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The 1995 National Curriculum Revisions for Design and Technology, which defines the much simplified Programmes of Study (PoS) for each Key Stage and the level descriptions for AT1 and AT2. The requirements for Information Technology were separated and published separately.

By this stage it had become clear...

This Qualifications and Curriculum Authority (QCA) document contains the 2004 revision of the Design and Technology National Curriculum. As with previous documents, there were no substantial revisions, and none at all to the Attainment Target statements. The role of CAD-CAM and new materials continued to be...

Following a major overhaul of the entire National Curriculum at Key Stage Three, the Qualifications and Curriculum Authority produced a version for design and technology with a structure consistent with other subjects. There were no changes to the other Key Stages, so...

The 1999 edition of the Design and Technology National Curriculum included set out clearly the programmes of study and attainment targets for Key Stages One to Four. It sets out the importance of design and technology education to students' performance across the curriculum in promoting social, moral and cultural...

This project concentrates on the design and manufacture of lighting using simple electronics but with complex and functional part modelling. Students apply the tools in Autodesk Inventor to the challenging task of creating a virtual lamp design in parts, before manufacturing the product. Students will spend time...

The project provides a lesson structure for the design and manufacture of an MP3 amplifier. The resources uses a sketching and computer aided design (CAD), alongside laser cutting and 3D printing processes. Students will apply the tools in Autodesk Inventor and 123D Make to create the MP3 parts, before...

This resource provides students with a range of consumer or user profiles that can be used for research and creating project briefs. There are 12 profiles with a range of characteristics, for example: age or gender.

This resources provides a homework choice board for students of design and technology. It suggests a number of homework challenges, differentiated into three areas: junior designer, senior designer or creative director. Homework tasks are varied and could be used to compliment exam revision.

Design for a better world is a design challenge for students aged 11-14 years. It offers students the opportunity to:

  • Learn about the global goals for sustainable development.
  • Access a range of global contexts including water and sanitation, food security and climate action in which to...

This project looks at the animation of a character created in Project Pinocchio. Students use the tools in Autodesk Maya to create a 10 – 15 second dance routine for the character. Students are introduced to some basic navigation around Autodesk Maya before learning how to pose their characters using a HumanIK...

Computer Aided Design (CAD) drawing is an important industrial tool used extensively in many applications such as the automotive, shipbuilding, and aerospace industries, industrial and architectural design, prosthetics, and many more. This activity gives students the...

Inspired by the Born to Engineer video from Mathew Holloway, this resource uses the Crumble controller, setting students a design challenge that sees them create their own umbilical controlled buggy that can navigate small spaces. Although specific to the Crumble controller, this resource could be used as a design...

This resource requires students to consider the challenges of designing and developing a new sports venue. To make this challenge more manageable, it has been divided into four separate challenges: the site, the structure, the court and the environment. As well as researching and developing ideas, the challenge is...

The dice uses sparkles and a code to make them flash randomly. What is the probability of the same numbers being picked and does that mean it is truly random? It is also relevant here to think about nets and dice shape.

In this starter activity, students consider how users might react to the pure water product. They work on developing a ‘marketing and branding’ campaign for Pure Water. The objective is to engage the local community in the project in a positive way, providing a ‘feel...

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