Carousel Education provides high quality bespoke support that addresses current educational challenges and practices. Our vision is to enable school leaders and staff to provide the best possible outcomes for all their children. In addition to our resources, we aim to offer down to earth, interactive, innovative and practical solutions for school leaders.
Carousel Education provides high quality bespoke support that addresses current educational challenges and practices. Our vision is to enable school leaders and staff to provide the best possible outcomes for all their children. In addition to our resources, we aim to offer down to earth, interactive, innovative and practical solutions for school leaders.
In this project, children design and make a prototype animal home for the school garden or a local park. They are introduced to using computer software to help design products and use this software to design an animal home. Children learn about frame and shell structures and apply this knowledge when making their animal home prototype. As part of the evaluation process children participate in a Dragon’s Den activity where they present their prototype design and model to a ‘panel of experts’.
This knowledge, skills and understanding is delivered through the following six sessions:
IDEA Task 1 – Animal Homes & IDEA Task 2 – Investigating Structures
Focused Practical Task 1 – Making a Wood Framework & IDEA Task 3 – Understanding Structures
Focused Practical Task 2 – Introducing Computer-Aided Design
Designing the Animal Home
Making Session
Evaluation Session – Into the Dragon’s Den
Automaton Toymaker is a Design Technology unit of work aimed primarily at children aged 9-11. The unit focuses on designing and making an automaton toy using a cam mechanism.
Design Brief: Design and make an automaton toy for the local toy museum
The package provides the medium-term plan, six lessons (each lesson has a MS Powerpoint presentation). Any additional resources are provided as PDFs or as Powerpoint Presentations. This unit of work fulfils the National Curriculum (England) Design Technology requirements for this age group in the following strands of learning:
• Mechanical Systems
• Materials
• Structures
In this project, children apply their knowledge of mechanisms and in particular cam mechanisms, to design and make an automaton toy. They learn about the key features of an automaton and will use this knowledge when designing and making their own product. They learn how cams can change movement in a mechanical system. When creating their toy, they design the automaton character and decide the movement it will make, selecting the appropriate cam mechanism to produce this movement. They make a wooden box structure for their automaton before adding the cam mechanism and the character. Children decorate the automaton to create a scene for the automaton character. They evaluate their finished product against the design brief and design specifications. Finally, they consider improvements they would make to their product and design a Mark II version of their automaton toy.
Automaton Toymaker is a Design Technology unit of work aimed primarily at children aged 9-11. The unit focuses on designing and making an automaton toy using a cam mechanism.
Design Brief: Design and make an automaton toy for the local toy museum
The package provides the medium-term plan, six lessons (each lesson has a MS Powerpoint presentation). Any additional resources are provided as PDFs or as Powerpoint Presentations. This unit of work fulfils the National Curriculum (England) Design Technology requirements for this age group in the following strands of learning:
• Mechanical Systems
• Materials
• Structures
In this project, children apply their knowledge of mechanisms and in particular cam mechanisms, to design and make an automaton toy. They learn about the key features of an automaton and will use this knowledge when designing and making their own product. They learn how cams can change movement in a mechanical system. When creating their toy, they design the automaton character and decide the movement it will make, selecting the appropriate cam mechanism to produce this movement. They make a wooden box structure for their automaton before adding the cam mechanism and the character. Children decorate the automaton to create a scene for the automaton character. They evaluate their finished product against the design brief and design specifications. Finally, they consider improvements they would make to their product and design a Mark II version of their automaton toy.
Automaton Toymaker is a Design Technology unit of work aimed primarily at children aged 9-11. The unit focuses on designing and making an automaton toy using a cam mechanism.
Design Brief: Design and make an automaton toy for the local toy museum
The package provides the medium-term plan, six lessons (each lesson has a MS Powerpoint presentation). Any additional resources are provided as PDFs or as Powerpoint Presentations. This unit of work fulfils the National Curriculum (England) Design Technology requirements for this age group in the following strands of learning:
• Mechanical Systems
• Materials
• Structures
In this project, children apply their knowledge of mechanisms and in particular cam mechanisms, to design and make an automaton toy. They learn about the key features of an automaton and will use this knowledge when designing and making their own product. They learn how cams can change movement in a mechanical system. When creating their toy, they design the automaton character and decide the movement it will make, selecting the appropriate cam mechanism to produce this movement. They make a wooden box structure for their automaton before adding the cam mechanism and the character. Children decorate the automaton to create a scene for the automaton character. They evaluate their finished product against the design brief and design specifications. Finally, they consider improvements they would make to their product and design a Mark II version of their automaton toy.
