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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
- CADDcomputer-aided drafting and design/CAMcomputer-aided manufacturing, CNCcomputer numerical controland 3D printing
- function of models
- basicfor example, for the purpose of editing to send to output devicescode
- digital output devicesfor example, plotters, vinyl cutters, and 3D printers; CNC machines
- virtual creationfor example, layout and planning of a project, creating plans for a modelusing CAD/CAM
Electronics and Robotics
- uses of electronics and robotics
- componentspower source, conductor, loadof an electric circuit
- ways in which various electrical componentsfor example, diodes, LEDs, resistors, capacitors, transistors, ICs (integrated circuits), SCRs (silicon controlled rectifiers), regulatorsaffect the path of electricity
- Ohm’s lawdescribes how voltage, current, and resistance are related: V=IR
- platformsfor example, VEX, VEX IQ, LEGO Mindstorms/NXT, Arduino, EasyC, RobotC, Scratch for Arduinofor PCB (printed circuit board) production
- basic robot behaviours using input/output devicesfor example, gyro sensors, bump, motion, sound, light, infrared, movement- and sensor-based responses, and microcontrollers
- mechanical devicesfor example, gears, belts, pulleys, chains, sprockets, linear actuators, pneumatics, bearings, slidesfor the transfer of mechanical energy
- mechanical advantage and power efficiency, including friction, force, and torque
- robotics codingfor example, G-code, C++, Sketch
- various platformsfor example, VEX, VEX IQ, LEGO Mindstorms/NXT, Arduino, EasyC, RobotC, Scratch for Arduinofor 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
- identificationfor example, business name, slogan, logoof a good or service that ensures brand recognition
- marketing strategies using the 4 Ps: product, price, promotion, and placement
- market segmentation by demographicage, gender, occupation, and education of customers, geographicsize and location of a market area, psychographicgeneral personality and lifestyle preferences of a customer base, and purchasing patternbuying behaviour of customers
- evolving consumer needs and wants
- role of online technologies in expanding access to goods and services
- sources of financingfor example, banks, private lending firms, crowdfunding, government grantsfor a new venture or start-up business
- measurementprofit, loss, asset, liability; financial documents to represent health of a businessof financial success and failure
Food Studies
- pathogenic microbesfor example, salmonella, E. coli 0157:H7, staphylococcusassociated with food-borne illnesses
- components of food preparation, including use and adaptations of ingredients, techniques, and equipment
- health, economic, and environmental factorsfor example, global food systems, balanced eating/nutrition, food waste, food marketing, food trends, ethicsthat influence availability and choice of food in personal, local, and global contexts
- ethical issuesfor example, environment, conditions, rights of workers and animalsrelated to food systems
- First Peoples traditional food use, including ingredients, harvesting/gathering, storage, preparation, and preservation
Information and Communications Technologies
- text-based codingHTML, CSS, JavaScript
- binary representation of various data types, including text, sound, pictures, video
- drag-and-drop mobile developmentfor example, Vizwik
- programming modular componentsfor example, Arduino, Raspberry Pi, LEGO Mindstorms
- development and collaboration in a cloud-based environmentfor example, Cloud 9, GitHub
- design and function of networking hardware and topology, including wired and wireless network router types, switches, hubs, wireless transfer systemsfor example, NFID, Bluetooth, mobile payments, and client-server relationships
- functions of operating systems, including mobile, open source, and proprietary systems
- current and future impactspotential to support collaboration, sharing, and communication; data storage and privacyof evolving web standards and cloud-based technologies
- design for the webdigital 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
- relationshipsfor 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 commoditybetween technology and social change
- strategies to manage and maintain personal learning networkspersonalized digital instructional tools to share and authenticate learning, including content consumption and creationweb forums, tutorials, videos, digital resources, listservs, global communities, group communication and etiquette, online learning, MOOCS, open courseware, broadcasting
- keyboarding techniquesfor example, physical hand and foot placement, posture, development of touch typing skills, use of “home row” ASDFJKL techniques
Media Arts
- digital and non-digitalfor 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 conventionstraditional 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 skillsediting and publishing to shape the technical and symbolic elements of images, sounds, and text
- standards-compliant technologylayout 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 issuesfor 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 metallurgyidentification, characteristics, and properties of different metals, and characteristics of metal in a variety of formats and gauges
- range of usesfor example, art metal, jewellery, stained glass, tools, sheet metal boxes, medieval armourof metalwork
- weldingfor example, arc, oxygen-acetylene, and MIG welding
- fabrication techniques and processesfor example, plasma and gas cutting, machining (turning, milling, forming, knurling), boringusing hand toolsfor example, wrench, socket, ratchet, ignition tools, hammer, chisel, punch, extractor, HeliCoil, ring compressor/expander, honing tool, hand valve grinding tooland stationary equipmentfor 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 castingfor 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
