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Students will design a jet pack that can be worn by either the players or referee during a football game on the Moon. They will consider how a jet pack works and the different parts of a jet pack. They will then sketch an idea for a wearable jet pack with consideration for how it will fit, the weight of the jet...

This report, from the Assessment of Performance Unit (APU), follows a series of other reports establishing the nature of design and technology. This report was again concerned initially to clarify the parameters of design and technological activity and the features of performance that are crucial. Subsequently, the...

The Design and Technology Association supports and champions design and technology education in schools. They aim to provide teachers with the tools, knowledge and information they need to become more effective, more experienced and more efficient, with access to expert opinions and high quality resources.

A report from the National Curriculum Council (NCC). The final proposals published in June 1989 added considerable detail to the new approach, and made some minor alterations to the Attainment Targets.
There are four main sections in this document:
1. Design and technology in the National Curriculum...

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...

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...

In this activity from Cre8ate maths students are encouraged to experiment with different kinds of symmetry to create a suitable logo.

There is an exercise in using symmetrical properties to reproduce previously designed logos and this activity is complemented by Creating a logo, which gives students a free...

Desk calculators was the first of the Weaving guides written by the Nuffield Project Team for the Nuffield Mathematics Project. This guide was not intended to be a manual of instruction as it was felt that teachers and students could find out for themselves ‘how they work’. It was suggested that each school should...

This collection of resources supports the development of practice in behaviour for learning.

The ‘development’ section of the Fixpert's resource focuses on creating and testing a prototype for an outcome that meets their fix partner’s needs. Students build critical skills through evaluation and they practice design decision making that balances design ideas against user needs. Activities include a focus on...

This game helps children develop an awareness of some of the different roles that scientists do. They find out about different jobs in science and some of the investigations that scientists are involved in, which help to solve problems  in the Real World.  It may be used to...

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.

The Cre8ate maths project has provided a set of materials to support the teaching of mathematics in the context of digital design. The resources include Designing Logos, Maths in Art, Programming and Working with Photos, which will involve students in a variety of activities, allowing them to apply their...

These resources, written in 2011 and provided by the Joint Mathematical Council (JMC), discuss the role that digital technologies might and should have in mathematics education. Consideration is given to the types of experiences students encounter and how best to develop the curriculum to engage students in using...

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