Kandinsky Cushions is a Design Technology unit of work aimed primarily at children aged 7-9.
Design Brief: Design and make a decorative cushion to be sold in the local art gallery shop.
The package provides the medium-term plan, six lessons (each lesson has a MS Powerpoint presentation). Any additional resources are provided as PDFs or as Powerpoint Presentations. This unit of work fulfils the National Curriculum (England) Design Technology requirements for this age group in the following strands of learning:
• Materials & Textiles
In this unit children join textile pieces to create both a cushion and a cushion cover. Children investigate different kinds of cushions and their purpose, and they learn that cushions can be designed to provide support and to be decorative. They build on previous learning about the running stitch and different embroidery techniques that are used to decorate fabrics.
They are introduced to the backstitch technique and apply this skill when learning about different textile fastenings and when sewing a button and matching buttonhole.
Using the design brief and specifications, they design a cushion cover based on the iconic abstract art of Wassily Kandinsky. They use learnt techniques to make a cushion and a decorative cushion cover following the designs that they made. As part of the evaluation, children create an online shopping page for the cushion product and also present their product in a Dragon’s Den simulation.
This knowledge, skills and understanding is delivered through the following six sessions:
IDEA Task 1 – Investigating Cushions & Focused Practical Task 1 – Decorative Stitching
IDEA Task 2 – Investigating Fastenings & Focused Practical Task 2 – Buttons & Buttonholes
Focused Practical Task 3 – Making a Cushion
Cushion Designer (Designing the Cushion Cover)
Cushion Maker (Making the Cushion Cover)
Evaluating the Cushion Product
In this unit of work children design and make a celebration card with a movable part. They are introduced to different mechanisms such as sliders, levers, and pop-ups and how they can be used to create movement in celebration cards. Children apply this knowledge of the different mechanisms when designing and making their card for a particular purpose such as a family celebration or a religious festival.
This knowledge, skills and understanding is delivered through the following six sessions:
IDEA Task – Investigating Pop-Up cards & Focused Practical Task 1 – Movement using a slider mechanism (Tortoise Trek)
IDEA Task 2 – Movement Around the School & Focused Practical Task 2 – Movement using a slider mechanism. (Puppet Show)
Focused Practical Task 3 – Parallel Fold
Focused Practical Task 4 – Rotational Movement (Rocket Round the Moon)
Design & Make a Celebration Card
Evaluation Session
In this unit of work children learn how to make a focaccia bread product that can be used as part of a shared meal. They investigate a range of bread products from around the world and have the opportunity to taste test some breads that can be bought locally in a bakery then recording their results using a taste test recording sheet. Children learn how to follow a basic bread recipe, about the action of yeast and the importance of kneading bread. Using this knowledge, they adapt this recipe and add other ingredients to create their own focaccia bread product which is shaped to make it suitable to be shared. The completed product is taste tested and evaluated.
Sequence of Learning for Teachers
IDEA Task 1 – Breads from Around the World & IDEA Task 2 Investigating Breads
Focused Practical Task 1 – Baking Bread
IDEA Task 3 – What is Focaccia? & Focused Practical Task 2 – Shaping Dough
DME: Bread Designing
DME: Making Focaccia
DME: Evaluating and Packaging the Product
Shadow Puppets is a Design Technology unit of work aimed primarily at children aged 7-9.
Design Brief: Design and make a shadow puppet theatre to tell a story to a group of friends.
The package provides the medium-term plan, six lessons (each lesson has a MS Powerpoint presentation). Any additional resources are provided as PDFs or as Powerpoint Presentations. This unit of work fulfils the National Curriculum (England) Design Technology requirements for this age group in the following strands of learning:
• Structures
• Materials
• Mechanical Systems
• Electrical Systems
This unit of work provides opportunities for children to develop and consolidate their knowledge across several areas of design technology and science. In designing and making a shadow puppet theatre children learn how shadow puppetry is the oldest form of puppet show and is thought to originate from Ancient China over 2000 years ago. Children learn the importance of making models to understand how a product works and how it is made. They make movable puppets applying their knowledge of a simple hinge linkage mechanism. They deepen their knowledge of materials, strengthening structures and electrical systems to create a wooden framed shadow theatre complete with scenery and puppets.
