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TP 2.1 Students organise knowledge, ideas and data
about how needs and wants might be met and use this information when meeting
design challenges. |
TP 2.2 Students
generate design ideas, acknowledge the design ideas of others and communicate
their design ideas using annotated drawings that identify basic design
features. |
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Students
know that knowledge, ideas and data can be: ·
organised ·
used
to meed design challenges. Students
organise knowledge, ideas and use data to meet design
challenges as they: ·
record investigations using
written or pictorial records -
in a Technology project folio -
storing it to disk -
making a chart, table -
photographs, pictures, drawings,
video
samples of products or processes
investigated
samples of different materials ·
categorise
products, processes, techniques and ideas
make charts that classify
different processes for joining
sequence pictures or diagrams of
how techniques could be carried out
sort materials in a handling
collection according to selected characteristics
list features of products that
make them useful for a specific purpose
list needs or wants and how they
may be met
compare different products that
meet the same need or want and give reasons for similarities and differences ·
use information
drawing on ideas to develop
concept maps or flowcharts
referring to procedures or
processes
discussing alternatives and ideas. |
Students
know that: ·
basic features of design ideas
need to be identified and described ·
other
people may have similar or different design ideas from their own. Students
communicate and acknowledge design ideas as they:
draw 2D representations of their
design ideas, usually using one view
a top view of their ideas for cake
decorations
front or back view of clothing
a side view of what their boat
would look like ·
annotate the drawings to identify
basic features and their purposes
label a view of a cake to indicate
colour of icing, decorations, candles
label a front or back view of a
T-shirt to identify the collar, colour, logo
label a view of a boat to identify
the mast, rudder, engine ·
acknowledge the design ideas of
others
view demonstrations of design
ideas by peers
listen to peers explaining their
design ideas about a model boat for the class boat race
examine drawings or series of
plans prepared by professionals
share and compare their own design
ideas with others in a group ·
generate and record design ideas
use concept maps or bubble charts
to record ideas
make lists/tables
use creative thinking skills such
as de Bonos Six Thinking Hats and CoRT thinking skills
predict
how some products may change in the future. |
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TP 2.3 Students identify, sequence and follow
production procedures to make products of their own design. |
TP 2.4 Students consider initial design ideas with final products and give
reasons for similarities and differences. |
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Students know that: ·
production procedures can be
identified and sequenced ·
production
procedures can be followed. Students
identify and sequence production procedures as they: ·
ask questions of an adult, or more
experienced peer, about what production methods to use ·
watch someone modelling
a production process and try to incorporate it into their own production
procedures ·
select a sequence of steps to
develop a product of their own design ·
explain why a production process
has been selected
suitability to the task
prior experience with a material
or process
trial and error
limitations of available equipment
and materials ·
document
production procedures in their Technology project folios. Students follow
production procedures to make products of their own design as they: ·
follow a simple step-by-step
production process
join materials -
when making a mask for a play
using collage materials -
when making a pot-plant holder
using wood
cut and past images in a drawing
program -
when making a card in a computer
program -
when making an advertisement for
the class play
follow written, oral and
diagrammatical instructions -
to prepare a growing area for the
class garden -
to
prepare food for morning tea. |
Students
know that: ·
initial ideas and final products
can be compared ·
reasons
can be given to explain similarities and differences. Students
consider design ideas and products as they: ·
compare design ideas and products
identify similarities and
differences between features
of a design idea and the resulting
product
try out or test a product to
assess how well it meets the intended purpose -
Does the fruit drink taste sweet
enough? -
Does the storage system keep the
room tidier? -
Does the poster communicate the
message clearly?
describe the process of developing
a design idea into a product
match
the features of a design idea with features of a product. Students give reasons for
similarities and differences as they: ·
explain why changes to initial
design concepts may have taken place
analyse
the function or appropriateness of a product and describe how or why it may
have been changed -
identify some of the strengths and
weaknesses of a design idea, product or process -
identify constraints in resources,
processes, techniques or skills
identify the benefits of making
changes to ideas or maintaining original proposals
exchange views with peers about
products they have generated or design ideas they have had -
write
a short report or make a photo story. |
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At each level, activities should occur in a range of
contexts. Students should consider aspects of appropriateness and management
within these activities. |
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Examples
TP2.1 · Students
visit a local restaurant to observe and record some of the systems and
products used in food preparation to inform their designs in setting up a
class restaurant. · Students
compare the features of different buildings to determine how they meet peoples
needs and wants and use this data to inform the design of a tree house. · Students
compare samples of different materials in a handling collection to determine
the most appropriate materials when designing a backpack for an excursion. |
Examples
TP2.2 · Teachers
model the drawing of a plan of a room using design ideas generated by
students. · Students
use blocks to generate the layout of a bus for the play area, and draw the
layout with chalk in the playground. · Students
draw or sketch the main features of an insect trap. · Students
present an illustration of the main features of a cubby house they have
designed and seek others ideas to add to it. · Students
use 3D embossed drawings to communicate ideas for blind students. |
Examples
TP2.3 · Students
identify and follow a production process for making a mask that could be used
in a cultural story or tale. · Students
follow their design plan to make a card for a friend using a publishing
program on a computer. · Students
identify, describe and carry out cutting and joining procedures to make
costumes for a fancy dress ball. |
Examples
TP2.4 · Students
report on tests of materials selected for an unsinkable
boat and describe how these tests led to changes in their initial
design ideas. · Students
keep Technology project folios about the development of a frog pond and use
it to compare similarities and differences between initial design ideas and
products, including changes they make along the way. |