- thermodynamicsrelationship between heat and other forms of energy
- types of fuels and methods of converting fuels to mechanical energy
- alternative energy sources
- small engine systemsfor example, ignition, fuel system, combustion cycle
- mechanical measurement devicesfor example, torque wrench, feeler gauge, telescopic, micrometer, Vernier caliper, Plastigauge
- power technology hand toolsfor example, wrench, socket, ratchet, ignition tools, hammer, chisel, punch, extractor, HeliCoil, ring compressor/expander, honing tool, hand valve grinding tool
- effects of forcesfor example, tension, torsion, torque, shear, bending, compressionon 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 techniquesfor example, shaping, laminating, turning, abrasives, adhesives, finishingand traditionalfor example, box joint, splined mitre, lapped jointand non-traditionalfor example, biscuits, bradsjoinery using a variety of tools and equipment, including stationary power equipmentfor 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
- issuesrate of harvest; effects of logging and replanting on ecosystemsin 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 programmingfor example, Scratch, Alice, Greenfoot, BlueJin relation to text-based programmingfor example, HTMLand programming modular componentsfor example, Arduino, LEGO Mindstorms
Computers and Communications Devices
- design and function of digital infrastructures, from personal communication systems to wide area networksfor example, global, satelliteand 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 techniquesfor example, physical hand and foot placement, posture, development of touch typing skills, use of “home row” ASDFJKL techniques
Digital Literacy
- elements of digital citizenshipfor example, digital self-image, creative credit and copyright, relationships and communication, cyberbullying, legal and ethical issues
- ethical and legal implications of current and future technologiesfor 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 criteriaaccuracy, timeliness, appropriateness, credibility, and biasfor evaluating search results
- strategies to engage with personal learning networkspersonalized 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 techniquesisometric, orthographic, oblique, scale, 2D and 3D drawings
- elements of technical plans and drawings
- advantages of usingfor 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 modelvector files
- virtual creation using CAD
Entrepreneurship and Marketing
- characteristicsgoal, element of risk, personal commitment, planning and preparation, commitment of resourcesof 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
- formsprint, social media, web, digitalof advertising and marketing that can influence a potential customer or buyer
- differences between consumer wantswhat one would like to have; what one can do withoutand 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 practiceswith 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 systemsgrowing, 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-digitalfor 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 principleselecting and organizing the elements of structure, intent, characters, settings, and points of view within the conventions of a genreand genre conventionstraditional or culturally accepted ways of doing things based on audience expectations
- media technologies and techniquesfor example, preparing rough lumber, choosing appropriate tool sizes, cutting, drilling, painting, using simple hardware and fastenersto 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
- elementscomposition, time, space, sound, movement, lightingof 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 processesbrazing, turning, machining, drilling, cutting, sanding, grinding, polishingusing hand toolsfor 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 sawand power equipmentfor 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
- kineticenergy of motionand potentialstored energy of positionenergy
- effect of mass and inertia on speed and distance
- role of aerodynamics
- effects of forcesfor example, tension, torsion, compression, shear, frictionon devices
Robotics
- uses of robotics in local contexts
- types of sensorsbump, 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 assemblingfor example, soldering (with fume extraction), breadboardingcircuits
- identification and applications of componentsfor example, diodes, LEDs, resistors, capacitors, transistors
- various platformsfor example, VEX, VEX IQ, LEGO Mindstorms/NXTfor robotics programming
Textiles
- sources of textile materialsfor 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 techniquesfor example, preparing rough lumber, choosing appropriate tool sizes, cutting, drilling, painting, using simple hardware and fasteners
- traditionalfor example, mitre joint, rabbet joint, dado joint, dowellingand non-traditionalfor example, metal connectors, screws and fasteners, biscuitsjoinery using hand toolsfor 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 sawand power equipmentfor example, band saw, scroll saw, drill press
- options for reuserecycling and reclamationof wood and wood products
Computational Thinking
- simple algorithmsfor 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 representationsgraphs, charts, network diagrams, info graphics, flow charts, lists, tables, or arraysof problems and data
- evolution of programming languageshistorical perspectives, evolution (e.g., Ada Lovelace, punch cards, Hollerith, Grace Hopper, Alan Turing, Enigma, cyphers)
