Students are expected to know the following:

Students are expected to be able to do the following:

Students are expected to know the following:

Students are expected to be able to do the following:

Students are expected to know the following:

Students are expected to be able to do the following:

Students are expected to know the following:

Students are expected to be able to do the following:

Students are expected to know the following:

Students are expected to be able to do the following:

The curriculum is designed to be offered in modules or courses of various lengths. There are more Content learning standards for Grade 9, as schools often offer these as full courses. Schools are required to provide students with the equivalent of a full-year “course” in Applied Design, Skills, and Technologies. This “course” can be made up of one or more of the modules listed below. Schools may choose from among the modules provided in the provincial curriculum or develop new modules that use the Curricular Competencies of Applied Design, Skills, and Technologies 9 with locally developed content. Locally developed modules can be offered in addition to, or instead of, the modules in the provincial curriculum.
Students are expected to know the following:

Students are expected to be able to do the following:

The curriculum is designed to be offered in modules or courses of various lengths. Schools are required to provide students with the equivalent of a full-year “course” in  Applied Design, Skills, and Technologies. This “course” can be made up of one or more modules. Schools may choose from among the modules listed below or develop new modules that use the Curricular Competencies of  Applied Design, Skills, and Technologies 8 with locally developed content. Locally developed modules can be offered in addition to, or instead of, the modules in the provincial curriculum.
Students are expected to know the following:

Students are expected to be able to do the following:

Students are expected to use the learning standards for Curricular Competencies from Applied Design, Skills, and Technologies 4-5 in combination with grade-level content from other areas of learning in cross-curricular activities to develop foundational mindsets and skills in design thinking and making.

Students are expected to be able to do the following:

Students are expected to use the learning standards for Curricular Competencies from Applied Design, Skills, and Technologies 4-5 in combination with grade-level content from other areas of learning in cross-curricular activities to develop foundational mindsets and skills in design thinking and making.

Students are expected to be able to do the following:

Students are expected to use the learning standards for Curricular Competencies from Applied Design, Skills, and Technologies K-3 in combination with grade-level content from other areas of learning in cross-curricular activities to develop foundational mindsets and skills in design thinking and making.

Students are expected to be able to do the following:

Big Ideas

Big Ideas

Social, ethical, and sustainability considerations impact design.
Complex tasks require the sequencing of skills.
Complex tasks require different technologies and tools at different stages.
Design can be responsive to identified needs.
Complex tasks require the acquisition of additional skills.
Complex tasks may require multiple tools and technologies.
Design can be responsive to identified needs.
Complex tasks require the acquisition of additional skills.
Complex tasks may require multiple tools and technologies.
Design can be responsive to identified needs.
Complex tasks require the acquisition of additional skills.
Complex tasks may require multiple tools and technologies.
Designs grow out of natural curiosity.
Skills can be developed through play.
Technologies are tools that extend human capabilities.
Designs grow out of natural curiosity.
Skills can be developed through play.
Technologies are tools that extend human capabilities.
Designs grow out of natural curiosity.
Skills can be developed through play.
Technologies are tools that extend human capabilities.
Designs can be improved with prototyping and testing.
Skills are developed through practice, effort, and action.
The choice of technology and tools depends on the task.
Designs grow out of natural curiosity.
Skills can be developed through play.
Technologies are tools that extend human capabilities.
Designs can be improved with prototyping and testing.
Skills are developed through practice, effort, and action.
The choice of technology and tools depends on the task.

