Design & Technology at Acre Heads

At Acre Heads, our vision is a design and technology curriculum which combines skills, knowledge, concepts and values to enable children to tackle real problems.

We encourage children to use their creativity and imagination, to design and make products that solve real and relevant problems within a variety of contexts, considering their own and others’ needs, wants and values. It can improve analysis, problem solving, practical capability and evaluation skills. We aim to, wherever possible, link work to other disciplines such as mathematics, science, engineering, computing and art. The children are encouraged to become innovators and risk-takers.

The Teaching of Design & Technology Through a Structured Process

All pupils at Acre Heads have access to a broad, balanced and enriching Design & Technology curriculum through a spiral designed scheme of work with the following key principles in mind:

Cyclical: Pupils return to the key areas again and again during their time at Acre Heads.

Increasing Depth: Each time a key area is revisited it is covered with greater complexity.

Prior Knowledge: Upon returning to each key area, prior knowledge is utilised so pupils can build upon previous foundations, rather than starting again

Where possible, key Design & Technology units are allocated into linked curriculum themes or taught as discreet areas. The planning of the D&T units ensures that knowledge builds over time and is introduced in an order that enables pupils to build their knowledge of important concepts throughout their time at Acre Heads. The Design & Technology Long Term Plan (LTP) outlines the units to be covered by each year group. These units and associated objectives form the Scheme of Work for each year group ensuring a basis of retrieving and developing knowledge as detailed in the Design & Technology Road Map.

Scheme of Work Structure

Lesson 1
The first lesson of the project, depending on the Design & Technology unit, introduces a particular skill, knowledge or a particular design feature. During this lesson, the children will  be asked to explore a particular concept or design a product or model.

Unit Lessons
There are typically four lessons in each Design & Technology project starting with exploring a concept, designing a model, practising a particular skill, making a model or product, preparing food and finally evaluating what they have made.

Summary
Throughout the year there are showcase opportunities, with the Christmas Fair, DT Week and World Week.

Progression of Knowledge through the Year Groups

Impact of Design & Technology at Acre Heads

Our Design and Technology curriculum allows pupils to combine practical, creative and reflective skills allowing them to become discriminating and informed consumers and innovators.

D&T Journal Example

“I like designing structures that are aesthetically pleasing and selecting materials that meet the required needs.”

Emily, Year 3

“After making my structure, I understand that the shape of a structure affects its strength.”
test

Luke, Year 2

“After making my WW2 torch, it was essential that we tested and evaluated the final product was fit for purpose.”

Ryan, Year 6

“My electrical Earth model used a series circuit, incorporating a motor linked to a Crumble kit.”

Lucy, Year 5
Comments Box SVG iconsUsed for the like, share, comment, and reaction icons

🪴 Paddington Growers 🪴

In their DT lesson this week Paddington have been very busy sorting and planting.

Peppers, aubergines, corn, strawberries and tomatoes, we can’t wait to see them grow

#teamwork #belief #paddington #DT #greatwork #greenfingers #acreheads
... See MoreSee Less

Image attachment
Image attachment
Image attachment
Image attachment
Image attachment
Load more from Acre Heads' Facebook Posts