Problems & possibilities
Think about who a design is for and what they need.
Design & Technology
IMAGINE · MAKE · IMPROVE
Notice a practical problem, imagine possibilities and learn by improving an idea.
For curious minds aged 2–16. Understanding guides difficulty.
ROOM TO EXPLORE
A glimpse of the subject’s possibilities. Your signed-in library shows the lessons currently available to your learner.
Think about who a design is for and what they need.
Explore why different materials suit different jobs.
Use observations to make a design work better.
A MOMENT OF DISCOVERY
A small public activity to explore together or independently. It isn’t a baseline question and doesn’t save a score.
DESIGN → TEST → IMPROVE
Try folding the paper into a concertina or adding supports. Keep the car and gap the same so you can compare how the new structure performs.
YOUR OWN WAY FORWARD
Key stage can give curriculum context. Lesson difficulty should follow what a learner demonstrates in each skill, with support where it helps.
How learning worksStarting-point checks record responses and support used. Current checks cover introductory Maths, English and Science skills.
Available lessons and parent choices shape a gentle daily path. Families can explore more within their subject access.
Saved work and later responses help show what is developing. Age guides presentation, independently of difficulty.
Maths, English and Science are core subjects. Extra subjects depend on your package and parent choices.