Content

Learning Standards

Content

Drafting
  • drafting technique, including dimensioning and standards
  • drafting styles, including perspective, mechanical, and architectural
  • CADD
    computer-aided drafting and design
    /CAM
    computer-aided manufacturing
    , CNC
    computer numerical control
    and 3D printing
  • function of models
  • basic
    for example, for the purpose of editing to send to output devices
    code
  • digital output devices
    for example, plotters, vinyl cutters, and 3D printers; CNC machines
  • virtual creation
    for example, layout and planning of a project, creating plans for a model
    using CAD/CAM
Electronics and Robotics
  • uses of electronics and robotics
  • components
    power source, conductor, load
    of an electric circuit
  • ways in which various electrical components
    for example, diodes, LEDs, resistors, capacitors, transistors, ICs (integrated circuits), SCRs (silicon controlled rectifiers), regulators
    affect the path of electricity
  • Ohm’s law
    describes how voltage, current, and resistance are related: V=IR
  • platforms
    for example, VEX, VEX IQ, LEGO Mindstorms/NXT, Arduino, EasyC, RobotC, Scratch for Arduino
    for PCB (printed circuit board) production
  • basic robot behaviours using input/output devices
    for example, gyro sensors, bump, motion, sound, light, infrared
    , movement- and sensor-based responses, and microcontrollers
  • mechanical devices
    for example, gears, belts, pulleys, chains, sprockets, linear actuators, pneumatics, bearings, slides
    for the transfer of mechanical energy
  • mechanical advantage and power efficiency, including friction, force, and torque
  • robotics coding
    for example, G-code, C++, Sketch
  • various platforms
    for example, VEX, VEX IQ, LEGO Mindstorms/NXT, Arduino, EasyC, RobotC, Scratch for Arduino
    for robotics programming
Entrepreneurship and Marketing
  • risks and benefits of entrepreneurship
  • the role of social entrepreneurship in First Nations communities 
  • ways of decreasing production costs through training and technological advancement
  • flow of goods and services from producers to consumers
  • identification
    for example, business name, slogan, logo
    of a good or service that ensures brand recognition
  • marketing strategies using the 4 Ps: product, price, promotion, and placement
  • market segmentation by demographic
    age, gender, occupation, and education of customers
    , geographic
    size and location of a market area
    , psychographic
    general personality and lifestyle preferences of a customer base
    , and purchasing pattern
    buying behaviour of customers
  • evolving consumer needs and wants
  • role of online technologies in expanding access to goods and services
  • sources of financing
    for example, banks, private lending firms, crowdfunding, government grants
    for a new venture or start-up business
  • measurement
    profit, loss, asset, liability; financial documents to represent health of a business
    of financial success and failure 
Food Studies
  • pathogenic microbes
    for example, salmonella, E. coli 0157:H7, staphylococcus
    associated with food-borne illnesses
  • components of food preparation, including use and adaptations of ingredients, techniques, and equipment
  • health, economic, and environmental factors
    for example, global food systems, balanced eating/nutrition, food waste, food marketing, food trends, ethics
    that influence availability and choice of food in personal, local, and global contexts
  • ethical issues
    for example, environment, conditions, rights of workers and animals
    related to food systems
  • First Peoples traditional food use, including ingredients, harvesting/gathering, storage, preparation, and preservation
Information and Communications Technologies
  • text-based coding
    HTML, CSS, JavaScript
  • binary representation of various data types, including text, sound, pictures, video
  • drag-and-drop mobile development
    for example, Vizwik
  • programming modular components
    for example, Arduino, Raspberry Pi, LEGO Mindstorms
  • development and collaboration in a cloud-based environment
    for example, Cloud 9, GitHub
  • design and function of networking hardware and topology, including wired and wireless network router types, switches, hubs, wireless transfer systems
    for example, NFID, Bluetooth, mobile payments
    , and client-server relationships
  • functions of operating systems, including mobile, open source, and proprietary systems
  • current and future impacts
    potential to support collaboration, sharing, and communication; data storage and privacy
    of evolving web standards and cloud-based technologies
  • design for the web
    digital creation and manipulation of videos and images for a web-based purpose
  • strategies for curating and managing personal digital content, including management, personalization, organization, maintenance, contribution, creation, and publishing of digital content
  • relationships
    for example, local and global impacts of evolving communication and mobile devices, socio-economic digital divide, technology and gender, social media and social movements, social media and politics, inequality of access, technology and democracy, information as a commodity
    between technology and social change
  • strategies to manage and maintain personal learning networks
    personalized digital instructional tools to share and authenticate learning
    , including content consumption and creation
    web forums, tutorials, videos, digital resources, listservs, global communities, group communication and etiquette, online learning, MOOCS, open courseware, broadcasting
  • keyboarding techniques
    for example, physical hand and foot placement, posture, development of touch typing skills, use of “home row” ASDFJKL techniques
Media Arts
  • digital and non-digital
    for example video production, layout and design, graphics and images, photography (digital and traditional), new emerging media processes (performance art, collaborative work, sound art, network art, kinetic art, biotechnical art, robotic art, space art)
    media technologies, their distinguishing characteristics and uses
  • techniques for organizing ideas to structure information and story through media conventions
    traditional or culturally accepted ways of doing things based on audience expectations. Each media form has hundreds of conventions that have been built up over time and are widely accepted by audiences.
  • media production skills
    editing and publishing to shape the technical and symbolic elements of images, sounds, and text
  • standards-compliant technology
    layout conventions, mark-up language, current web standards, or other digital media compliance requirements ethical, moral, legal considerations and regulatory issues: for example, in relation to duplication, copyright, appropriation, and ownership of rights
  • ethical, moral, legal considerations and regulatory issues
    for example, in relation to duplication, copyright, appropriation, and ownership of rights
  • technical and symbolic elements that can be used in storytelling
  • specific features and purposes of media artworks from the present and the past to explore viewpoints, including those of First Peoples
  • specific purposes of media use in the social advocacy of First Peoples in Canada
  • influences of digital media in society
Metalwork
  • basic metallurgy
    identification, characteristics, and properties of different metals, and characteristics of metal in a variety of formats and gauges
  • range of uses
    for example, art metal, jewellery, stained glass, tools, sheet metal boxes, medieval armour
    of metalwork
  • welding
    for example, arc, oxygen-acetylene, and MIG welding
  • fabrication techniques and processes
    for example, plasma and gas cutting, machining (turning, milling, forming, knurling), boring
    using hand tools
