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Primary Design Technology

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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.

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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.
Design Technology - RoboWars! (Upper Key Stage 2)
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Design Technology - RoboWars! (Upper Key Stage 2)

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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
Design Technology - Fruit Kebab (Key Stage 1)
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Design Technology - Fruit Kebab (Key Stage 1)

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In this unit of work children design and make a fruit kebab based on the story of Handa’s Surprise written by Eileen Browne. Children learn the names of a range of fruit and investigate where fruit can be bought locally. Children learn how to cut and prepare a range of fruits. Through tasting apples, they begin to develop their taste vocabulary. This vocabulary is extended through more taste tests where the children are taught how to cut fruit using the bridge hold and the claw grip. Children are taught key healthy eating messages including eating five portions of fruit and vegetables every day, drinking lots of water and cutting down sugary foods. Having designed and made their fruit kebab they evaluate their product and the products of other children repeating using a taste test. As part of the evaluation, they write a letter from Akeyo to Handa thanking her for the gift and saying what they liked about the fruit kebab.
Design Technology - Lunchtime Wraps (Lower Key Stage 2)
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Design Technology - Lunchtime Wraps (Lower Key Stage 2)

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In this unit of work children learn how to design and make tortilla wraps as part of a healthy diet. They continue to develop their understanding of healthy eating messaging and the Eatwell Guide and use this knowledge when designing their own healthy lunchtime wrap. They consolidate their knowledge of a range of different food types and know what food group from the Eatwell Guide they belong to. They know that a wrap consists of tortilla bread wrapped around a filling and how to conduct a taste test to evaluate food taste, texture, and appearance. Children learn that food is either grown, reared or caught and apply this learning to different fillings used for lunchtime wraps. As part of their learning, children investigate the information on food labels and packaging as use this knowledge to design packaging for the lunchtime wraps that they have created. This knowledge, skills and understanding is delivered through the following six sessions: Investigate Task 1 – Wraps for Lunchtime, Investigate Task 2 – Taste Testing, Investigate Task 3 – Investigating Packaging Focus Task 1: Making Tortillas & Investigate Task 4: Food Origins Focus Task 2: Making the Wrap Filling – Making a Tuna Wrap Design and Make: Designing the Wrap Design and Make: Making the Wrap Evaluation Activity – Healthy Lunchbox
Design Technology - Eatwell Pizza (Upper Key Stage 2)
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Design Technology - Eatwell Pizza (Upper Key Stage 2)

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In this unit of work, children apply their knowledge and understanding about healthy eating to design and make a pizza based on the key messages from the Eatwell Guide for healthy eating. Children begin by discussing the different ways that we eat food at home and outside the home. They conduct market research into their favourite pizzas and brainstorm what makes a good pizza. It is important that in lesson 2 they create a Margherita pizza by making bread dough and then adding tomato sauce and grated cheese, this is the basic recipe for all pizzas to which different toppings are then added (This is an example of adapting a recipe to create a new food product). In learning how to make a margherita pizza they acquire the essential skills and knowledge needed to make a pizza and this is essential when they come to designing and making their own pizza. They consolidate their understanding of the different food groups on the Eatwell Guide to healthy eating and use this knowledge to design a pizza that promotes healthy eating. They learn about pizza packaging and the invention of the pizza delivery bag by Ingrid Kosar. Having designed and made their Eatwell Pizza they become entrepreneurs and set up their own small business learning about business basics, marketing and budgeting. This knowledge, skills and understanding is delivered through the following six sessions: Investigate Task 1 – All About Pizza Investigate Task 2 – What Makes a Good Pizza? Focus Task 1 – Let’s Make Pizza, Investigate Task 3: Investigating Pizza & Investigate Task 4: Packaging Pizza Design and Make - Designing Pizza Design and Make - Making Pizza Evaluation Session – Pizza Entrepreneur
Design Technology - Yummy Yoghurts (Lower Key Stage 2)
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Design Technology - Yummy Yoghurts (Lower Key Stage 2)

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In this unt of work, children create their own recipe, branding and packaging for a healthy yoghurt-based breakfast meal. This unit of work also includes learning about the importance of breakfast. Children learn how to make yoghurt and how a thermos flask helps to maintain the temperature of the yoghurt allowing the micro-organisms to create yoghurt from milk. Applying their knowledge of a balanced, healthy diet, children design a layered breakfast pot of yoghurt, cereal and fruit. Consolidating their skills in food preparation, children use their design to make a healthy breakfast product. This knowledge, skills and understanding is delivered through the following six sessions: IDEA Task 1 – All About Breakfast IDEA Task 2 – Investigating Yoghurts & IDEA Task 3 – Yoghurt Pot Packaging Focused Practical Task 1 – Making Yoghurt & Focused Practical Task 2 – Cross-Sectional Drawing Designing a yoghurt-based breakfast Making the yoghurt product Evaluation
Design Technology - Bread and Soup (Lower Key Stage 2)
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Design Technology - Bread and Soup (Lower Key Stage 2)