This knowledge, skills and understanding is delivered through the following six sessions:
IDEA Task 1: Investigating Shadow Puppets
Focused Practical Task 1 – Shadow Theatre Model
IDEA Task 2: Understanding Structures & Focused Practical Task 2 – Shadow Theatre Model
DME: Theatre Designer
DME: Theatre Creator
Evaluation
In this unit of work children design and make a robot buggy that is controllable using Crumble Kit and programmed for random movement using computer block coding. As part of this project children learn about how electric vehicles work and the story of Elon Musk. Children embark on a series of focused practical tasks to create a chassis on which to add other electrical components to make their controllable vehicle. They learn how to use block code to program their vehicle to successfully complete the ‘test track’ before their vehicle is allowed to take part in the class Robo Wars. Children evaluate their project by making a short documentary film or a display stand or by taking part in a ‘show and tell’ event.
This knowledge, skills and understanding is delivered through the following six sessions:
IDEA Task 1 – Robo Wars!
Focused Practical Task 1: Creating the Chassis
Focused Practical Task 2: Vehicle Control
Buggy Designing and Making
Test Track
Evaluation: The Robo Wars Competition – Let Battle Commence
Cleopatra Cushions is a Design Technology unit of work aimed primarily at children aged 7-9.
Design and make a decorative cushion to be sold in the British Museum Gift Shop.
The package provides the medium-term plan, six lessons (each lesson has a MS Powerpoint presentation). Any additional resources are provided as PDFs or as Powerpoint Presentations. This unit of work fulfils the National Curriculum (England) Design Technology requirements for this age group in the following strands of learning:
• Materials & Textiles
In this unit children join textile pieces to create both a cushion and a cushion cover. Children investigate different kinds of cushions and their purpose, and they learn that cushions can be designed to provide support and to be decorative. They build on previous learning about the running stitch and different embroidery techniques that are used to decorate fabrics.
They are introduced to the backstitch technique and apply this skill when learning about different textile fastenings and when sewing a button and matching buttonhole.
Using the design brief and specifications, they design a cushion cover based on the iconic image of Queen Cleopatra. They use learnt techniques to make a cushion and a decorative cushion cover following the designs that they made. As part of the evaluation, children create an online shopping page for the cushion product and also present their product in a Dragon’s Den simulation.
This knowledge, skills and understanding is delivered through the following six sessions:
IDEA Task 1 – Investigating Cushions & Focused Practical Task 1 – Decorative Stitching
IDEA Task 2 – Investigating Fastenings & Focused Practical Task 2 – Buttons & Buttonholes
Focused Practical Task 3 – Making a Cushion
Cushion Designer (Designing the Cushion Cover)
Cushion Maker (Making the Cushion Cover)
Evaluating the Cushion Product
Kandinksy Cushions is a Design Technology unit of work aimed primarily at children aged 7-9.
Design Brief: Design and make a decorative cushion to be sold in the local art gallery shop.
The package provides the medium-term plan, six lessons (each lesson has a MS Powerpoint presentation). Any additional resources are provided as PDFs or as Powerpoint Presentations. This unit of work fulfils the National Curriculum (England) Design Technology requirements for this age group in the following strands of learning:
Materials and Textiles
In this unit children join textile pieces to create both a cushion and a cushion cover. Children investigate different kinds of cushions and their purpose, and they learn that cushions can be designed to provide support and to be decorative. They build on previous learning about the running stitch and different embroidery techniques that are used to decorate fabrics.
They are introduced to the backstitch technique and apply this skill when learning about different textile fastenings and when sewing a button and matching buttonhole.
Using the design brief and specifications, they design a cushion cover based on the iconic abstract art of Wassily Kandinsky. They use learnt techniques to make a cushion and a decorative cushion cover following the designs that they made. As part of the evaluation, children create an online shopping page for the cushion product and also present their product in a Dragon’s Den simulation.
