Hero image

Carousel Education

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.
Design Technology - Soft Toy Tamagotchi (Upper Key Stage 2)
Carousel_LearningCarousel_Learning

Design Technology - Soft Toy Tamagotchi (Upper Key Stage 2)

(0)
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
Design Technology - Eco Tote Bag (Upper Key Stage 2)
Carousel_LearningCarousel_Learning

Design Technology - Eco Tote Bag (Upper Key Stage 2)

(0)
In this unit of work children design, make and decorate a Tote Bag to encourage people to be more eco-friendly. Children learn about different types of bags and their functions and understand that designers will often design a product that has both function and is fashionable. Children have the opportunity to develop and consolidate their sewing skills and techniques working with textiles. Each child makes an identical tote bag but in learning about graphic design will make design decisions around additional features to add to their tote bag and also about how to decorate their tote bag with a slogan and logo to promote an eco-friendly message. This knowledge, skills and understanding is delivered through the following six sessions: IDEA Task 1: Investigating Bags & Focused Practical Task 1 – Fashion Designers and Mood Boards IDEA Task 2: Newspaper Bag Challenge Focused Practical Task 2 – Making a Tote Bag Eco-Bag Designer Adding the decoration. Evaluation session.
Design Technology - Garden Escapes (Lower Key Stage 2)
Carousel_LearningCarousel_Learning

Design Technology - Garden Escapes (Lower Key Stage 2)

(0)
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
Design Technology - Halloween Toymaker (Upper Key Stage 2)
Carousel_LearningCarousel_Learning

Design Technology - Halloween Toymaker (Upper Key Stage 2)

(0)
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)
Carousel_LearningCarousel_Learning

Design Technology - Christmas Toymaker (Upper Key Stage 2)

(0)
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)
Carousel_LearningCarousel_Learning

Design Technology - Habitats Toymaker (Upper Key Stage 2)

(0)
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 - Kandinsky Cushions (Lower Key Stage 2)
Carousel_LearningCarousel_Learning

Design Technology - Kandinsky Cushions (Lower Key Stage 2)

(0)
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
Design Technology - Fashion Waistcoat (Upper Key Stage 2)
Carousel_LearningCarousel_Learning

Design Technology - Fashion Waistcoat (Upper Key Stage 2)

(0)
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
Design Technology - Kandinsky Cushions (Lower Key Stage 2)
Carousel_LearningCarousel_Learning

Design Technology - Kandinsky Cushions (Lower Key Stage 2)

(0)
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
Design Technology - Cleopatra Cushions (Lower Key Stage 2)
Carousel_LearningCarousel_Learning

Design Technology - Cleopatra Cushions (Lower Key Stage 2)

(0)
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 - Celebration Cards (Key Stage 1)
Carousel_LearningCarousel_Learning

Design Technology - Celebration Cards (Key Stage 1)

(0)
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
Design Technology - Traditional Tales (Key Stage 1)
Carousel_LearningCarousel_Learning

Design Technology - Traditional Tales (Key Stage 1)

(0)
Traditional Tales is a Design Technology unit of work aimed primarily at children aged 5-7. Design Brief: Design and make a book page about a traditional tale that includes a simple mechanism. 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 • Mechanical Systems (Sliders, Levers, Pop-Ups) In this unit of work children design and make a page for a class book. The book page must have a movable element. Children are introduced to a range of mechanical systems such as sliders, levers, and pop-ups and how they can be used to create movement in book pages. Children apply this knowledge of different mechanisms when designing and making their book page which is based on a traditional tale. This knowledge, skills and understanding is delivered through the following six sessions: IDEA Task 1 – Investigating Mechanical Books & Focused Practical Task 1 – Tortoise Trek (Movement using a slider mechanism) Focused Practical Task 2 – Puppet Show (Movement using a slider mechanism) Focused Practical Task 3 – Rocket Race (Rotational Movement) IDEA Task 2 – Movement Around the School & Focused Practical Task 4 – Pop Up Village (Pop Up Mechanism) Design & make a book page Evaluation Session
Design Technology - Shadow Puppet Theatre (Lower Key Stage 2)
Carousel_LearningCarousel_Learning

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

(0)
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 - RoboWars! (Upper Key Stage 2)
Carousel_LearningCarousel_Learning

Design Technology - RoboWars! (Upper Key Stage 2)

(0)
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 - Eco Airline Meal
Carousel_LearningCarousel_Learning

Design Technology - Eco Airline Meal

(0)
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