- visual programmingfor 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 safetyincluding 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 managementfor example, personalization and organization, bookmarks, content management
- search techniques, how search results are selected and ranked, and criteriaaccuracy, timeliness, appropriateness, credibility, and biasfor evaluating search results
- strategies to identify personal learning networkspersonalized 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 programsfor example, SketchUp, 123Design
Entrepreneurship and Marketing
- role of entrepreneurship in designing and making products and services
- market nichea 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-digitalfor 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
- techniquesfor example, crop, print, record/capture, sequencefor 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 processesfor example, bending, cutting, filing, drilling, soldering (with fume extractor)using hand toolsfor 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 energysound, thermal, elastic, nuclear, chemical, magnetic, mechanical, gravitational, and electrical
- energy is conservedthe law of conservation of energy — energy cannot be created or destroyed but can be changed
- devices that transform energyfor 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 waysstraight line, back-and-forth, round-and-round, zigzag, fast and slow, fixed distances in set patternsthat objects can move
- programming and logic for robotics components
- various platformsfor example, VEX IQ, LEGO Mindstorms/NXT, Cubeletsfor robotics
Textiles
- range of usesconstruction (e.g., sails at Canada Place), automotive, apparel, function (e.g., fire blanket), ceremonial (e.g., regalia)of textiles
- variety of textile materialsfor 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 techniquesfor example, hand sewing, knitting (needles, arm, spool), crocheting, weaving, darning, up-cycling (e.g., turning an underused item into something else), embellishing existing itemsfor 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 techniquesfor example, cutting materials according to plan, layout, sanding methods, abrasive applicationsand basic joineryfor example, butt joints (with and without dowel), rabbit joints, gluing, nails and screwsusing hand toolsfor example, cordless and corded drills, rotary tool, hammer, screwdriver, backsaw, coping saw, nail set, square, clamp and vise
Computational Thinking
- simple algorithmsfor 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 representationsgraphs, charts, network diagrams, info graphics, flow charts, lists, tables, or arraysof problems and data
- evolution of programming languageshistorical perspectives, evolution (e.g., Ada Lovelace, punch cards, Hollerith, Grace Hopper, Alan Turing, Enigma, cyphers)
- visual programmingfor 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 safetyincluding 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 managementfor example, personalization and organization, bookmarks, content management
- search techniques, how search results are selected and ranked, and criteriaaccuracy, timeliness, appropriateness, credibility, and biasfor evaluating search results
- strategies to identify personal learning networkspersonalized 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 programsfor example, SketchUp, 123Design
Entrepreneurship and Marketing
- role of entrepreneurship in designing and making products and services
- market nichea 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-digitalfor 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
- techniquesfor example, crop, print, record/capture, sequencefor 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 processesfor example, bending, cutting, filing, drilling, soldering (with fume extractor)using hand toolsfor 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 energysound, thermal, elastic, nuclear, chemical, magnetic, mechanical, gravitational, and electrical
- energy is conservedthe law of conservation of energy — energy cannot be created or destroyed but can be changed
- devices that transform energyfor 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 waysstraight line, back-and-forth, round-and-round, zigzag, fast and slow, fixed distances in set patternsthat objects can move
- programming and logic for robotics components
- various platformsfor example, VEX IQ, LEGO Mindstorms/NXT, Cubeletsfor robotics
Textiles
- range of usesconstruction (e.g., sails at Canada Place), automotive, apparel, function (e.g., fire blanket), ceremonial (e.g., regalia)of textiles
- variety of textile materialsfor 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 techniquesfor example, hand sewing, knitting (needles, arm, spool), crocheting, weaving, darning, up-cycling (e.g., turning an underused item into something else), embellishing existing itemsfor 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 techniquesfor example, cutting materials according to plan, layout, sanding methods, abrasive applicationsand basic joineryfor example, butt joints (with and without dowel), rabbit joints, gluing, nails and screwsusing hand toolsfor 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 researchseeking knowledge from other people as experts (e.g., First Peoples Elders), secondary sources, and collective pools of knowledge in communities and collaborative atmospheresand empathetic observationaimed at understanding the values and beliefs of other cultures and the diverse motivations and needs of different peoplein 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 constraintslimiting 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 inspirationmay 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 leadersand information
