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    Design Technology

    Intent

    We use the Kapow scheme of work for Design Technology. 

    Our Design Technology scheme of work aims to inspire children to be innovative and creative thinkers who have an understanding of the product design cycle from an idea, to creation, to evaluation. We want our children to feel confident to take risks as they are designing, modelling and testing their ideas. We also want them to be reflective learners who evaluate how successful their work, and the work of others is. 

    We aim for our children to develop an awareness of the impact of Design and Technology in our lives. We encourage them to become resourceful, enterprising citizens who have the skills to contribute to future design advancements. 

    Our scheme of work enables children to meet the end of key stage attainment targets in the National Curriculum. 

     

    Implementation

    The Design and Technology National curriculum outlines the three main stages of the design process: design, make and evaluate. Each stage of the design process is underpinned by technical knowledge which encompasses the contextual, historical, and technical understanding required for each strand.

    Cooking and nutrition is a separate section, with a focus on specific principles, skills and techniques in food, including where food comes from, diet and seasonality.

    The National curriculum organises the Design and technology attainment targets under four subheadings: Design, Make, Evaluate, and Technical knowledge. These subheadings make up the Kapow primary strands:

    • Design
    • Make
    • Evaluate
    • Technical knowledge

    There is a clear progression of skills and knowledge within these strands and key areas across each year group (see document below). 

    The six key areas that children revisit throughout their time with us:

    • Cooking and nutrition
    • Mechanisms/ Mechanical systems
    • Structures
    • Textiles
    • Electrical systems (KS2 only)
    • Digital world (KS2 only)

    In each unit, children are given design briefs or scenarios that require them to think about the needs of others whilst developing their skills in the six key areas. 

    Lessons involve a range of learning strategies. Children will work independently or in small groups. Work will be practical, computer-based or tasks that require the children to invent something. Lessons are designed to be engaging for all children. 

    Knowledge organisers support children in building a foundation of factual knowledge by encouraging recall of key facts and vocabulary (see examples below). They also clearly show the knowledge we want our children to remember from their work in Design Technology. 

     

    Impact

    We began using the Kapow scheme of work in September 2024. Already we can see a greater enthusiasm for the subject and children enjoying using their new skills. As the scheme becomes more embedded, we expect to see that our 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.
    • Meet the end of key stage expectations outlined in the National curriculum for Computing.

     

     

     

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