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Design and Technology

Design and Technology                                                                                                     




At Westbourne, we incorporate Design and Technology within the class topic, whenever possible, whilst realising that specific skills need to be taught to ensure that the correct use is made of tools and materials. All the children have opportunities to complete a design and make task each term and D.T. Day each year gives additional opportunities for assessment. Design and Technology requires pupils to apply skills and knowledge acquired from a range of subjects. D.T. is directly concerned with generating ideas, making, doing and evaluating. .




We aim 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.

Through a variety of creative and practical activities, pupils should be taught the knowledge, understanding and skills needed design and make successfully. They work in a range of relevant contexts [for example, the home and school, gardens and playgrounds).

When designing and making, pupils are taught to:

§ design purposeful, functional, appealing products for themselves and other users based on design criteria, that they can talk about and evaluate.

§ select from and use a range of tools and equipment to perform practical tasks safely and successfully.

§ select from and use a wide range of materials and components, including construction materials, textiles and ingredients, according to their characteristics.

§ build structures, exploring how they can be made stronger, stiffer and more stable

§ explore and use mechanisms [for example, levers, sliders, wheels and axles] in their products.

§ understand how key events and individuals in design and technology have helped shape the world

§ understand and use electrical systems in their products [for example, series circuits incorporating switches, bulbs, buzzers and motors]

§ apply their understanding of computing to program, monitor and control their products.