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Design & Technology

IMAGINE · MAKE · IMPROVE

Great ideas start with “what if?”

Notice a practical problem, imagine possibilities and learn by improving an idea.

For curious minds aged 2–16. Understanding guides difficulty.

ROOM TO EXPLORE

So many ways to be curious.

A glimpse of the subject’s possibilities. Your signed-in library shows the lessons currently available to your learner.

01

Problems & possibilities

Think about who a design is for and what they need.

02

Materials & structures

Explore why different materials suit different jobs.

03

Testing & improving

Use observations to make a design work better.

A MOMENT OF DISCOVERY

Give your curiosity a go.

A small public activity to explore together or independently. It isn’t a baseline question and doesn’t save a score.

DESIGN → TEST → IMPROVE

A paper bridge bends under a toy car. What could you change and test?

Explore the answer

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

A starting point, not a ceiling.

Key stage can give curriculum context. Lesson difficulty should follow what a learner demonstrates in each skill, with support where it helps.

How learning works
  1. 01

    Discover understanding

    Starting-point checks record responses and support used. Current checks cover introductory Maths, English and Science skills.

  2. 02

    Take an achievable step

    Available lessons and parent choices shape a gentle daily path. Families can explore more within their subject access.

  3. 03

    Build your own story

    Saved work and later responses help show what is developing. Age guides presentation, independently of difficulty.

Where will curiosity take you next?

Maths, English and Science are core subjects. Extra subjects depend on your package and parent choices.