Teacher in Charge: Miss K. Carnihan
This programme is for the teaching and learning of innovative tech design through a series of modules which provide students the opportunity to problem solve and develop creativity through design using their digital and artistic skills.
These modules incorporate Digital Technologies and Visual Art in a cross-curricular approach to teaching and learning. The aim is to enable students to link their digital knowledge and art design to the real world in which they live.
Toy Town: As part of this project students will research, design and produce a new and interesting toy for a target age group. OR Student choice: students will have the opportunity to develop an idea in collaboration with the teacher.
Skills developed throughout these modules include:
Numeracy skills – problem solving, measuring and calculating, geometrical techniques.
Literacy skills – communicating ideas both written and verbal: research, writing game rules, presenting ideas, effective team communication, communicating storylines.
Understanding general ideas and details
Following instructions precisely
Knowledge of colour theory and colour associations, CMYK v’s RGB
3D design using digital design software and 3D printing
File management and presentation skills
Knowledge of the design process
Package design: nets, graphic creation, resolution,
Sketching: Freehand, Perspective, Orthographic
Modelling in a variety of materials eg clay, papier mache, wire
Development of cover artwork: mixed wet and dry media, digital art
Distinguishing between essential constraints and desirable features
Investigating a context to develop ideas for feasible outcomes
Investigating and consider the production of artwork design for the particular context.
Investigating and identifying the strategies and algorithms used in successful board games
Generating and communicating viable potential solutions (brainstorms, concepts, reports)
Exploring and using digital skills and art-making conventions as part of the design development
Developing a rough plan, including: reviewing the prepared suggestions; reaching and recording agreed decisions; maintaining a broad level of description, avoiding excessive detail; identifying needed information and materials; making estimates of quantity and cost; describing, testing and evaluating the plan.
Testing and evaluating of potential materials and identifying the most practical solutions.
Identifying and communicate the algorithms required for a particular solution eg playing a game
Making the final plan, product and/or detailed instructions with comprehensiveness, accuracy, clarity and quality.
Implementing the activity with full preparation
Testing and evaluating the plan or product comprehensively