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Implement

   The curriculum aim for DT has four main aims.

  1. To develop the creative, technical and practical expertise needed to perform everyday tasks confidently and to participate successfully in an increasingly technological world.
  2. To 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.
  3. To critique, evaluate and test their ideas and products and the work of others.
  4. To understand and apply the principles of nutrition and learn how to cook.

 

   Intack Primary School ensures its pupils can achieve this by following the ‘Projects on a Page’ national scheme of       work for key stages One and Two.

 Projects on a Page is based on the following six essentials
 of good practice in D&T and is consistent with the National Curriculum requirements.

 

 1. User – children will have a clear idea of who they are designing and making products for, considering their   needs,  wants, interests or
 preferences. The user could be themselves, an imaginary character, another person, client, consumer or a specific   target audience.

 2. Purpose – children will know what the products they design and make are for. Each product should perform a   clearly defined task that can be evaluated in use.

 3. Functionality – children will design and make products that function in some way to be successful. Products   often combine aesthetic qualities with functional characteristics. In D&T, it is insufficient for children to design and make products which are purely aesthetic.
 4.Design Decisions – when designing and making, children will have opportunities to make informed decisions such   as selecting materials,
 components and techniques and deciding what form the products will take, how they will work, what task they will   perform and who they are for.

 5, Innovation – when designing and making, children will have some scope to be original with their thinking.   Projects that encourage innovation lead to a range of design ideas and products being developed, characterised by
 engaging, open-ended starting points for children's learning.
 6. Authenticity – children will design and make products that are believable, real and meaningful to themselves   i.e.  not replicas or
 reproductions or models which do not provide opportunities for children to make design decisions with clear users   and purposes in mind.


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