Design & Technology: Stage 5 & Stage 6
Lesson plans, teacher and pupil videos to instill confidence in your teaching of D&T
Useful resources
Useful resources
Choose your unit - Stage 5 and Stage 6
Stage 5
Create a functional four-page pop-up storybook design, using lever, sliders, layers and spacers to create paper-based mechanisms.
Apply Computing knowledge and understanding to program a Micro: bit animal monitoring device. Develop 3D CAD skills by learning how to navigate the Tinkercad interface and essential tools to combine multiple objects.
Our refreshed Y5 cooking and nutrition unit including opportunities for children to learn a simple bolognese recipe and adapt it to improve nutritional content.
Test and analyse various types of bridge to determine their strength and stability. Explore material properties and sources, before marking, sawing and assembling a wooden truss bridge.
Design a stuffed toy and make decisions on materials, decorations and attachments (appendages), after learning how to sew a blanket stitch.
Our Doodlers unit explores series circuits further and introduces motors. Explore how the design cycle can be approached at a different starting point, by investigating an existing product, which uses a motor, to encourage pupils to problem-solve and work out how the product has been constructed, ready to develop their own.
Updated unit now available. This version will be available until July 2021.
Discover the farm to fork process, understand the key welfare issues for rearing cattle. Compare the nutritional value of existing sauces and develop a healthier recipe.
Stage 6
Design and program a navigation tool to produce a multifunctional device for trekkers using CAD 3D modelling software. Pitch and explain the product to a guest panel.
Our refreshed Y6 cooking and nutrition unit including optional opportunities to supplement the ‘Come dine with me’ project with learning about the basic tastes and complementary flavours.
Research existing playground equipment and their different forms, before designing and developing a range of apparatus to meet a list of specified design criteria.
Using a combination of textiles skills such as attaching fastenings, appliqué and decorative stitches, children design, assemble and decorate a waistcoat for a chosen purpose.
Understand what is meant by fit for purpose design and form follows function. Design and develop a steady hand game using a series circuit, including housing and backboard.
Develop a functional automata window display, to meet the requirements in a design brief. Explore and create cam, follower and axle mechanisms to mimic different movements.
Develop a three-course menu focused on three key ingredients, as part of a paired challenge to develop the best class recipes. Explore each key ingredient’s farm to fork process.