    for example, wrench, socket, ratchet, ignition tools, hammer, chisel, punch, extractor, HeliCoil, ring compressor/expander, honing tool, hand valve grinding tool
    and stationary equipment
    for example, sandblaster, band saw, drill press, grinder, sander, buffing wheel, lathe, horizontal band saw, Beverly shear, Whitney punch, benders, hydraulic press, spincaster, forge
  • foundry processes, including creating patterns and moulds, and casting
    for example, lost wax casting, sand casting, investment casting, spin casting
  • recycling and repurposing of materials
Power Technology
  • energy transmission and applications
  • efficiency, including energy loss in the form of thermal energy
  • thermodynamics
    relationship between heat and other forms of energy
  • types of fuels and methods of converting fuels to mechanical energy
  • alternative energy sources
  • small engine systems
    for example, ignition, fuel system, combustion cycle
  • mechanical measurement devices
    for example, torque wrench, feeler gauge, telescopic, micrometer, Vernier caliper, Plastigauge
  • power technology hand tools
    for example, wrench, socket, ratchet, ignition tools, hammer, chisel, punch, extractor, HeliCoil, ring compressor/expander, honing tool, hand valve grinding tool
  • effects of forces
    for example, tension, torsion, torque, shear, bending, compression
    on devices
  • manuals as information sources
Textiles
  • natural and manufactured fibres, including their origins, characteristics, uses, and care
  • strategies for using and modifying simple patterns
  • elements of design used in the design of a textile item
  • social factors that influence textile choices and the impact of those choices on local communities
  • role of textiles in First Peoples cultures
Woodwork
  • importance of woodwork in historical and cultural contexts, locally and throughout Canada
  • identification, characteristics, properties, and uses of wood from various tree species
  • techniques for adjusting plans and drawings
  • woodworking techniques
    for example, shaping, laminating, turning, abrasives, adhesives, finishing
    and traditional
    for example, box joint, splined mitre, lapped joint
    and non-traditional
    for example, biscuits, brads
    joinery using a variety of tools and equipment, including stationary power equipment
    for example, jointer, planer, lathe, router table, table saw, chop saw, band saw, thickness sander, disc/belt sander, spindle sander, mortise machine, drill press, scroll saw
  • the relationship between First Peoples culturally modified trees and the sustainable use of wood
  • issues
    rate of harvest; effects of logging and replanting on ecosystems
    in the sustainable use of wood
Computational Thinking
  • software programs as specific and sequential instructions with algorithms that can be reliably repeated by others
  • debugging algorithms and programs by breaking problems down into a series of sub-problems
  • binary number system (1s and 0s) to represent data
  • programming languages, including visual programming
    for example, Scratch, Alice, Greenfoot, BlueJ
    in relation to text-based programming
    for example, HTML
    and programming modular components
    for example, Arduino, LEGO Mindstorms
Computers and Communications Devices
  • design and function of digital infrastructures, from personal communication systems to wide area networks
    for example, global, satellite
    and the Internet of Things
  • social, cultural, and economic impact of mobile devices
  • systems for information transfer and communication, including videos, blogs, podcasts, and social media
  • keyboarding techniques
    for example, physical hand and foot placement, posture, development of touch typing skills, use of “home row” ASDFJKL techniques
Digital Literacy
  • elements of digital citizenship
    for example, digital self-image, creative credit and copyright, relationships and communication, cyberbullying, legal and ethical issues
  • ethical and legal implications of current and future technologies
    for example, hacking (white hat and black hat), P2P Sharing, Torrents, VPNs, tracking, data collection, anonymity; automation, artificial intelligence, mobile devices, data collection, robotics, digital currencies (e.g., Bitcoin)
  • strategies for curating personal digital content, including management, personalization, organization, and maintenance of digital content; e-mail management; and workflow
  • search techniques, how search results are selected and ranked, and criteria
    accuracy, timeliness, appropriateness, credibility, and bias
    for evaluating search results
  • strategies to engage with personal learning networks
    personalized digital instructional tools to support learning (web forums, tutorials, videos, digital resources, global communities, group communication and etiquette, online learning)
Drafting
  • manual and computer-aided drafting techniques
    isometric, orthographic, oblique, scale, 2D and 3D drawings
  • elements of technical plans and drawings
  • advantages of using
    for example, converting raster to vector in order to use plotters and vinyl cuttersvirtual creation: for example, layout and planning of a project, creating plans for a model
    vector files
  • virtual creation using CAD
Entrepreneurship and Marketing
  • characteristics
    goal, element of risk, personal commitment, planning and preparation, commitment of resources
    of entrepreneurial activity
  • characteristics of social entrepreneurship in First Nations communities
  • recognition of a market need and identification of target market
  • development of a product or service, including its features and benefits
  • forms
    print, social media, web, digital
    of advertising and marketing that can influence a potential customer or buyer
  • differences between consumer wants
    what one would like to have; what one can do without
    and needs
  • role of money management in financing an idea or developing a product 
Food Studies
  • cross-contamination, including prevention and management
  • food preparation practices, including elements of a recipe, techniques, and equipment
  • effects of removing or substituting ingredients, including nutritional profile, food quality, taste
  • social factors that affect food choices, including eating practices
  • variety of eating practices
    with whom, what, when, how, why, where food is consumed in a variety of situations (e.g., informal, formal, special, and/or ceremonial occasions)
  • local food systems
    growing, harvesting, processing, packaging, transporting, marketing, consumption, and disposal of food and food-related items
  • First Peoples food use and how that use has changed over time
Media Arts
  • digital and non-digital
    for example, video production, layout and design, graphics and images, photography (digital and traditional), emerging media processes (performance art, collaborative work, sound art, network art, kinetic art, biotechnical art, robotic art, space art)
    media technologies, their distinguishing characteristics, and their uses, including layout and design, graphics and images, and video production techniques for using images, sounds, and text to represent characterizations and points of view of people, including themselves, as well as settings and ideas
  • story principles
    electing and organizing the elements of structure, intent, characters, settings, and points of view within the conventions of a genre
    and genre conventions
    traditional or culturally accepted ways of doing things based on audience expectations
  • media technologies and techniques
    for example, preparing rough lumber, choosing appropriate tool sizes, cutting, drilling, painting, using simple hardware and fasteners
    to shape space, time, movement, and lighting within images, sounds, and text for specific purposes
  • processes for manipulating and testing digital media data
  • issues in ethical media practices, including cultural appropriation, moral copyright, reproduction, and privacy
  • elements
