Design and Technology

Intent

Throughout their time at Ernesford Grange Primary School, the children learn a variety of skills and develop their knowledge and understanding to engage in an iterative process of designing and making. They work within a range of relevant contexts, related to their curriculum topic at the time. As the children progress through the school they will develop five key skill areas;
• Design
• Make
• Evaluate
• Technical Knowledge
• Cooking and Nutrition

In Key Stage 1, children access Design and Technology through designing purposeful, functional and appealing products based on a set design criteria. They select and use a range of tools and materials according to their characteristics. They then explore existing products and discuss their own ideas against these. They broaden their ‘technical knowledge’ when these projects are linked to science based topics where children can explore how their designs could be made stronger or more stable by the use of various mechanisms (levers, wheels, axels etc.)
As the children progress to Key Stage 2, they are given more time to research and develop their own design criteria to make sure their products are fit for purpose. The tools and materials they have access to become wider and more varied in purpose. We develop their understanding of how key events and individuals in design and technology helped shape the world.

Implementation

Design and Technology is sometimes used as a support for half termly topics, but we also aim to ensure that it is integrated into other areas of the curriculum and the basic skills are taught throughout the year through cross curricular work. Although our curriculum is topic based, we ensure geography keeps its subject integrity.

To ensure clear progression of skills we use the Cornerstones Essential Skills statements and Curriculum Maestro to plan and track design and technology through Meaningful Contexts and Creative and Practical Activities.

Impact

At the end of each key stage, the children’s learning is assessed against the age-related expectation bands that are based on the 2014 National Curriculum statements for Design and Technology. At Ernesford Grange, we use summative assessment to determine children’s understanding and inform teachers planning. This is reviewed on a termly basis by the subject leader, who monitors and oversees Design and Technology.

Design and Technology is assessed and recorded using Cornerstones Essential Skills and assessments are tracked using the Curriculum Maestro tracker.

KS1

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

1. Develop the creative, technical and practical expertise needed to perform everyday tasks confidently and to participate successfully in an increasingly technological world
2. 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
3. Critique, evaluate and test their ideas and products and the work of others.
4. Understand and apply the principles of nutrition and learn how to cook.

Lower KS2

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

1. Develop the creative, technical and practical expertise needed to perform everyday tasks confidently and to participate successfully in an increasingly technological world
2. 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
3. Critique, evaluate and test their ideas and products and the work of others.
4. Understand and apply the principles of nutrition and learn how to cook.

Upper KS2

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

1. Develop the creative, technical and practical expertise needed to perform everyday tasks confidently and to participate successfully in an increasingly technological world
2. 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
3. Critique, evaluate and test their ideas and products and the work of others.
4. Understand and apply the principles of nutrition and learn how to cook.