This knowledge, skills and understanding is delivered through the following six sessions:
IDEA Task 1 – Investigating Cushions & Focused Practical Task 1 – Decorative Stitching
IDEA Task 2 – Investigating Fastenings & Focused Practical Task 2 – Buttons & Buttonholes
Focused Practical Task 3 – Making a Cushion
Cushion Designer (Designing the Cushion Cover)
Cushion Maker (Making the Cushion Cover)
Evaluating the Cushion Product
In this project, children apply their knowledge of cooking and nutrition to design and make a three-course meal to be served as an airline meal. Children will learn that an airline meal can be a three-course meal and that airlines often serve meals that reflect their countries culture and cuisine. They will understand the term eco-friendly and some of the ways food production can be more eco-friendly including fairtrade food, locally sourced food and organic farming. They will apply these principles when designing and making a three-course meal for an eco-friendly airline. When designing their meals, they consider menus that might be suitable for vegetarians, vegans and people who may have food allergies and intolerances. As part of the evaluation process, they organise a taste test and design the airline menu card for the food they have created that explains why the three-course meal is healthy and balanced and why it is eco-friendly.
This knowledge, skills and understanding is delivered through the following six sessions:
IDEA Task 1 – Eating in, Eating Out & IDEA Task 2 - Favourite Restaurants
IDEA Task 3 – Eating at 30,000 Feet & IDEA Task 4 – What is an Eco Airline?
DME - Airline Meal Designer
DME – Planning to Make
DME – Making the Meal
DME – Evaluating the Meal
In this unit of work children design and make an alien soft toy and combine it with a Microbit controller to create an interactive soft toy. Children learn how Tamagotchi electronic pets were the most popular toy in the 1990s and that many schools banned pupils from bringing them to school. Children use a mood board and computer software to help them design their alien soft toy. They apply their knowledge and skills of joining textile pieces to create a soft toy which they decorate using a range of fabric techniques. As part of their design, they make a small window and pocket to accommodate a BBC Microbit controller. Using their knowledge of block coding they program the Microbit to interact with the user. As part of the project children create packaging and promotional materials for their product.
This knowledge, skills and understanding is delivered through the following six sessions:
IDEA Task 1: What was a Tamagotchi? & Focused Practical Task 1 – Toy Designer
IDEA Task 2: All About the Micro:Bit
Making the Product
Programming the Product
Packaging the Product
Evaluating the Product
Charity Soft Toy is a Design Technology unit of work aimed primarily at children aged 7-9.
Design Brief: Design and make a stuffed animal toy to use in a wildlife charity fundraising appeal.
The package provides the medium-term plan, six lessons (each lesson has a MS Powerpoint presentation). Any additional resources are provided as PDFs or as Powerpoint Presentations. This unit of work fulfils the National Curriculum (England) Design Technology requirements for this age group in the following strands of learning:
Textiles
In this unit of work children design and make a stuffed toy sample for a charity to use as part of a fundraising campaign. Children begin by investigating stuffed cuddly toys to identify how they are made and what makes them attractive. They apply this knowledge later when developing design specifications for their own product. They develop their skills in working with textiles and creating pattern templates. They learn the technique of overstitching to create a three-dimensional textile product. Applying this learnt knowledge, they design a unique animal soft toy as part of the design and make activity by creating a mood board and using this to develop a pattern template from which to make their product. They add decorative features to their soft toy product and develop a fundraising appeal poster as part of the evaluation process.
This knowledge, skills and understanding is delivered through the following six sessions:
IDEA Task 1: Investigating Soft Toys & Focused Practical Task 1: Decorative Stitching
IDEA Task 2: Finding out about animal charities & Focused Practical Task 2: Designs and Patterns
Focused Practical Task 3: Making a Soft Toy
Designing Session
Making Session
Evaluation Session
Design Brief: Design and make a monster-themed mobile phone cover to protect a mobile phone.
Sequence of Learning for Teachers
In this unit of work children design and make a mobile phone cover using textile materials. Children have the opportunity to consolidate their skills in sewing using the running stitch and are taught the technique of the overstitch. They develop their embroidery skills using Binca material and applying a range of stitching techniques including the cross-stitch. Children learn about models and mock-ups and how designers use them to try out and test design ideas that they have. Children learn about different textile fastenings and consider which ones would be best suited to use in a mobile phone case. They develop their knowledge of textile decorative techniques including embroidery, embellishment and appliqué to create a monster-themed mobile phone cover.