- Choose a form for prototyping and develop a planfor example, pictorial drawings, sketches, flow chartsthat 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 iterationsrepetitions of a process with the aim of approaching a desired resultof prototyping
Testing
- Identify sources of feedbackmay include peers; users; keepers of traditional cultural knowledge and approaches, including those of First Peoples; and other experts
- Develop an appropriate testconsider conditions, number of trialsof 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, technologiesthings 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 sharemay include showing to others, use by others, giving away, or marketing and sellingtheir productfor example, a physical product, a process, a system, a service, or a designed environmentand 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
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 productor a prototype, as appropriate, making changes to tools, materials, and procedures as needed
for example, a physical product, a process, a system, a service, or a designed environment
- Record iterationsof prototyping
repetitions of a process with the aim of approaching a desired result
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, and materials for production
things that extend human capabilities
- 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 sharetheir product
may include showing to others, use by others, giving away, or marketing and selling
- 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
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 productor a prototype, as appropriate, making changes to tools, materials, and procedures as needed
for example, a physical product, a process, a system, a service, or a designed environment
- Record iterationsof prototyping
repetitions of a process with the aim of approaching a desired result
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, and materials for production
things that extend human capabilities
- 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 sharetheir product
may include showing to others, use by others, giving away, or marketing and selling
- 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
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 productor a prototype, as appropriate, making changes to tools, materials, and procedures as needed
for example, a physical product, a process, a system, a service, or a designed environment
- Record iterationsof prototyping
repetitions of a process with the aim of approaching a desired result
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, and materials for production
things that extend human capabilities
- 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 sharetheir product
may include showing to others, use by others, giving away, or marketing and selling
- 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
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 productusing known procedures or through modelling of others
for example, a physical product, a process, a system, a service, or a designed environment
- 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 sharetheir product
may include showing to others, use by others, giving away, or marketing and selling
- 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
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 productusing known procedures or through modelling of others
for example, a physical product, a process, a system, a service, or a designed environment
- 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 sharetheir product
may include showing to others, use by others, giving away, or marketing and selling
- 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
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 productusing known procedures or through modelling of others
for example, a physical product, a process, a system, a service, or a designed environment
- 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 sharetheir product
may include showing to others, use by others, giving away, or marketing and selling
- 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, making changes to tools, materials, and procedures as needed
for example, a physical product, a process, a system, a service, or a designed environment
- Record iterationsof prototyping
repetitions of a process with the aim of approaching a desired result
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 sharetheir product
may include showing to others, use by others, giving away, or marketing and selling
- 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
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 productusing known procedures or through modelling of others
for example, a physical product, a process, a system, a service, or a designed environment
- 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 sharetheir product
may include showing to others, use by others, giving away, or marketing and selling
- 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, making changes to tools, materials, and procedures as needed
for example, a physical product, a process, a system, a service, or a designed environment
- Record iterationsof prototyping
repetitions of a process with the aim of approaching a desired result
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 sharetheir product
may include showing to others, use by others, giving away, or marketing and selling
- 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
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
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)
Explore the use of simple, available tools and technologies
things that extend human capabilities (e.g., scissors)
Explore the use of simple, available tools and technologies
things that extend human capabilities (e.g., scissors)
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)
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