    composition, time, space, sound, movement, lighting
    of media arts used to communicate meaning
  • influences of digital media, including on communication and self-expression
Metalwork
  • characteristics and uses of ferrous and non-ferrous metals
  • metal fastening techniques, including basic welding and fabrication practices
  • metalworking techniques and processes
    brazing, turning, machining, drilling, cutting, sanding, grinding, polishing
    using hand tools
    for example, cordless and corded drills, rotary tool, hammer, screwdriver, backsaw, ripsaw, coping saw, nail set, square, clamp and vise, chisel, marking gauge, carpenter square, jig saw
    and power equipment
    for example, band saw, scroll saw, drill press
  • elements of plans and drawings
  • reclamation and repurposing of metals
Power Technology
  • uses of power technology
  • renewable and non-renewable sources of energy
  • conversion and transmission of energy
  • kinetic
    energy of motion
    and potential
    stored energy of position
    energy
  • effect of mass and inertia on speed and distance
  • role of aerodynamics
  • effects of forces
    for example, tension, torsion, compression, shear, friction
    on devices
Robotics
  • uses of robotics in local contexts
  • types of sensors
    bump, motion, sound, light, infrared
  • user and autonomous control systems
  • uses and applications of end effectors
  • movement- and sensor-based responses
  • program flow
  • interpretation and use of schematics for assembling
    for example, soldering (with fume extraction), breadboarding
    circuits
  • identification and applications of components
    for example, diodes, LEDs, resistors, capacitors, transistors
  • various platforms
    for example, VEX, VEX IQ, LEGO Mindstorms/NXT
    for robotics programming
Textiles
  • sources of textile materials
    for example, leather, cedar, wool, cotton, felt, embroidery thread, yarn, grasses and reeds, pine needles, sinew, plastic, used items and fabrics (e.g., food wrappers, old clothing)
  • hand and machine construction techniques for producing and/or repairing textile items
  • basic components of patterns and instructions
  • colour as an element of design
  • personal factors that influence textile choices, including culture and self-expression, and the impact of those choices on individual and cultural identity
Woodwork
  • historical and current contexts of woodworking
  • identification, characteristics, and properties of a variety of woods, both manufactured and natural
  • elements of plans and drawings
  • woodworking techniques
    for example, preparing rough lumber, choosing appropriate tool sizes, cutting, drilling, painting, using simple hardware and fasteners
  • traditional
    for example, mitre joint, rabbet joint, dado joint, dowelling
    and non-traditional
    for example, metal connectors, screws and fasteners, biscuits
    joinery using hand tools
    for example, cordless and corded drills, rotary tool, hammer, screwdriver, backsaw, ripsaw, coping saw, nail set, square, clamp and vise, chisel, marking gauge, carpenter square, jig saw
    and power equipment
    for example, band saw, scroll saw, drill press
  • options for reuse
    recycling and reclamation
    of wood and wood products
Computational Thinking
  • simple algorithms
     for sorting, searching, sequence, selection, and repetition; specific statements to complete a simple task; cryptography and code breaking (e.g., cyphers)
     that reflect computational thinking
  • visual representations
     graphs, charts, network diagrams, info graphics, flow charts, lists, tables, or arrays
     of problems and data
  • evolution of programming languages
     historical perspectives, evolution (e.g., Ada Lovelace, punch cards, Hollerith, Grace Hopper, Alan Turing, Enigma, cyphers)
  • visual programming
     for example, Kodu, Scratch
Computers and Communications Devices
  • computer system architecture, including hardware and software, network infrastructure (local), intranet/Internet, and personal communication devices
  • strategies for identifying and troubleshooting simple hardware and software problems
  • function of input and output devices, including 3D printing and adaptive technologies for those with special needs
  • ergonomics in use of computers and computing devices
  • effective and efficient keyboarding techniques
Digital Literacy
  • Internet safety
     including privacy and security (secured connections, passwords, personal information), digital footprint and dossier, cyberbullying, online scams, and cybercrimes
  • digital self-image, citizenship, relationships, and communication
  • legal and ethical considerations, including creative credit and copyright, and cyberbullying
  • methods for personal media management
     for example, personalization and organization, bookmarks, content management
  • search techniques, how search results are selected and ranked, and criteria
     accuracy, timeliness, appropriateness, credibility, and bias
     for evaluating search results
  • strategies to identify personal learning networks
     personalized digital instructional tools to enhance learning and engagement (apps, websites, videos, tutorials, games)
Drafting
  • technical drawing, including sketching techniques and manual drafting techniques 
  • elements of plans and drawings
  • simple computer-aided drafting programs
     for example, SketchUp, 123Design
Entrepreneurship and Marketing
  • role of entrepreneurship in designing and making products and services
  • market niche
     a subset of the market on which a specific product is focused, created by identifying needs or wants not provided by competitors
  • branding of products, services, institutions, or places
  • pricing product/service, including decision to seek profit or break even
  • role of basic financial record-keeping and budgeting
Food Studies
  • basic food handling and simple preparation techniques and equipment
  • factors in ingredient use, including balanced eating/nutrition, function, and dietary restrictions
  • factors that influence food choices, including cost, availability, and family and cultural influences
Media Arts
  • digital and non-digital
     for example, video production, layout and design, graphics and images, photography (digital and traditional), emerging media processes (performance art, collaborative work, sound art, network art)
     media, and their distinguishing characteristics and uses
  • techniques
     for example, crop, print, record/capture, sequence
     for using images, sounds, and text to communicate information, settings, ideas, and story structure
  • media technologies and techniques to capture, edit, and manipulate images, sounds, and text for specific purposes
  • influences of digital media for the purpose of communication and self-expression
Metalwork
  • characteristics and uses of metals
  • metalworking techniques and processes
     for example, bending, cutting, filing, drilling, soldering (with fume extractor)
     using hand tools
     for example, cordless and corded drills, rotary tool, hammer, screwdriver, backsaw, coping saw, nail set, square, clamp and vise
  • metals as a non-renewable resource
Power Technology
  • power is the rate at which energy is transformed
  • forms of energy
     sound, thermal, elastic, nuclear, chemical, magnetic, mechanical, gravitational, and electrical
  • energy is conserved
     the law of conservation of energy — energy cannot be created or destroyed but can be changed
  • devices that transform energy
     for example, electrical to mechanical, elastic to mechanical, chemical to electrical, electrical to light
Robotics
  • a robot is a machine capable of carrying out a complex series of actions automatically
  • uses of robotics
  • main components of robots: sensors
     “sense” — the parts of the robot that allow it to gather information about its environment that guides its behaviour
    control systems
     “think” — the part of the robot that determines the robot’s behaviour
    , and effectors
