Year 7 - Design and Technology

Unit 1                 Theme          Designing and Making
Assignment          Moving Bugs         
Task 1                  New Term introduction - Seating - Safety - Jobs -
                             New Cover - Folder
Task 2                  Circuits that could be used - Battery types -
Task 3                  Design body for dancing bug
ICT                       If computers available- research bugs and animals
Evaluation            Design folder, product made, Q and A and tasks
Links                    Maths, Biology, Art and Science. ICT


Dancing bug

Unit 2              Theme            Structures and Materials
Assignment          Mangonel Catapult
Structures             Look at examples - history of flight - Wright brothers etc
Task 1                  History and theory of mangonel
                             + geometric shapes to hit
Task 2                  Make magonel
Task 3                  Design competition using own made 'castles models'.
ICT                       If computers available- research mangonels and
                             castle warfare
Flowol                  Lighthouse control in ICT rooms
Evaluation            Design folder, product made, Q and A and tasks
                             completed
Links                    History, Science ICT.

Mangonel catapult

Unit 3                Theme           Work of designers
Assignment          Point of sale display after drawing techniques being                              taught
Intro                      Real world well produced designs of products and                              displays.
Task 1                  3D drawing methods, Orthographic drawing and
                             presentation methods
Task 2                  Presentation drawing for use with point of sale product
Task 3                  PIC computer control of point of display, if time.
ICT                       Prodesktop - set of exercises to learn about
                             3D drawing                             
                             Each drawing completed, product made, Q & A / test.
Links                    Art, Science Citizenship ICT
Extra if needed    Characters Matarials theory


CAD - assemble example

Point of sale advert using #D drawing

 

Standards Site Year 7
Understanding materials -carry it all or be seen
Design for self - Puzzle in box
ICT  to support designing - stencil maze, game


Point of sale witth control aspects -
folded card corner - display with some Fimo models ?
speech, lights show.

Watch display,
Fridge Magnet - Fimo

KS3 Framework



 

 

Activities for teaching the yearly objectives

.

Exploring ideas and

the task

Generating ideas

Developing and modelling ideas

Planning

Evaluating

Year 7

•  Role-play and user needs

•  Key words

•  Mood-board homework

•  Mind-mapping

•  Brainstorming

•  Mood-boards

•  Line-ups

•  Product pairs

•  Alternative uses

•  Morphology

•  New from old

•  Pattern design

•  Word and picture board

•  Product ranges

•  Create some space to reflect

•  Getting ideas

•  Modify the ...

•  Designing for reuse and recycle

•  Under-the-table designs

•  Building blocks

•  12-minute discussion

•  Consultations

•  Using grids

•  Developing your idea

•  4 x 4

•  Sequence mapping

•  CAD planning

•  Group planner

•  Questioning - product evaluation

•  Six thinking hats

•  ACCESS FM

•  Ranking

•  That's where I draw the line

 

Handout 4.6

Year 7 Designing objectives AND teaching strategies

Exploring ideas and the task

Generating ideas

Developing and modelling ideas

Planning

Evaluating

Explore needs, wants and opportunities in the context of designing for themselves

•  Brainstorming

•  Mind-mapping

•  Line-ups
•  Product pairs

Use strategies which generate a variety of design ideas quickly as a direct response to the design criteria
•  Modify the ...
•  Getting ideas
•  Pattern design
•  Alternative uses
•  Morphology

Use of range of strategies to explore and experiment with ideas before making judgements

•  12-minute discussion

•  Consultations

•  Developing your idea

Predict and manage the time needed to complete a short task (e.g. within a lesson)

•  Group planner

When evaluating their own ideas and products

Identify design possibilities by discussing needs and opportunities presented by the task

•  Keywords

•  Mind-mapping

Use of range of materials to stimulate the imagination (e.g. pictures, stories, poems, music, videos, products)
•  Word and picture board
•  Pattern design
•  Getting ideas
•  Designing for reuse and recycling

Work out, and reflect on, the technical details of their ideas by modelling them through drawing, discussion, ICT and in 3-D

•  Using grids
•  12-minute discussion
•  Developing your idea

Log time as it is used

•  Group planner

Evaluate their design ideas and products by comparing them against the original design criteria and suggest improvements
•  Six thinking hats
•  Ranking
•  That's where I draw the line

Develop design criteria to satisfy the design brief

•  Brainstorming

Make connections and see relationships between the form and function of existing products and possible design proposals
•  Alternative uses
•  New from old
•  Extending the product range
•  Designing for reuse and recycling

Appraise ideas by continual reference to the design criteria

•  Consultations

•  Developing your idea

Prepare an ordered sequence for managing the task

•  Sequence mapping

Make judgements about the originality and value of ideas and solutions to further their development

•  Six thinking hats

•  Ranking

Identify constraints imposed by the task and/or resources and acknowledge them when formulating criteria

Use a range of information sources, mainly provided by the teacher

•  Word and picture board

Explore and experiment with and then select appropriate materials and processes

Take account of the type and quality of materials and components that are available

•  CAD planning

When evaluating the ideas and products of others

Find and select information which informs and clarifies thinking about the task

•  Role-play and user needs

•  Mood-board homework

•  Mood-boards

•  Product pairs

Use a range of strategies to produce, communicate, record initial ideas (e.g. a sketchbook to record 2-D and 3-D sketches, collages, notes, discussions)
•  Pattern design
•  Create some space to reflect
•  Under-the-table designs

Identify alternative methods of proceeding if first attempts should fail

Understand the need that a product is intended to serve and judge how well it meets that need

•  Questioning

•  Access FM

Use existing, familiar products and systems to inform their design thinking

•  Mood-board homework
•  Mood-boards
•  Line-ups
•  Product pairs

Develop the capacity to build images in the mind's eye

•  Building blocks

Manage some shorter tasks independently ( e.g. focused practical tasks and product analysis activities)

•  Group planner

Identify that products are made from a variety of different materials

•  Questioning

•  Access FM

Record their research using notes, sketches, diagrams, etc.

•  Role-play and user needs

Share decisions about the task with teachers and/or others

•  Group planner

Describe accurately how the parts of a product are put together

•  Questioning
•  Access FM

Be aware of different roles within a group

•  Group planner

Examine, describe and evaluate similar products to gain useful technical information
•  Questioning