Design and Technology
“Design is not just what it looks like and feels like. Design is how it works.”
Design and Technology at Swimbridge
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. At Swimbridge, 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 mathematics, science, engineering, computing and art. 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.
Implementation
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 design and create products that consider function and purpose and which are relevant to a range of sectors (for example, the home, school, leisure, culture, enterprise, industry and the wider environment).
When designing and making, the children are 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 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, as well as chopping and slicing) accurately.
• select from and use a wider range of materials, ingredients and components, including construction materials, textiles and ingredients, according to their functional properties, aesthetic qualities and, where appropriate, taste.
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.
• understand and use electrical systems in their products.
• apply their understanding of computing to program, monitor and control their products
• Understand some of the ways that food can be processed and the effect of different cooking practices (including baking and grilling).
Key skills and key knowledge for D and T have been mapped across the school to ensure progression between year groups. The context for the children’s work in Design and Technology is also well considered and children learn about real life structures and the purpose of specific examples, as well as developing their skills throughout the programme of study. Design and technology lessons are also taught as a block so that children’s learning is focused throughout each unit of work.

DT Overview of Learning

DT Knowledge and Skills

DT End Points

DT National Curriculum
"Pupils learn how to take risks, becoming resourceful, innovative, enterprising and capable citizens"- National Curriculum 2014
Design and Technology Gallery of Learning
Discoverers- Year 1 and 2
Textiles (cut, stitch and join)- Making a Bag
Push and Pull (wheels, axles and movement)- Taxi Race!
Shade and Shelter- Shelters and Materials
Explorers- Year 3 and 4
Greenhouses- structures and frameworks
Cook well, Eat well- Exploring food groups
Inventors- Year 5 and 6
Eat the Seasons- Food Technology
Make Do and Mend- Textiles
Engineers- Built Structure, Bridges
Food For Life- Food Technology