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Design and Technology

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Head of Faculty

Mr Stuart Higham

Subject Leader

Mrs Gill Cameron

Vision

To help students flourish in an ever-changing technological world.

Design and technology gives young people the skills and abilities to engage positively with the designed and made world and to harness the benefits of technology. They learn how products and systems are designed and manufactured, how to be innovative and to make creative use of a variety of resources including digital technologies, to improve the world around them.

 

Disciplinary Concepts

Have a critical understanding of D&Ts impact on daily life and the wider world

Use creativity and imagination to solve real and relevant problems

Draw on disciplines such as mathematics, science, engineering, computing and art

Use relevant research which helps guide the design process

Engage in an iterative process of designing and making

Not be afraid to take risks, prototype, fail, draw conclusions and improve designs.

 

Big Questions

Why are products design in a certain way?

What is iterative design?

How does design of the past influence the modern world?

Why is creativity so important?

Why do products evolve?

What impact does technology have on social change?

What impact do products have on the environment?

 

Curriculum Content

Year 7

Magnet Project – introduction to D&T and the design process with a graphics based project.

Block bots – working with wood to design and create a small wooden block figure. Introduction to the workshop, hand tools, basic machinery, wood finishes.

LED Torch – introduction to electronics making a small credit card shaped torch to promote and increase graphic skills.

Day of the Dead badge – textiles project using upcycling. 6Rs, sustainability, fabrics and construction types, hand stitching, embellishments.

Food and Nutrition – knife skills, healthy eating, sugar in diets and drinks, lifestyles.

Catapults – group work engineering project, structures, levers, pulleys, mechanical advantage, risk assessments.

Pixar Project – creating a product that promotes Disney Pixar using a range of technology materials with a function for a chosen target market group, use of the iterative design process.

Year 8

Food and Nutrition – knife skills, experimentation, raising agents, making dough.

LED lanterns – electronics project. Introduction to electronic components, soldering, circuit boards, silhouette graphics. Use of combined materials with textiles, wood, sublimation printing and electronics.

Alessi chair – Looking at designers and products of Alessi, and designing a chair in the style of the company using the iterative design process

Pewter casting – metal theory, use of inlays, casting techniques, manufacture of a pewter product.

Code and Rescue - teaches students coding through a series of physical computing and practical activities that explore the essential role engineers have in supporting the emergency services and search and rescue missions.

Zaha Hadid Architecture – and introduction to designing in CAD and realising designs through the screen whilst looking at biomicimry design and the architecture of Zaha Hadid.

Year 9

Winning Medals – students investigate the impact of science, technology, engineering and mathematics on wheelchair sport. Students design a scale model wheelchair and test their models and compete against each other to see whose wheelchair can travel the furthest and the straightest.

Computer mouse –using User-centred design, students prototype, iteratively design, model, research including anthropometrics and ergonomics and evaluation of a computer mouse

Container living – looking at the housing crisis and sustainability, thinking about designing for users and Product Life Cycle Assessment, 6Rs, sustainability, green design, whilst designing a house from containers.

Chocolate mould – introduction to plastic theory and plastic manufacturing processes, students design and make a chocolate mould for a chocolate bar.

Code and Rescue - teaches students coding through a series of physical computing and practical activities that explore the essential role engineers have in supporting the emergency services and search and rescue missions.

Theme park design – using an open design brief, students pick a product to design based on the problem of encouraging people to visit.

 

Year 10 GCSE Edexcel Design and Technology (Timbers)

Pebble project – Introduction to D&T GCSE, wood theory, workshop for more complex hand tools and machinery, wood finishes, acrylic, types of drills, abrading, sawing.

Lighting – electronics theory, wood joints, Photoshop, wood components, countersinks, assembly

Pewter casting – metal theory, use of inlays, casting techniques, manufacture of a pewter product

Systems and Control - cams, levers, pulleys, types of movements and forces, using electronics to control

Practice NEA – short project as a practice for the GCSE Coursework

June & July – Non-Examined Assessment (paper 2)

 

Year 11 GCSE Edexcel Design and Technology (Timbers)

September – February - Non-Examined Assessment (paper 2)

Paper 1 – Core materials and Timbers revision (paper 1)

 

Year 12 A Level Edexcel Design and Technology (Product Design)

Short projects and focused practical tasks to build confidence for unit 2 in Year 13

Unit 1 – D&T theory sections 1-7

 

Year 13 A Level Edexcel Design and Technology (Product Design)

Unit 1 – Sections 8-12 theory

Unit 2 – Independent Design and Make Non-Examined Assessment – a project based on a design need.