Success is most often achieved by those who don't know that failure is inevitable.
Curriculum Rationale: (Technology)
Powerful knowledge in Technology – Why do we teach these concepts?
Design & Technology is an inspiring subject that is enjoyed and experienced by students in the academy. Our aim within the curriculum is to create innovative, independent thinking individuals who are ready for an ever changing technological world.
Students undertake a variety of individual and group based practical tasks. These tasks are project centred and are designed to help the students increase their design skills as well as their ability to manipulate various materials. The projects have various focuses which can be either, design and make practical tasks or product analysis based .Lessons are taught by highly trained staff who ensure lessons are engaging, challenging and safe.
The overall intent for design and technology education is the need to prepare pupils to participate in tomorrow’s rapidly changing technologies. Through technology education they learn to think and intervene creatively to Improve the quality of life. They become autonomous and creative problem solvers, as individuals and as members of a team.
Through needs, desires, and opportunities they develop a range of ideas in order to design and make products and systems.
They combine practical skills, aesthetics, social and environmental issues, and reflect on and evaluate present and past design and technology, its Uses and effects.
Through design and technology they become innovators and discriminating and informed users of products. Specifically, pupils should be taught to:
- develop, plan, and communicate ideas
- Work with tools, equipment, materials, and components to make quality Products
- evaluate processes and products
- know and understand materials and components
The specific objectives become more demanding with each higher Key Stage.
At Key Stage Four one more objective is added: to know and understand Systems and control.
Through a variety of creative and practical activities, pupils should be taught the knowledge, understanding and skills needed to engage in an iterative process of designing and making.
They should work in a range of domestic and local contexts [for example, the home, health, leisure and culture] and industrial contexts [for example, engineering, manufacturing, construction, food, energy, agriculture (including horticulture) and fashion].
When designing and making, pupils should be taught to:
- use research and exploration, such as the study of different cultures, to identify and understand user needs
- identify and solve their own design problems and understand how to reformulate problems given to them
- develop specifications to inform the design of innovative, functional, appealing products that respond to needs in a variety of situations
- use a variety of approaches to generate creative ideas and avoid stereotypical responses (iterative design process)
- develop and communicate design ideas using annotated sketches, detailed plans, 3-D and mathematical modelling, oral and digital presentations
- select from and use specialist tools, techniques, processes, equipment and machinery precisely, including computer-aided manufacture
- select from and use a wider, more complex range of materials, components and ingredients, taking into account their properties
- analyse the work of past and present professionals and others to develop and broaden their understanding
- investigate new and emerging technologies
- test, evaluate and refine their ideas and products against a specification, taking into account the views of intended users and other interested groups
- understand developments in design and technology, its impact on individuals, society and the environment, and the responsibilities of designers, engineers and technologists
- Technical knowledge
- understand and use the properties of materials and the performance of structural elements to achieve functioning solutions
- understand how more advanced mechanical systems used in their products enable changes in movement and force
- understand how more advanced electrical and electronic systems can be powered and used in their products [for example, circuits with heat, light, sound and movement as inputs and outputs]
Apply computing and use electronics to embed intelligence in products that respond to inputs [for example, sensors] and control outputs [for example, actuators] using programmable components [for example, microcontrollers]
All Learners at Kings Lynn Academy are intended to:
* Design solutions to meet identified needs
* Make the products they have designed
* Evaluate the success of their work
* Develop a wide range of practical skills
Curriculum Features - How do we embed the learning?
Our work reflects the National Curriculum requirements for Design and Technology:
The order states the importance of design and technology: - 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 and innovative. Through the evaluation of past and present design and technology they develop a critical understanding of its impact on daily life in the wider world. 'Pupils should be taught to develop their design and technology capability through combining their designing and making skills with knowledge and understanding in order to design and make products' Aims and Objectives
To provide a range of structured and differentiated activities which develop breadth and progression. Where possible these will relate to the interest and everyday experiences of our children
- To develop knowledge and teach skills in order to design and make products successfully.
- To help children become aware of and investigate simple products by disassembly and evaluation.
- To show understanding and skills in order to design and make high quality prototypes and products for a wide range of users.
- To provide adequate time, access to information, skills and resources to make good quality products.
- To provide time to critique, evaluate and test their ideas and products and the work of others.
- To motivate pupils by providing interesting and stimulating experiences.
- To provide equal opportunities and develop the qualities of individual pupils.
- To enable children to use design and technology to solve a range of problems.
- To help children understand and apply the principles of nutrition and learn how to cook. Pupils should have opportunities to develop realistic outcomes to assignments.
- Take increasing responsibility for their own work.
- Critically evaluate their work and the work of others and suggest improvements.
- Work individually and in teams, groups, partners or pairs.
- Work with a range of materials and to use them appropriately.
- Use a variety of tools safely and correctly.
Communicate ideas in a variety of ways by developing skills and apply knowledge and experience when working on an assignment. Develop the ability to solve problems. Research and record relevant information where appropriate. examine and evaluate
Curriculum Enrichment – How do we link with other subjects and offer experiences?
We offer subject specific enrichment lunchtimes and after school. We offer the pupils trips and each year have 6-8 groups from Y7-10 partake in the STEM Rotary Tournament which is competing against 5 local schools within Norfolk-KLA always host the event.
We link with many other subjects, such as English; pupils are required to Evaluate their work and also use their speaking and listening skills in all tasks. Maths- Measuring skills, isometric drawings (3d shapes) analysing data. Science- Systems & Control. Art/History- Designers. Citizenship- Communication skills/Teamwork. Geography- Environmental impacts, Sustainability and recycling. ICT- Use of Microsoft Office, 2D design, Adobe Software for the pupil’s coursework tasks.