Sessions:
IDEA Task 1: All About Mobile Phones & Focused Practical Task 1 – Embroidery Techniques
Focused Practical Task 2 – Phone Cover Mock-Up
DME: Designing Session: Phone Cover Designer
DME: Making Session: Creating a mock-up and pattern template
DME: Making Session: Making and decorating the mobile phone cover.
DME: Evaluation Session
Design Brief: Design and make a digital decoration for the school Christmas tree display.
Sequence of Learning for Teachers
In this unit of work children design and make a digital decoration for a school Christmas tree. This is made by adding a BBC Micro:Bit to a felt tree decoration to create a digital decoration. Children learn about some of the traditions of decorating trees at Christmas and design a bauble as a Christmas tree decoration. They learn about the BBC Micro:Bit and know that is has a range of different inputs and outputs and consider which of these would be useful when designing a festive digital decoration.
Children design their digital decoration and apply their knowledge and skills of joining textile pieces to create a felt decoration which they decorate using a range of fabric techniques. As part of their design, they create a small frame and pouch to accommodate a BBC Micro:Bit and battery pack. Using their knowledge of block coding, they program the Micro:Bit to interact with a user and the environment to produce different outputs. As part of the project children create a marketing campaign for their product.
This knowledge, skills and understanding is delivered through the following six sessions:
IDEA Task 1: A history of Christmas trees & Focused Practical Task 1 – Embroidery Techniques
IDEA Task 2: All About the BBC Micro:Bit
Focused Practical Task 2: Creating a Mood Board
DME: Making the Decoration
DME: Programming the Product
DME: Marketing the Product
Fashion Waistcoat is a Design Technology unit of work aimed primarily at children aged 9-11.
Design Brief: Design and make a Designer Waistcoat for the Class Fashion Show.
The package provides the medium-term plan, six lessons (each lesson has a MS Powerpoint presentation). Any additional resources are provided as PDFs or as Powerpoint Presentations. This unit of work fulfils the National Curriculum (England) Design Technology requirements for this age group in the following strands of learning:
Materials
Textiles
In this unit of work children become fashion designers. They design and make a themed waistcoat to wear and showcase in the class fashion show. Having learnt the history of waistcoats they take measurements to enable themselves to create their own pattern template for their waistcoat. They use this pattern to cut and assemble the fabric pieces to create the waistcoat. They add buttons and pockets before applying a range of decorative techniques to complete their product. As part of the evaluation, they learn how to become fashion models and apply this skill in the class fashion show.
This knowledge, skills and understanding is delivered through the following six sessions:
IDEA Task 1 – What is a Waistcoat? & Focused Practical Task 1 – Fashion Designers and Mood Boards
IDEA Task 2 – Down the Catwalk
Focused Practical Task 2 – Making the Waistcoat & Focused Practical Task 3 – Adding Pockets and Buttons (These can be done over two sessions if needed)
Designing: Fashion Designer
Making: Waistcoat Tailor
Evaluation: Fashion Show
Teddy Explorer is a Design Technology unit of work aimed primarily at children aged 5-7.
Design Brief: Design and make a toy buggy for teddy to explore the world
The package provides the medium-term plan, six lessons (each lesson has a MS Powerpoint presentation). Any additional resources are provided as PDFs or as Powerpoint Presentations. This unit of work fulfils the National Curriculum (England) Design Technology requirements for this age group in the following strands of learning:
Structures
Mechanical Systems
In this unit of work children design and make a toy buggy for their teddy to explore the world. They begin by investigating toy vehicles to see how they work, identifying their different parts and learning about linear and rotational movement and how a wheel and axle mechanism makes a vehicle move. They then learn about the invention of the wheel and its impact on ancient civilisations. Children are taught woodworking skills to create a simple wooden frame that is used to create the chassis for their buggy. Attaching a wheel and axle mechanism children are able to make a moving vehicle. They research and investigate vehicles in the world around them and toys that have wheels and axles. When designing their toy buggy, they consider all the different objects that teddy will need when exploring the world. They make the body of the buggy and attach it to the wooden frame chassis. Adding a wheel and axle mechanism completes their model.