     “act” — the parts of the robot that do the work
  • various ways
     straight line, back-and-forth, round-and-round, zigzag, fast and slow, fixed distances in set patterns
     that objects can move
  • programming and logic for robotics components
  • various platforms
     for example, VEX IQ, LEGO Mindstorms/NXT, Cubelets 
     for robotics
Textiles
  • range of uses
     construction (e.g., sails at Canada Place), automotive, apparel, function (e.g., fire blanket), ceremonial (e.g., regalia)
     of textiles
  • variety of textile materials
     for example, leather, cedar, wool, cotton, felt, embroidery thread, yarn, grasses and reeds, pine needles, sinew, plastic, used items and fabrics (e.g., food wrappers, old clothing)
  • hand construction techniques
     for example, hand sewing, knitting (needles, arm, spool), crocheting, weaving, darning, up-cycling (e.g., turning an underused item into something else), embellishing existing items
     for producing and/or repairing textile items
  • consumer concerns that influence textile choices, including availability, cost, function (e.g., waterproof), and textile care
Woodwork
  • ways in which wood is used in local cultural and economic contexts
  • characteristics of wood as a material
  • woodworking techniques
     for example, cutting materials according to plan, layout, sanding methods, abrasive applications
     and basic joinery
     for example, butt joints (with and without dowel), rabbit joints, gluing, nails and screws
     using hand tools
     for example, cordless and corded drills, rotary tool, hammer, screwdriver, backsaw, coping saw, nail set, square, clamp and vise
Computational Thinking
  • simple algorithms
    for sorting, searching, sequence, selection, and repetition; specific statements to complete a simple task; cryptography and code breaking (e.g., cyphers)
    that reflect computational thinking
  • visual representations
    graphs, charts, network diagrams, info graphics, flow charts, lists, tables, or arrays
    of problems and data
  • evolution of programming languages
    historical perspectives, evolution (e.g., Ada Lovelace, punch cards, Hollerith, Grace Hopper, Alan Turing, Enigma, cyphers)
  • visual programming
    for example, Kodu, Scratch
Computers and Communications Devices
  • computer system architecture, including hardware and software, network infrastructure (local), intranet/Internet, and personal communication devices
  • strategies for identifying and troubleshooting simple hardware and software problems
  • function of input and output devices, including 3D printing and adaptive technologies for those with special needs
  • ergonomics in use of computers and computing devices
  • effective and efficient keyboarding techniques
Digital Literacy
  • Internet safety
    including privacy and security (secured connections, passwords, personal information), digital footprint and dossier, cyberbullying, online scams, and cybercrimes
  • digital self-image, citizenship, relationships, and communication
  • legal and ethical considerations, including creative credit and copyright, and cyberbullying
  • methods for personal media management
    for example, personalization and organization, bookmarks, content management
  • search techniques, how search results are selected and ranked, and criteria
    accuracy, timeliness, appropriateness, credibility, and bias
    for evaluating search results
  • strategies to identify personal learning networks
    personalized digital instructional tools to enhance learning and engagement (apps, websites, videos, tutorials, games)
Drafting
  • technical drawing, including sketching techniques and manual drafting techniques 
  • elements of plans and drawings
  • simple computer-aided drafting programs
    for example, SketchUp, 123Design
Entrepreneurship and Marketing
  • role of entrepreneurship in designing and making products and services
  • market niche
    a subset of the market on which a specific product is focused, created by identifying needs or wants not provided by competitors
  • branding of products, services, institutions, or places
  • pricing product/service, including decision to seek profit or break even
  • role of basic financial record-keeping and budgeting
Food Studies
  • basic food handling and simple preparation techniques and equipment
  • factors in ingredient use, including balanced eating/nutrition, function, and dietary restrictions
  • factors that influence food choices, including cost, availability, and family and cultural influences
Media Arts
  • digital and non-digital
    for example, video production, layout and design, graphics and images, photography (digital and traditional), emerging media processes (performance art, collaborative work, sound art, network art)
    media, and their distinguishing characteristics and uses
  • techniques
    for example, crop, print, record/capture, sequence
    for using images, sounds, and text to communicate information, settings, ideas, and story structure
  • media technologies and techniques to capture, edit, and manipulate images, sounds, and text for specific purposes
  • influences of digital media for the purpose of communication and self-expression
Metalwork
  • characteristics and uses of metals
  • metalworking techniques and processes
    for example, bending, cutting, filing, drilling, soldering (with fume extractor)
    using hand tools
    for example, cordless and corded drills, rotary tool, hammer, screwdriver, backsaw, coping saw, nail set, square, clamp and vise
  • metals as a non-renewable resource
Power Technology
  • power is the rate at which energy is transformed
  • forms of energy
    sound, thermal, elastic, nuclear, chemical, magnetic, mechanical, gravitational, and electrical
  • energy is conserved
    the law of conservation of energy — energy cannot be created or destroyed but can be changed
  • devices that transform energy
    for example, electrical to mechanical, elastic to mechanical, chemical to electrical, electrical to light
Robotics
  • a robot is a machine capable of carrying out a complex series of actions automatically
  • uses of robotics
  • main components of robots: sensors
    “sense” — the parts of the robot that allow it to gather information about its environment that guides its behaviour
    , control systems
    “think” — the part of the robot that determines the robot’s behaviour
    , and effectors
    “act” — the parts of the robot that do the work
  • various ways
    straight line, back-and-forth, round-and-round, zigzag, fast and slow, fixed distances in set patterns
    that objects can move
  • programming and logic for robotics components
  • various platforms
    for example, VEX IQ, LEGO Mindstorms/NXT, Cubelets 
    for robotics
Textiles
  • range of uses
    construction (e.g., sails at Canada Place), automotive, apparel, function (e.g., fire blanket), ceremonial (e.g., regalia)
    of textiles
  • variety of textile materials
    for example, leather, cedar, wool, cotton, felt, embroidery thread, yarn, grasses and reeds, pine needles, sinew, plastic, used items and fabrics (e.g., food wrappers, old clothing)
  • hand construction techniques
    for example, hand sewing, knitting (needles, arm, spool), crocheting, weaving, darning, up-cycling (e.g., turning an underused item into something else), embellishing existing items
    for producing and/or repairing textile items
  • consumer concerns that influence textile choices, including availability, cost, function (e.g., waterproof), and textile care
Woodwork
  • ways in which wood is used in local cultural and economic contexts
  • characteristics of wood as a material
  • woodworking techniques
    for example, cutting materials according to plan, layout, sanding methods, abrasive applications
    and basic joinery
    for example, butt joints (with and without dowel), rabbit joints, gluing, nails and screws
    using hand tools
    for example, cordless and corded drills, rotary tool, hammer, screwdriver, backsaw, coping saw, nail set, square, clamp and vise

