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Schemes of Work
QCA

Design and technology at key stage 3    (Year 7)

Unit 07d: Using control to control a display Focus: control and structures
Section 1: Design and make assignment (DMA)

QCA

Objectives

Children should learn:
  • to design a product that uses a range of technologies, including simple control, to meet a specific purpose, by applying the knowledge, skills and understanding they developed during the product evaluation activities and focused practical tasks

Activities

Outcomes

Children:

Set the pupils a DMA that requires them to bring together their knowledge, skills and understanding of electrical and mechanical control and structures to meet a specific and appropriate purpose.

Example

This example DMA has been written so it can be copied and given directly to pupils. Further details and contexts can be added, as appropriate.

Point-of-sale display

Point-of-sale displays, especially for new or seasonal products, are becoming increasingly sophisticated and attractive. Their design is constrained in a number of ways, eg they need to be cheap yet robust, to stand up safely to wear and tear without the need for supervision or constant maintenance, to be prominent without getting in the way of customers.

Design an attractive, original and active or moving point-of-sale display to be placed somewhere in a shop or supermarket, eg on a shelf. The display can be for a real or imaginary new product or service. You might like to design a display that supports a charity or another cause you are interested in. You may work as part of a team during this assignment.

  • work in a group, using a range of materials to create their display
  • keep a log of their part in the team's work, like professional designers
  • design an attractive, original, active display for a product or service
  • research the background to the product or service
  • select appropriate images and suitable materials to promote the product or service
  • discuss how the display will be seen
  • suggest different materials and ways of working
  • discuss, draw and model ideas in 2-D and 3-D
  • discuss, as a group, how to use output devices and sensors in their design
  • experiment with alternative designs, model circuits and mechanisms to establish correct working before deciding on their final proposal
  • prepare an ordered sequence for managing the task
  • combine various materials into an eye-catching, active display which will attract their chosen audience

Points to note

Language for learning when planning for making
  • Ask pupils to work in small groups and look at sequences in text, flow charts and tables, and:
    • reorder from random to the correct order
    • complete gaps in processes and sequences
Language for learning when keeping records
  • Ask pupils to keep a record of their project through logs, diaries, folios and sketchbooks, having been told what is expected, the conventions of what to record and how to record it. As a group, pupils could look at each others' records, identifying criteria for a good record of work.
Language for learning when producing graphics
  • Ask pupils to explore the way displays use language and make explicit links, eg word association with image.

Sections in this unit

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This unit is divided into sections. Each section contains a sequence of activities with related objectives and outcomes. You can view this unit by moving through the sections or print/download the whole unit.
1. Design and make assignment (DMA)
2. Product evaluation
3. Product evaluation - 2
4. Product evaluation - 3
5. Product evaluation - 4
6. Product evaluation - 5
7. Product evaluation - 6
8. Focused practical tasks (FPTs)
9. Focused practical tasks (FPTs) - 2
10. Focused practical tasks (FPTs) - 3
11. Focused practical tasks (FPTs) - 4
12. Focused practical tasks (FPTs) - 5
13. Focused practical tasks (FPTs) - 6
14. Focused practical tasks (FPTs) - 7
15. Focused practical tasks (FPTs) - 8