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The Duke of Norfolk CofE Primary School

Design Technology

The Duke of Norfolk CE Primary

Design Technology

Purpose of study

Design and technology is an inspiring, rigorous and practical subject. Using creativity and imagination, pupils design and make products that solve real and relevant problems within a variety of contexts, considering their own and others’ needs, wants and values. They acquire a broad range of subject knowledge and draw on disciplines such as mathematics, science, engineering, computing and art. Pupils 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.

Aims

The national curriculum for design and technology aims to 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.

 

 

Intent

The design and technology curriculum will enable pupils to use their creativity and imagination to design and make products that solve real and relevant problems. The scheme of work is designed to develop skills and to draw on disciplines such as mathematics, science, engineering, computing and art. Through the evaluation of past and present design and technology, they will develop a critical understanding of how aspects of DT have an impact on daily life. The scheme is aimed to make a connection between products, their marketing and their use. The scheme builds on the National Curriculum. Pupils 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. They critique, evaluate and test their ideas and products and the work of others and understand and apply the principles of nutrition and learn how to cook.

DT Long Term Plan Cycle 1

 

Autumn 1

Autumn 2

Spring 1

Spring 2

Summer 1

Summer 2

Year 1 and 2

 

 

Clothes and textiles

 

 

Market research.

Shaping

materials to

make

Christmas

cards

 

Market research. Mixing materials to make ice lollies,

drinks and sledges.

 

 

Transporting an egg safely.

Creating an

Easter egg box.

Learn about Faberge eggs.

 

 

Making wooden

frames. Creating a

wooden birdhouse.

Learn fixing

techniques.

 

Making

own design of ice cream.

 

 

Year 3 and 4

 

 

Construction equipment. Levers and mechanisms.

 

 

Problem solving: how to build a pyramid.

 

 

3D nets. Using mirrors to make a kaleidoscope.

 

 

Textiles: create a toga for a peg doll/figure.

Food: create a

Greek salad,

hummus and a

Simnel cake.

 

 

Aerodynamics. How rockets work. Create a rocket and some model planets.

 

 

Using magnets to make a toy that moves

 

Year 5 and 6

 

 

Chassis, using motors to power

 

 

Making puppets and moving parts in a model of the globe theatre.

 

Food technology: researching and making Mexican recipes for a Mexico day. Making a headdress

 

Textiles: making a woolen Peruvian product.

 

 

Technological wonders of the

USA e.g. Hoover Dam, Golden Gate bridge; Empire State Building

 

Dwellings for indigenous Indians in the USA. Using hinges for openings.

 

DT Long Term Plan Cycle 2

 

Autumn 1

Autumn 2

Spring 1

Spring 2

Summer 1

Summer 2

Year 1 and 2

 

1960s and 70s fashion and design. Create a vintage T-shirt.

Learn to sew. Make a tie dyed

garment e.g. T- shirt

Using different materials and tools to make a Hallowe’en

spider, skeleton and an advent

calendar.

Designing and making a moving vehicle. Understanding the idea of axles.

Using clay to design and make an egg cup. Problem solving, how to keep an egg warm and an egg cup resilient to heat.

Food technology. Ingredients

and recipes to make French,

Italian, Spanish, German and

Irish salads.

Build a bird box exploring how they can make it stronger,

stiffer and more stable

Year 3 and 4

 

Solve problems using pulleys. Learn about gears and use

them to create a fairground ride.

Use levers in a greetings card. Use measuring skills and decorating skills to make a

Christmas cake and mince pies.

Design and make a weather vane. Use cogs to make a windmill.

Knitting, sewing, weaving.

Using electrical circuits to make products.

Pneumatics.

Moving substances through air. Create a volcano model.

Year 5 and 6

 

Cookery: Create a vegetarian

meal.

Make outdoor shelter

for a plant

throughout

winter.

Textiles. Combining textile skills to create a

Victorian Sampler and a soft toy.

Plastics. Making a plastic badge to accompany a

marketing

campaign. Making

other products to

accompany the

campaign.

Computer-led technology: making traffic

lights on a

model.

Problem solving activities

Marketing, advertising. Creating a

product from

which to make

money. The

idea of profit

and loss.

'From tiny acorns, great forests grow.'
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