Curricular Competency

Learning Standards

Curricular Competency

Applied Design

Understanding context
  • Engage in a period of research
    seeking knowledge from other people as experts (e.g., First Peoples Elders), secondary sources, and collective pools of knowledge in communities and collaborative atmospheres
    and empathetic observation
    aimed at understanding the values and beliefs of other cultures and the diverse motivations and needs of different people
    in order to understand design opportunities
Defining
setting parameters
  • Choose a design opportunity
  • Identify potential users and relevant contextual factors
  • Identify criteria for success, intended impact, and any constraints
    limiting factors such as task or user requirements, materials, expense, environmental impact, issues of appropriation, and knowledge that is considered sacred
Ideating
forming ideas or concepts
  • Take creative risks in generating ideas and add to others’ ideas in ways that enhance them
  • Screen ideas against criteria and constraints
  • Critically analyze and prioritize competing factors, including social, ethical, and sustainability considerations, to meet community needs for preferred futures
  • Choose an idea to pursue, keeping other potentially viable ideas open
Prototyping
  • Identify and use sources of inspiration
    may include experiences; traditional cultural knowledge and approaches, including those of First Peoples; places, including the land and its natural resources and analogous settings; and people, including users, experts, and thought leaders
    and information
  • Choose a form for prototyping and develop a plan
    for example, pictorial drawings, sketches, flow charts
    that includes key stages and resources
  • Evaluate a variety of materials for effective use and potential for reuse, recycling, and biodegradability
  • Prototype, making changes to tools, materials, and procedures as needed
  • Record iterations
    repetitions of a process with the aim of approaching a desired result
    of prototyping
Testing
  • Identify sources of feedback
    may include peers; users; keepers of traditional cultural knowledge and approaches, including those of First Peoples; and other experts
  • Develop an appropriate test
    consider conditions, number of trials
    of the prototype
  • Conduct the test, collect and compile data, evaluate data, and decide on changes
  • Iterate the prototype or abandon the design idea
Making
  • Identify and use appropriate tools, technologies
    things that extend human capabilities
    , materials, and processes for production
  • Make a step-by-step plan for production and carry it out, making changes as needed
  • Use materials in ways that minimize waste
Sharing
  • Decide on how and with whom to share
    may include showing to others, use by others, giving away, or marketing and selling
    their product
    for example, a physical product, a process, a system, a service, or a designed environment
    and processes
  • Demonstrate their product to potential users, providing a rationale for the selected solution, modifications, and procedures, using appropriate terminology
  • Critically evaluate the success of their product, and explain how their design ideas contribute to the individual, family, community, and/or environment
  • Critically reflect on their design thinking and processes, and evaluate their ability to work effectively both as individuals and collaboratively in a group, including their ability to share and maintain an efficient co-operative work space
  • Identify new design issues

Understanding context

  • Empathize

    share the feelings and understand the needs of others to inform design

    with potential users

    may include self, peers, younger children, family or community members, customers, plants, or animals

    to find issues and uncover needs and potential design opportunities

Defining

  • Choose a design opportunity
  • Identify key features or potential users and their requirements
  • Identify criteria for success and any constraints

    limiting factors such as task or user requirements, materials, expense, environmental impact, issues of appropriation, and knowledge that is considered sacred

Ideating

  • Generate potential ideas and add to others’ ideas
  • Screen ideas against criteria and constraints
  • Evaluate personal, social, and environmental impacts and ethical considerations
  • Choose an idea to pursue

Prototyping

  • Identify and use sources of information

    including seeking knowledge from other people as experts (e.g., First Peoples Elders) secondary sources, and collective pools of knowledge in communities and collaborative atmospheres

  • Develop a plan that identifies key stages and resources
  • Explore and test a variety of materials for effective use
  • Construct a first version of the product

    for example, a physical product, a process, a system, a service, or a designed environment

    or a prototype, as appropriate, making changes to tools, materials, and procedures as needed
  • Record iterations

    repetitions of a process with the aim of approaching a desired result

    of prototyping

Testing

  • Test the first version of the product or the prototype
  • Gather peer and/or user and/or expert feedback and inspiration
  • Make changes, troubleshoot, and test again

Making

  • Identify and use appropriate tools, technologies

    things that extend human capabilities

    , and materials for production
  • Make a plan for production that includes key stages, and carry it out, making changes as needed
  • Use materials in ways that minimize waste

Sharing

  • Decide on how and with whom to share

    may include showing to others, use by others, giving away, or marketing and selling

    their product
  • Demonstrate their product and describe their process, using appropriate terminology and providing reasons for their selected solution and modifications
  • Evaluate their product against their criteria and explain how it contributes to the individual, family, community, and/or environment 
  • Reflect on their design thinking and processes, and evaluate their ability to work effectively both as individuals and collaboratively in a group, including their ability to share and maintain an efficient co-operative work space
  • Identify new design issues

Understanding context

  • Empathize

     share the feelings and understand the needs of others to inform design

     with potential users

     may include self, peers, younger children, family or community members, customers, plants, or animals

     to find issues and uncover needs and potential design opportunities

Defining

  • Choose a design opportunity
  • Identify key features or potential users and their requirements
  • Identify criteria for success and any constraints

     limiting factors such as task or user requirements, materials, expense, environmental impact, issues of appropriation, and knowledge that is considered sacred

Ideating

  • Generate potential ideas and add to others’ ideas
  • Screen ideas against criteria and constraints
  • Evaluate personal, social, and environmental impacts and ethical considerations
  • Choose an idea to pursue

Prototyping

  • Identify and use sources of information

     including seeking knowledge from other people as experts (e.g., First Peoples Elders), secondary sources, and collective pools of knowledge in communities and collaborative atmospheres

  • Develop a plan that identifies key stages and resources
  • Explore and test a variety of materials for effective use
  • Construct a first version of the product

     for example, a physical product, a process, a system, a service, or a designed environment

     or a prototype, as appropriate, making changes to tools, materials, and procedures as needed
  • Record iterations

     repetitions of a process with the aim of approaching a desired result

     of prototyping

Testing

  • Test the first version of the product or the prototype
  • Gather peer and/or user and/or expert feedback and inspiration
  • Make changes, troubleshoot, and test again

Making

  • Identify and use appropriate tools, technologies

     things that extend human capabilities

    , and materials for production
  • Make a plan for production that includes key stages, and carry it out, making changes as needed
  • Use materials in ways that minimize waste

