Design and Technology


Age

Art

Birth - 11 Months


8 - 20 Months


16 - 26 Months

Anticipates repeated sounds, sights and actions, e.g. when an adult demonstrates an action toy several times.


Shows interest in toys with buttons, flaps and simple mechanisms and beginning to learn to operate them.

22 - 36 Months


Operates mechanical toys, e.g. turns the knob on a wind-up toy or pulls back on a friction car.


30 - 50 Months


Shows skill in making toys work by pressing parts or lifting flaps to achieve effects such as sound, movements or new images.


Uses various construction materials.


Beginning to construct, stacking blocks vertically and horizontally, making enclosures and creating spaces.


Joins construction pieces together to build and balance.

40 - 60 Months


Manipulates materials to achieve a planned effect.


Selects tools and techniques needed to shape, assemble and join materials they are using.


Uses simple tools and techniques competently and appropriately.


Constructs with a purpose in mind, using a variety of resources.


Selects appropriate resources and adapts work where necessary.


Early Learning Goal


Children recognise that a range of technology is used in places such as homes and schools.


They safely use and explore a variety of materials, tools and techniques, experimenting with colour, design, texture, form and function.


They select and use technology for particular purposes.

Age 5-6

Design purposeful, functional, appealing products for themselves and other users based on design criteria


Generate, develop, model and communicate their ideas through talking, drawing, templates, mock-ups and, where appropriate, through information and communication technology.


Select from and use a range of tools and equipment to perform practical tasks [for example, cutting, shaping, joining and finishing]


Select from and use a wide range of materials and components, including construction materials, textiles and ingredients, according to their characteristics


Explore and evaluate a range of existing products


Evaluate their ideas and products against design criteria build structures, exploring how they can be made stronger, stiffer and more stable explore and use mechanisms [for example, levers, sliders, wheels and axles], in their products.

Age 6-7

Design purposeful, functional, appealing products for themselves and other users based on design criteria


Generate, develop, model and communicate their ideas through talking, drawing, templates, mock-ups and, where appropriate, information and communication technology


Select from and use a range of tools and equipment to perform practical tasks [for example, cutting, shaping, joining and finishing]


Select from and use a wide range of materials and components, including construction materials, textiles and ingredients, according to their characteristics


Explore and evaluate a range of existing products


Evaluate their ideas and products against design criteria


Build structures, exploring how they can be made stronger, stiffer and more stable


Explore and use mechanisms [for example, levers, sliders, wheels and axles], in their products.

Age 7-8

Use research and develop design criteria to inform the design of innovative, functional, appealing products that are fit for purpose, aimed at particular individuals or groups


Generate, develop, model and communicate their ideas through discussion, annotated sketches, cross-sectional and exploded diagrams, prototypes, pattern pieces and computer-aided design


Select from and use a wider range of tools and equipment to perform practical tasks [for example, cutting, shaping, joining and finishing]


Accurately select from and use a wider range of materials and components, including construction materials, textiles and ingredients, according to their functional properties and aesthetic qualities


Investigate and analyse a range of existing products


Evaluate their ideas and products against their own design criteria and consider the views of others to improve their work


Understand how key events and individuals in design and technology have helped shape the world


Apply their understanding of how to strengthen, stiffen and reinforce more complex structures


Understand and use mechanical systems in their products [for example, gears, pulleys, cams, levers and linkages]


Understand and use electrical systems in their products [for example, series circuits incorporating switches, bulbs, buzzers and motors]


Apply their understanding of computing to program, monitor and control their products.

Age 8-9

Use research and develop design criteria to inform the design of innovative, functional, appealing products that are fit for purpose aimed at particular individuals or groups


Generate, develop, model and communicate their ideas through discussion, annotated sketches, cross-sectional and exploded diagrams, prototypes, pattern pieces and computer-aided design


Select from and use a wider range of tools and equipment to perform practical tasks [for example, cutting, shaping, joining and finishing], accurately


Select from and use a wider range of materials and components, including construction materials, textiles and ingredients, according to their functional properties and aesthetic qualities


Investigate and analyse a range of existing products


Evaluate their ideas and products against their own design criteria and consider the views of others to improve their work


Understand how key events and individuals in design and technology have helped shape the world


Apply their understanding of how to strengthen, stiffen and reinforce more complex structures


Understand and use mechanical systems in their products [for example, gears, pulleys, cams, levers and linkages]


Understand and use electrical systems in their products [for example, series circuits incorporating switches, bulbs, buzzers and motors]


Apply their understanding of computing to program, monitor and control their products.

Age 9-10

Use research and develop design criteria to inform the design of innovative, functional, appealing products that are fit for purpose, aimed at particular individuals or groups


Generate, develop, model and communicate their ideas through discussion, annotated sketches, cross-sectional and exploded diagrams, prototypes, pattern pieces and computer-aided design


Select from and use a wider range of tools and equipment to perform practical tasks [for example, cutting, shaping, joining and finishing]


Accurately select from and use a wider range of materials and components, including construction materials, textiles and ingredients, according to their functional properties and aesthetic qualities


Investigate and analyse a range of existing products


Evaluate their ideas and products against their own design criteria and consider the views of others to improve their work


Understand how key events and individuals in design and technology have helped shape the world


Apply their understanding of how to strengthen, stiffen and reinforce more complex structures


Understand and use mechanical systems in their products [for example, gears, pulleys, cams, levers and linkages]


Understand and use electrical systems in their products [for example, series circuits incorporating switches, bulbs, buzzers and motors]


Apply their understanding of computing to program, monitor and control their products.

Age 10-11

Use research and develop design criteria to inform the design of innovative, functional, appealing products that are fit for purpose, aimed at particular individuals or groups


Generate, develop, model and communicate their ideas through discussion, annotated sketches, cross-sectional and exploded diagrams, prototypes, pattern pieces and computer-aided design


Select from and use a wider range of tools and equipment to perform practical tasks [for example, cutting, shaping, joining and finishing], accurately


Select from and use a wider range of materials and components, including construction materials, textiles and ingredients, according to their functional properties and aesthetic qualities


Investigate and analyse a range of existing products


Evaluate their ideas and products against their own design criteria and consider the views of others to improve their work


Understand how key events and individuals in design and technology have helped shape the world


Apply their understanding of how to strengthen, stiffen and reinforce more complex structures


Understand and use mechanical systems in their products [for example, gears, pulleys, cams, levers and linkages]


Understand and use electrical systems in their products [for example, series circuits incorporating switches, bulbs, buzzers and motors]


Apply their understanding of computing to program, monitor and control their products.


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