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Primary Design Technology

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Carousel Education provides high quality bespoke support that addresses current educational challenges and practices. Our vision is to enable school leaders and staff to provide the best possible outcomes for all their children. In addition to our resources, we aim to offer down to earth, interactive, innovative and practical solutions for school leaders.

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Carousel Education provides high quality bespoke support that addresses current educational challenges and practices. Our vision is to enable school leaders and staff to provide the best possible outcomes for all their children. In addition to our resources, we aim to offer down to earth, interactive, innovative and practical solutions for school leaders.
Design Technology - Mini Greenhouse (Lower Key Stage 2)
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Design Technology - Mini Greenhouse (Lower Key Stage 2)

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Mini Greenhouse is a Design Technology unit of work aimed primarily at children aged 7-9. Design Brief: Design and make a mini greenhouse to provide the right conditions for seeds to germinate and grow. The package provides the medium-term plan, six lessons (each lesson has a MS Powerpoint presentation). Any additional resources are provided as PDFs or as Powerpoint Presentations. This unit of work fulfils the National Curriculum (England) Design Technology requirements for this age group in the following strands of learning: Structures Materials In this project children learn about how greenhouses are used to grow plants and the conditions that are needed for healthy plant growth. Children learn about frame structures and the different techniques that can be used to make them stronger, stiffer, and more stable. They are introduced to using computer software to help in designing products and use this software to design a mini greenhouse to grow plant seedlings in. They further their understanding of frame structures by using their design to make a mini greenhouse using the Jinks method of constructing wooden frameworks. As part of the evaluation, they can plant, germinate and grow seedlings. This knowledge, skills and understanding is delivered through the following six sessions: Investigate Task 1: All About Greenhouses & Investigate Task 2: Investigating Frame Structures Investigate Task 3: Understanding Structures & Focus Task 1: Making a Wooden Frame Focus Task 2: Introducing Computer-Aided Design Design & Make: Designing Greenhouses Design & Make: Making a Mini Greenhouse Evaluation Session
Design Technology - Hola Mexico Tacos (Upper Key Stage 2)
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Design Technology - Hola Mexico Tacos (Upper Key Stage 2)

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In this unit of work, children apply their knowledge and understanding about healthy eating to design and make Mexican-inspired tacos based on the key messages from the Eatwell Guide for healthy eating. Children begin by discussing the different ways that we can eat food at home and outside the home. They conduct market research into their favourite take-away foods. They consolidate their understanding of how designers use mood boards when creating their products. In learning how to make a tortilla and a filling they acquire the essential skills and knowledge needed to make a taco. They consolidate their understanding of the different food groups on the Eatwell Guide to healthy eating and use this knowledge to design a taco that promotes the Eatwell Guide. As part of this unit, they begin to understand the danger of eating too much take-away food and how people make dietary choices and vegetarian and vegan diets. Having designed and made their taco product they become entrepreneurs and set up their own small business learning business basics, marketing and budgeting.
Design Technology - Summer Fruit Smoothie (Key Stage 1)
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Design Technology - Summer Fruit Smoothie (Key Stage 1)

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Sequence of Learning for Teachers In this unit of work children design and make a fruit smoothie for a friend. Children learn the names of a range of fruit and investigate where fruit can be bought locally. Children learn how to cut and prepare a range of fruits. Through tasting apples, they begin to develop their taste vocabulary. This vocabulary is extended through more taste tests where the children are taught how to cut fruit using the bridge hold and the claw grip. Children are taught key healthy eating messages including eating five portions of fruit and vegetables every day, drinking lots of water and cutting down sugary foods. Having designed and made their fruit smoothie they evaluate their product, and their friend also evaluates the smoothie. As part of the evaluation children begin to investigate food packaging and use this knowledge to design a container for their smoothie. This knowledge, skills and understanding is delivered through the following six sessions: Investigate Task 1: All About Fruits & Investigate Task 2: Apple Taste Test Focus Task 1: Preparing Fruit & Investigate Task 3: My Favourite Fruits Focus Task 2: Making Smoothies Design and Make Knowledge Session: Healthy Eating and Five a Day & Design Session Design and Make a Fruit Smoothie for a Friend: Making Session Evaluation Session
Art Academy - Under the Sea (Key Stage 1)
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Art Academy - Under the Sea (Key Stage 1)

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Under the Sea is an Art and Design unit of work aimed primarily at children aged 5-7. The unit introduces children to some key elements of the art and design curriculum including weaving, sculpture and creating diorama. The package provides the medium-term plan, six lessons (each lesson has a MS Powerpoint presentation) and a knowledge organiser. Additional resources are provided as PDFs. Strands of Learning: • Drawing • Painting • Textiles • Sculpture • Collage Children learn a range of different techniques and about some of the elements of art whilst creating different pieces of art within a common theme of Under the Sea. They learn about line, shape and colour whilst creating patterned finish using wax resist and other painting techniques. They use cut vegetables to create printed patterns on fish outlines as an introduction to printmaking. They are introduced to simple paper weaving using a fish template. They have the opportunity to create fish sculptures through modelling with a malleable material and also through assemblage techniques. Finally they bring their learning together from the unit to create ‘through the porthole’ diorama. This unit of work is part of the Art Academy Scheme of Work for children aged 5-11 being developed on behalf of Carousel Education.
Art Academy - Rainforests - Key Stage 1
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Art Academy - Rainforests - Key Stage 1