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In this unit of work children create a simple lunch of a healthy soup and a bread roll. Children follow instructions and recipes to make a classic tomato soup and a bread roll. Children learn how bread is made and develop their skills in preparing food and kneading bread. Children consolidate their understanding of how taste testing can be used to evaluate food products and through participating in taste tests develop their own taste vocabulary. Children learn some of the key messages around healthy eating and use this information to explain how their lunchtime meal provides them with a healthy, balanced meal. This knowledge, skills and understanding is delivered through the following six sessions: IDEA Task 1: All About Soups & IDEA Task 2: Soup Taste Test Focused Practical Task 1 – Making Soup IDEA Task 3: All About Bread Focused Practical Task 2 – Making a Bread Roll Meal Designer Meal Maker
Design Technology - Salad Fit for a King (Key Stage 1)
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Design Technology - Salad Fit for a King (Key Stage 1)

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In this unit of work children extend their knowledge of food preparation by designing and making a healthy salad for the King’s lunch. This unit provides an opportunity for children to consolidate their food cutting skills and to extend these skills to include grating and juicing fruit and vegetables. For the design and make activity children learn about the commonwealth and how different countries around the world grow different types of fruit and vegetables. Children design a salad using different fruit and vegetables that are grown in commonwealth countries. This knowledge, skills and understanding is delivered through the following six sessions: IDEA Task 1: Supermarket Salads Focused Practical Task 1: Carrot Salad Focused Practical Task 2: Designing Salads for Your Friends Designing Session: Designing Salads for Your King Making and Evaluating Salads Design and Make a Packaging Box for the Royal Salad
Design Technology - Ristorante Italiano (Upper Key Stage 2)
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Design Technology - Ristorante Italiano (Upper Key Stage 2)

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In this project, children apply their knowledge of cooking and nutrition to design and make a three-course Italian meal to be served in the class restaurant. Children investigate the different places where people ‘eat out’ and conduct market research to find out about our favourite restaurants. Children learn about restaurants, menus and the different roles of people who work in restaurants. Children are tasked with designing and making a three-course meal that is based on the cuisine of Italy. Thy research recipes and create a plan to make and serve their three-course meal in the class restaurant. They make their dishes and organise a taste test session to evaluate the food that they have made. Using the results from the taste test they take on the role of a restaurant critic and review one of the class restaurant meals. This knowledge, skills and understanding is delivered through the following six sessions: IDEA Task 1: All About Restaurants IDEA Task 2: Favourite Restaurants DME: Designing a Three Course Meal DME: Planning a Three Course Meal DME: The Big Cook Evaluation Session
Design Technology - Class Restaurant (Upper Key Stage 2)
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Design Technology - Class Restaurant (Upper Key Stage 2)

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In this project, children apply their knowledge of cooking and nutrition to design and make a three-course meal to be served in the class restaurant. Children investigate the different places where people ‘eat out’ and conduct market research to find out about our favourite restaurants. Children learn about restaurants, menus and the different roles of people who work in restaurants. Children are tasked with designing and making a three-course meal that is based on the cuisine of a country of their choice. Thy research recipes and create a plan to make and serve their three-course meal in the class restaurant. They make their dishes and organise a taste test session to evaluate the food that they have made. Using the results from the taste test they take on the role of a restaurant critic and review one of the class restaurant meals. This knowledge, skills and understanding is delivered through the following six sessions: IDEA Task 1: All About Restaurants IDEA Task 2: Favourite Restaurants DME: Designing a Three Course Meal DME: Planning a Three Course Meal DME: The Big Cook Evaluation Session
Design Technology - Money Containers (Lower Key Stage 2)
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Design Technology - Money Containers (Lower Key Stage 2)

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Money Containers is a Design Technology unit of work aimed primarily at children aged 7-9. The unit focuses on Textiles. Design Brief: Design and make a money container for a special person to keep their money safe. 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 fulfills 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 design and make a money container using textile materials. They apply their knowledge of how to create pattern template from models and prototypes and how textiles can be joined both temporarily and permanently. Children have the opportunity to consolidate their skills in using the running stitch and are taught the technique of the overstitch. Children learn about different textile fastenings and consider which ones would be best suited to use in a money container. They develop their knowledge of textile decorative techniques including embroidery, embellishment and appliqué to create a money container for someone special. Sessions: IDEA Task 1: All About Money Containers & Focused Practical Task 1 – Developing Decorative Stitching IDEA Task 2: Investigating Money Containers Focused Practical Task 2 – Simple Coin Purse Designing Session Making Session Evaluation Session
Design Technology - Snack Dippers (Key Stage 1)
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Design Technology - Snack Dippers (Key Stage 1)

