach the knowledge, understanding and skills needed to engage in an iterative process of designing and making. The children work in a range of relevant contexts (for example home, school, leisure, culture, enterprise, industry and the wider environment).
When designing and making, the children are taught to:
- 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 diagrams, prototypes, and pattern pieces.
- 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.
- 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.
- apply their understanding of how to strengthen, stiffen and reinforce more complex structures
- understand and use mechanical systems in their products
- understand and use electrical systems in their products
- apply their understanding of computing to program, monitor and control their products
Key skills and key knowledge for Design and Technology have been mapped across the school to ensure progression between year groups. This also ensures that there is a context for the children’s work in Design and Technology; that they learn through cross curricula links and real life structures and the purpose of specific examples, as well as developing their skills throughout the programme of study.
Progression of D&T Skills
D&T Tools Vocabulary
At Kingston, we believe it is important that children use the correct vocabulary for tools and learn to use them correctly.
At Kingston, art has been carefully designed for progression through each year group. We have designed knowledge organisers for each year group to show the year group expectations.
We ensure the children:
- 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 and 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. Children will design and make a range of products.
Children learn how to take risks, becoming resourceful, innovative, enterprising and capable citizens. Through the evaluation of past and present design and technology, they develop a critical understanding of its impact on daily life and the wider world. High-quality design and technology education makes an essential contribution to the creativity, culture, wealth and well-being of the nation.
A good quality finish will be expected in all design and activities made appropriate to the age and ability of the child.