Design and Technology
Our vision for design and technology
Children learn to identify a purpose, develop a design, make a product and evaluate how well it works. They develop practical knowledge of materials, mechanisms and food.
What children learn
Year A (2026–27) is being taught now. Year B (2027–28) follows next year. Years 1–2 use Cornerstones Year 1 projects, Years 3–4 use Year 4 projects and Years 5–6 use Year 6 projects where Cornerstones is used. Individual year-group expectations remain important.
Cycle and phase |
Autumn |
Spring |
Summer |
Year A · Years 1–2 |
Shade and Shelter |
Taxi! |
Chop, Slice and Mash |
Year A · Years 3–4 |
Cook Well, Eatwell |
Making it Move |
Greenhouse |
Year A · Years 5–6 |
Food for Life |
Engineer |
Make Do and Mend |
Year B · Years 1–2 |
Remarkable Recipes |
Beach Hut |
Cut, Stitch and Join |
Year B · Years 3–4 |
Fresh Food, Good Food |
Functional and Fancy Fabrics |
Tomb Builders |
Year B · Years 5–6 |
Moving Mechanism |
Eat the Seasons |
Architecture |
Essential Knowledge and progression
Reception children practise handling materials, making and problem solving. Across Years 1–6, children revisit design, making and evaluation with increasingly demanding technical knowledge and tools. Food units support understanding of ingredients and preparation.
A learning journey: In Shade and Shelter, younger pupils think about what a simple structure needs to do, choose materials and test whether it works. In Years 3–4, Greenhouse requires more considered decisions about a structure and its function. In Years 5–6, Engineer draws on increasingly precise technical choices and evaluation. Food projects similarly grow from preparing and combining ingredients in Chop, Slice and Mash towards planning and evaluating more complex food choices in Cook Well, Eatwell and Food for Life. Each project develops the cycle of design, make, test and improve.
How we teach it
Teachers make the purpose and intended user clear, model safe techniques and provide time for children to test ideas, make, improve and evaluate.
DISCERN in this subject: Pupils discuss an existing product and its user, learn a technical principle, and practise a making skill with support. Working together, they test design ideas and consider what functions well. The teacher checks understanding and safe use before children make and evaluate their own product. Findings inform the next design decision.
How all children take part
Teachers introduce and revisit key vocabulary, model new ideas clearly and adapt resources and support so that every child can participate and show understanding. Children who are ready to go further can explain, compare, apply and question their learning.
How we check learning
Teachers check understanding through questions, discussion, pupil work and practical activity. They revisit essential knowledge, address misconceptions and use what they learn about pupils to plan the next steps.
The school’s Marking and Feedback Policy also applies here. Evidence may be spoken, practical, digital or written: a brief observation, question, performance, product or recorded response can show the Essential Knowledge. Feedback identifies the next useful step and informs what the teacher revisits.
Beyond the classroom
Making useful items and exploring food, structures and mechanisms help children notice how design solves everyday problems. Our annual January STEAM Day provides a wider setting for design and engineering challenges. Construction Club is part of the autumn 2026 club offer.
Curriculum documents and further information