Sharing

  • Decide on how and with whom to share

     may include showing to others, use by others, giving away, or marketing and selling

     their product
  • Demonstrate their product and describe their process, using appropriate terminology and providing reasons for their selected solution and modifications
  • Evaluate their product against their criteria and explain how it contributes to the individual, family, community, and/or environment 
  • Reflect on their design thinking and processes, and evaluate their ability to work effectively both as individuals and collaboratively in a group, including their ability to share and maintain an efficient co-operative work space
  • Identify new design issues

Understanding context

  • Empathize

    share the feelings and understand the needs of others to inform design

    with potential users

    may include self, peers, younger children, family or community members, customers, plants, or animals

    to find issues and uncover needs and potential design opportunities

Defining

  • Choose a design opportunity
  • Identify key features or potential users and their requirements
  • Identify criteria for success and any constraints

    limiting factors such as task or user requirements, materials, expense, environmental impact, issues of appropriation, and knowledge that is considered sacred

Ideating

  • Generate potential ideas and add to others’ ideas
  • Screen ideas against criteria and constraints
  • Evaluate personal, social, and environmental impacts and ethical considerations
  • Choose an idea to pursue

Prototyping

  • Identify and use sources of information

    including seeking knowledge from other people as experts (e.g., First Peoples Elders), secondary sources, and collective pools of knowledge in communities and collaborative atmospheres

  • Develop a plan that identifies key stages and resources
  • Explore and test a variety of materials for effective use
  • Construct a first version of the product

    for example, a physical product, a process, a system, a service, or a designed environment

    or a prototype, as appropriate, making changes to tools, materials, and procedures as needed
  • Record iterations

    repetitions of a process with the aim of approaching a desired result

    of prototyping

Testing

  • Test the first version of the product or the prototype
  • Gather peer and/or user and/or expert feedback and inspiration
  • Make changes, troubleshoot, and test again

Making

  • Identify and use appropriate tools, technologies

    things that extend human capabilities

    , and materials for production
  • Make a plan for production that includes key stages, and carry it out, making changes as needed
  • Use materials in ways that minimize waste

Sharing

  • Decide on how and with whom to share

    may include showing to others, use by others, giving away, or marketing and selling

    their product
  • Demonstrate their product and describe their process, using appropriate terminology and providing reasons for their selected solution and modifications
  • Evaluate their product against their criteria and explain how it contributes to the individual, family, community, and/or environment 
  • Reflect on their design thinking and processes, and evaluate their ability to work effectively both as individuals and collaboratively in a group, including their ability to share and maintain an efficient co-operative work space
  • Identify new design issues

Ideating

forming ideas or concepts

  • Identify needs and opportunities for designing, through exploration
  • Generate ideas from their experiences and interests
  • Add to others’ ideas
  • Choose an idea to pursue. 

Making

  • Choose tools and materials
  • Make a product

    for example, a physical product, a process, a system, a service, or a designed environment

    using known procedures or through modelling of others
  • Use trial and error to make changes, solve problems, or incorporate new ideas from self or others

Sharing

  • Decide on how and with whom to share

    may include showing to others, use by others, giving away, or marketing and selling

    their product
  • Demonstrate their product, tell the story of designing and making their product, and explain how their product contributes to the individual, family, community, and/or environment
  • Use personal preferences to evaluate the success of their design solutions
  • Reflect on their ability to work effectively both as individuals and collaboratively in a group

Ideating

forming ideas or concepts

  • Identify needs and opportunities for designing, through exploration
  • Generate ideas from their experiences and interests
  • Add to others’ ideas
  • Choose an idea to pursue.

Making

  • Choose tools and materials
  • Make a product

    for example, a physical product, a process, a system, a service, or a designed environment

     using known procedures or through modelling of others
  • Use trial and error to make changes, solve problems, or incorporate new ideas from self or others

Sharing

  • Decide on how and with whom to share

    may include showing to others, use by others, giving away, or marketing and selling

     their product
  • Demonstrate their product, tell the story of designing and making their product, and explain how their product contributes to the individual, family, community, and/or environment
  • Use personal preferences to evaluate the success of their design solutions
  • Reflect on their ability to work effectively both as individuals and collaboratively in a group

Ideating

forming ideas or concepts

  • Identify needs and opportunities for designing, through exploration
  • Generate ideas from their experiences and interests
  • Add to others’ ideas
  • Choose an idea to pursue.

Making

  • Choose tools and materials
  • Make a product

    for example, a physical product, a process, a system, a service, or a designed environment

     using known procedures or through modelling of others
  • Use trial and error to make changes, solve problems, or incorporate new ideas from self or others

Sharing

  • Decide on how and with whom to share

    may include showing to others, use by others, giving away, or marketing and selling

     their product
  • Demonstrate their product, tell the story of designing and making their product, and explain how their product contributes to the individual, family, community, and/or environment
  • Use personal preferences to evaluate the success of their design solutions
  • Reflect on their ability to work effectively both as individuals and collaboratively in a group

Understanding context

  • Gather information about or from potential users

     may include self, peers, younger children, family or community members, customers, plants, or animals

Defining

  • Choose a design opportunity
  • Identify key features or user requirements
  • Identify the main objective for the design and any constraints

     limiting factors such as task or user requirements, materials, expense, environmental impact, issues of appropriation, and knowledge that is considered sacred

Ideating

  • Generate potential ideas and add to others’ ideas
  • Screen ideas against the objective and constraints
  • Choose an idea to pursue

Prototyping

  • Outline a general plan, identifying tools and materials
  • Construct a first version of the product

     for example, a physical product, a process, a system, a service, or a designed environment

    , making changes to tools, materials, and procedures as needed
  • Record iterations

     repetitions of a process with the aim of approaching a desired result

     of prototyping

Testing

  • Test the product
  • Gather peer feedback and inspiration
  • Make changes and test again, repeating until satisfied with the product

Making

  • Construct the final product, incorporating planned changes

Sharing

  • Decide on how and with whom to share

     may include showing to others, use by others, giving away, or marketing and selling

     their product
  • Demonstrate their product and describe their process
  • Determine whether their product meets the objective and contributes to the individual, family, community, and/or environment
  • Reflect on their design thinking and processes, and their ability to work effectively both as individuals and collaboratively in a group, including their ability to share and maintain a co-operative work space
  • Identify new design issues

Ideating

forming ideas or concepts

  • Identify needs and opportunities for designing, through exploration
  • Generate ideas from their experiences and interests
  • Add to others’ ideas
  • Choose an idea to pursue.