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Snack Dippers is a Design Technology unit of work aimed primarily at children aged 5-7 Design Brief: Design and make a dips and dippers food product as a healthy snack between meals. 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: • Cooking and Nutrition In this unit of work children extend their knowledge of food preparation by designing and making a healthy lunchtime snack. They learn how to make Greek Tzatziki and also take part in a taste test to find out what vegetables and biscuits make the best dippers. Using their knowledge of how to make Tzatziki, they adapt this recipe to make a dips and dippers product based on Indian Raita. As part of the evaluation, they design labelling for their snack product and create an advert to promote their product.
Design Technology - Torches (Lower Key Stage 2)
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Design Technology - Torches (Lower Key Stage 2)

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Torches is a Design Technology unit of work aimed primarily at children aged 7-9. Design Brief: Design and make a ‘hands-free’ headlamp for someone walking their dog at night. 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 Electrical Systems In this unit of work children are given the opportunity to apply their knowledge of creating simple electrical circuits to design and make a torch product. Using a range of electrical components, they create a hand torch that lights up when the switch is on. Children have the opportunity to develop brainstorming skills to investigate how a torch works and then use the same skills to develop ideas and to design their product. In this unit children are taught how cut-away drawings, labels and annotations can help to understand how a product has been made and functions. They use this knowledge to create an authentic ‘hands-free’ headlamp product for somebody who walks their dog at night. Having made their product and thinking about the appeal to the intended client, children design a poster to market and advertise their product. This knowledge, skills and understanding is delivered through the following six sessions: IDEA Task 1: All About Torches IDEA Task 2: Investigating Torches Focused Practical Task 1: Making a Torch Designing the Headlamp Torch Making the Headlamp Torch Evaluation Session
Design Technology - Ramayana Puppets (Key Stage 1)
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Design Technology - Ramayana Puppets (Key Stage 1)

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Ramayana Puppets is a Design Technology unit of work aimed primarily at children aged 5-7. Design Brief: Design and make a puppet to tell the story of the Ramayana in a class puppet 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 children make a hand puppet by marking out, cutting, and joining pieces of fabric together to create a character from the story of the Ramayana. Children learn about different types of puppets and some famous puppets such as Sooty and Sweep and the Muppets. They understand that a puppeteer makes the puppet appear alive. They draw a puppet design based on a character from the Ramayana. They learn how to thread a needle and the technique of the simple running stitch. They apply and practise the running stitch to create decorative stitching using Binca material. Stitching two identical templates together they create a basic puppet figure which they then decorate using a range of skills following their puppet design of a character from the Ramayana. This knowledge, skills and understanding is delivered through the following six sessions: IDEA Task 1 – Let’s Find Out About Puppets & Focused Practical Task 1 – Starting to Sew IDEA Task 2 – What makes a Good Puppet? Focused Practical Task 2 – Making a Hand Puppet Designing Your Puppet Making Your Puppet Evaluation Session
Design Technology - Temple Marble Run (Upper Key Stage 2)
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Design Technology - Temple Marble Run (Upper Key Stage 2)

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Temple Marble Run is a Design Technology unit of work aimed primarily at children aged 9-11. Design Brief: Design and make a prototype Marble Run toy based on a temple theme for the MAGIC toy company. 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 Structures In this project children design and make a prototype Marble Run game. This is an opportunity for children to consolidate and demonstrate their understanding of structures and in particular different techniques used to make structures stronger, stiffer, and more stable. Children deepen their understanding of designing a product around a central theme and the use of a mood board to develop their ideas. When making the Marble Run toy they will need to try out and test out their ideas to ensure that the Marble Run functions as it should. This project introduces the idea that designers make models and prototypes as part of the design process and use these models to inform the final design. Sessions: IDEA Task 1 What is a Marble Run? & IDEA Task 2 Creating Tall Towers Focused Practical Task 1 – Columns and Sliders DME: Introducing the Marble Run Project DME: Developing the Design DME: Making the Marble Run Toy DME: Evaluation Session
Design Technology - Halloween Toymaker (Upper Key Stage 2)
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Design Technology - Halloween Toymaker (Upper Key Stage 2)

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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.
Design Technology - Christmas Toymaker (Upper Key Stage 2)
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Design Technology - Christmas Toymaker (Upper Key Stage 2)

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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.
Design Technology - Habitats Toymaker (Upper Key Stage 2)
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Design Technology - Habitats Toymaker (Upper Key Stage 2)

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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.
Design Technology - Shadow Puppet Theatre (Lower Key Stage 2)
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Design Technology - Shadow Puppet Theatre (Lower Key Stage 2)

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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
Design Technology - Cleopatra Cushions (Lower Key Stage 2)
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Design Technology - Cleopatra Cushions (Lower Key Stage 2)

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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
Design Technology - Kandinsky Cushions (Lower Key Stage 2)
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Design Technology - Kandinsky Cushions (Lower Key Stage 2)

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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