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Brushwood Junior School

Design and Technology

Intent

At Brushwood we aim to inspire pupils to be innovative and creative thinkers who have an appreciation for the product design cycle through ideation, creation, and evaluation. We want pupils to develop the confidence to take risks, through drafting design concepts, modelling, and testing and to be reflective learners who evaluate their work and the work of others. Through our scheme of work, we aim to build an awareness of the impact of design and technology on our lives and encourage pupils to become resourceful, enterprising citizens who will have the skills to contribute to future design advancements.

 

Through meeting the National Curriculum aims, we 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.


Implementation

We follow the Kapow Primary scheme which is based on the Design and Technology National curriculum and has a clear progression of skills and knowledge across each year group. The National curriculum organises the Design and technology attainment targets under four subheadings: Design, Make, Evaluate and Technical knowledge (encompassing the contextual, historical, and technical understanding required for each strand).

 

Cooking and nutrition has a separate section, with a focus on specific principles, skills and techniques in food, including where food comes from, diet and seasonality. Through Kapow, there are six key areas that pupils revisit throughout KS2: Cooking and nutrition, Mechanisms, Structures, Textiles, Electrical Systems and Digital World.

 

Pupils respond to design briefs and scenarios that require consideration of the needs of others, developing their skills in the six key areas. Each of our key areas follows the design process (design, make and evaluate) and has a particular theme and focus from the technical knowledge or cooking and nutrition section of the curriculum. The curriculum is spiral, with key areas revisited again and again with increasing complexity, allowing pupils to revisit and build on their previous learning.

 

Lessons incorporate a range of teaching strategies from independent tasks, paired and group work including practical hands-on, computer-based and inventive tasks. This variety means that lessons are engaging and appeal to those with a variety of learning styles. Lessons are adapted to suit the needs of all pupils in the class, supporting and stretching learning.

 

Opportunities to enrich the design and technology curriculum can include, theme days or weeks, workshops led by specialists, extra-curricular clubs and trips.

 

Impact

After the implementation of  our Design and technology scheme, pupils should leave school equipped with a range of skills to enable them to succeed in their secondary education and be innovative and resourceful members of society. The expected impact will be that children will:

 

  • Understand the functional and aesthetic properties of a range of materials and resources.
  • Understand how to use and combine tools to carry out different processes for shaping, decorating, and manufacturing products.
  • Build and apply a repertoire of skills, knowledge and understanding to produce high quality, innovative outcomes, including models, prototypes, CAD, and products to fulfil the needs of users, clients, and scenarios.
  • Understand and apply the principles of healthy eating, diets, and recipes, including key processes, food groups and cooking equipment.
  • Have an appreciation for key individuals, inventions, and events in history and of today that impact our world.
  • Recognise where our decisions can impact the wider world in terms of community, social and environmental issues.
  • Self-evaluate and reflect on learning at different stages and identify areas to improve.
  • Meet the end of key stage expectations outlined in the National curriculum for Design and technology.

 

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