Making

  • Choose tools and materials
  • Make a product

    for example, a physical product, a process, a system, a service, or a designed environment

     using known procedures or through modelling of others
  • Use trial and error to make changes, solve problems, or incorporate new ideas from self or others

Sharing

  • Decide on how and with whom to share

    may include showing to others, use by others, giving away, or marketing and selling

     their product
  • Demonstrate their product, tell the story of designing and making their product, and explain how their product contributes to the individual, family, community, and/or environment
  • Use personal preferences to evaluate the success of their design solutions
  • Reflect on their ability to work effectively both as individuals and collaboratively in a group

Understanding context

  • Gather information about or from potential users

    may include self, peers, younger children, family or community members, customers, plants, or animals

Defining

  • Choose a design opportunity
  • Identify key features or user requirements
  • Identify the main objective for the design and any constraints

    limiting factors such as task or user requirements, materials, expense, environmental impact, issues of appropriation, and knowledge that is considered sacred

Ideating

  • Generate potential ideas and add to others’ ideas
  • Screen ideas against the objective and constraints
  • Choose an idea to pursue

Prototyping

  • Outline a general plan, identifying tools and materials
  • Construct a first version of the product

    for example, a physical product, a process, a system, a service, or a designed environment

    , making changes to tools, materials, and procedures as needed
  • Record iterations

    repetitions of a process with the aim of approaching a desired result

    of prototyping

Testing

  • Test the product
  • Gather peer feedback and inspiration
  • Make changes and test again, repeating until satisfied with the product

Making

  • Construct the final product, incorporating planned changes

Sharing

  • Decide on how and with whom to share

    may include showing to others, use by others, giving away, or marketing and selling

    their product
  • Demonstrate their product and describe their process
  • Determine whether their product meets the objective and contributes to the individual, family, community, and/or environment
  • Reflect on their design thinking and processes, and their ability to work effectively both as individuals and collaboratively in a group, including their ability to share and maintain a co-operative work space
  • Identify new design issues

Applied Skills

Demonstrate an awareness of precautionary and emergency safety procedures in both physical and digital environments
Identify the skills and skill levels needed, individually or as a group, in relation to specific projects, and develop and refine them as needed

Demonstrate an awareness of precautionary and emergency safety procedures in both physical and digital environments

Identify and evaluate the skills and skill levels needed, individually or as a group, in relation to a specific task, and develop them as needed

Demonstrate an awareness of precautionary and emergency safety procedures in both physical and digital environments

Identify and evaluate the skills and skill levels needed, individually or as a group, in relation to a specific task, and develop them as needed

Demonstrate an awareness of precautionary and emergency safety procedures in both physical and digital environments

Identify and evaluate the skills and skill levels needed, individually or as a group, in relation to a specific task, and develop them as needed

Use materials, tools, and technologies in a safe manner in both physical and digital environments

Develop their skills and add new ones through play and collaborative work

Use materials, tools, and technologies in a safe manner in both physical and digital environments

Develop their skills and add new ones through play and collaborative work

Use materials, tools, and technologies in a safe manner in both physical and digital environments

Develop their skills and add new ones through play and collaborative work

Use materials, tools, and technologies

 things that extend human capabilities 

 in a safe manner, and with an awareness of the safety of others, in both physical and digital environments

Identify the skills required for a task and develop those skills as needed

Use materials, tools, and technologies in a safe manner in both physical and digital environments

Develop their skills and add new ones through play and collaborative work

Use materials, tools, and technologies

things that extend human capabilities 

in a safe manner, and with an awareness of the safety of others, in both physical and digital environments

Identify the skills required for a task and develop those skills as needed

Applied Technologies

Choose, adapt, and if necessary learn about appropriate tools and technologies to use for tasks
Evaluate the personal, social, and environmental impacts, including unintended negative consequences, of the choices they make about technology use
Evaluate how the land, natural resources, and culture influence the development and use of tools and technologies

Select, and as needed learn about, appropriate tools and technologies to extend their capability to complete a task

Identify the personal, social, and environmental impacts, including unintended negative consequences, of the choices they make about technology use

Identify how the land, natural resources, and culture influence the development and use of tools and technologies

Select, and as needed learn about, appropriate tools and technologies to extend their capability to complete a task

Identify the personal, social, and environmental impacts, including unintended negative consequences, of the choices they make about technology use

Identify how the land, natural resources, and culture influence the development and use of tools and technologies

Select, and as needed learn about, appropriate tools and technologies to extend their capability to complete a task

Identify the personal, social, and environmental impacts, including unintended negative consequences, of the choices they make about technology use

Identify how the land, natural resources, and culture influence the development and use of tools and technologies

Explore the use of simple, available tools and technologies

things that extend human capabilities (e.g., scissors) 

 to extend their capabilities

Explore the use of simple, available tools and technologies

things that extend human capabilities (e.g., scissors) 

 to extend their capabilities

Explore the use of simple, available tools and technologies

things that extend human capabilities (e.g., scissors) 

 to extend their capabilities

Use familiar tools and technologies to extend their capabilities when completing a task

Choose appropriate technologies to use for specific tasks

Demonstrate a willingness to learn new technologies as needed

Explore the use of simple, available tools and technologies

things that extend human capabilities (e.g., scissors) 

 to extend their capabilities

Use familiar tools and technologies to extend their capabilities when completing a task

Choose appropriate technologies to use for specific tasks 

Demonstrate a willingness to learn new technologies as needed