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Rainforest is an Art and Design unit of work aimed primarily at children aged 5-7. This unit of work focuses on introducing line, shape, and colour as elements of art. The package provides the medium term plan, six lessons (each lesson has a MS Powerpoint presentation) and a knowledge organiser. Any additional resources are provided as PDFs. Strands of Learning: Drawing Collage Textiles Sculpture Children investigate line patterns made through mark-making and through simple sewing techniques to create a rainforest headdresses They begin to learn how artists can collaborate together to create art. They apply their knowledge of pattern and sculpture to create simple assemblage parrot sculptures and rainforest totems using an armature and malleable materials. This unit of work is part of the Art Academy Scheme of Work for children aged 5-11 being developed on behalf of Carousel Education.
Art Academy - Portraits (Lower Key Stage 2)
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Art Academy - Portraits (Lower Key Stage 2)

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Portraits is an Art and Design unit of work aimed primarily at children aged 7-9. The unit consolidates and deepens children’s understanding of portraiture as a key genre of fine art. The package provides the medium-term plan, six lessons (each lesson has a MS Powerpoint presentation) and a knowledge organiser. An additional presentation that focuses on portraiture is also included. Strands of Learning: • Drawing • Painting • Sculpture Children undertake a range of drawing and painting activities to develop their understanding of portraiture. They learn the difference between portraits and self-portraits. They study the different facial features and how they are drawn from different viewpoints. Using the idea of different viewpoints allows them to develop their knowledge of the cubist style of Pablo Picasso. They study the portraits of Pablo Picasso, Henri Matisse and Amedo Modigliani. They complete the unit of work by creating a spoon portrait sculpture in the style of Amedo Modigliani. This unit of work is part of the Art Academy Scheme of Work for children aged 5-11 being developed on behalf of Carousel Education.
Art Academy - Castles - Key Stage 1
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Art Academy - Castles - Key Stage 1

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In this unit of work children consolidate their knowledge and understanding in two key areas of art and design – printmaking and collage/mixed media work. This is achieved through creative activities that are linked through the common theme of castles. The package provides the medium term plan, six lessons (each lesson has a MS Powerpoint presentation) and a knowledge organiser. Any additional resources are provided as PDFs. Strands of Learning: Drawing Painting Collage Printmaking Children learn about monoprinting and frottage work to create patterned papers. They learn about mosaics and use coloured shapes to create mosaic pictures and to mimic the work of the artist Paul Klee. They also learn about coats of arms and use collage techniques to create their own coat of arms. In their final composition they bring together their previous learning and collage together patterned papers and drawings to create a landscape collage of a castle. This unit of work is part of the Art Academy Scheme of Work for children aged 5-11 being developed on behalf of Carousel Education.
Art Academy - Blooming Lovely (Upper Key Stage 2)
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Art Academy - Blooming Lovely (Upper Key Stage 2)

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Blooming Lovely is an Art and Design unit of work aimed primarily at children aged 9-11. The unit deepens children’s understanding of drawing, painting and collage. The package provides the medium term plan, six lessons (each lesson has a MS Powerpoint presentation) and a knowledge organiser. Any additional resources are provided as PDFs. Strands of Learning: Drawing Painting Collage Children use the central theme of flowers to undertake a range of activities to extend and consolidate knowledge and skills in drawing, painting and collage. They create flower paintings using both paint and pastel media and use these to deepen their understanding of colour theory. They make simple 3D flowers that are used to create collage. Towards the end of the unit they study the flower paintings of Georgia O’Keefe and are introduced to the work of Tom Yendell a prominent mouth and foot painter. This unit of work is part of the Art Academy Scheme of Work for children aged 5-11 being developed on behalf of Carousel Education.
Art Academy - Still Life (Upper Key Stage 2)
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Art Academy - Still Life (Upper Key Stage 2)

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Still Life is an Art and Design unit of work aimed primarily at children aged 9-11. The unit deepens children’s understanding of the Still Life genre within Art and Design. The package provides the medium term plan, six lessons (each lesson has a MS Powerpoint presentation) and a knowledge organiser. Any additional resources are provided as PDFs. In addition, presentations are provided that provide knowledge about Still Life Strands of Learning: • Drawing • Painting Children learn about Still Life painting. This is delivered by considering some of the techniques that artists use when painting Still Life compositions. Children learn the techniques of; using shapes, overlapping to give depth, open or closed compositions and how value is used to create depth and the effect of light. Children are introduced to the work of the contemporary British artist Patrick Caulfield through his Still Life compositions. The unit completes with the children creating their own compositions. This unit of work is part of the Art Academy Scheme of Work for children aged 5-11 being developed on behalf of Carousel Education.
Art Academy - Art with Elmer (Key Stage 1)
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Art Academy - Art with Elmer (Key Stage 1)

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Art with Elmer is an Art and Design unit of work aimed primarily at children aged 5-7. Ideally it is scheduled in Year 1 and runs alongside reading the popular books about the patchwork elephant. The unit introduces children to some key elements of the art and design curriculum. The package provides the medium-term plan, six lessons (each lesson has a MS Powerpoint presentation) and a knowledge organiser. Additional resources are provided as PDFs. Strands of Learning: • Drawing • Painting • Sculpture • Collage Children learn some essential knowledge about colour, primary and secondary colours. They also learn how to add black and white to colours to create tints and shades. They are introduced to abstract art and the art of Wassily Kandinsky, and they apply this knowledge when creating an abstract elephant. Children are also introduced to the techniques of collage and assemblage sculpture when creating elephant-inspired art. Finally, they bring their learning together to create a portrait of a patterned elephant. This unit of work is part of the Art Academy Scheme of Work for children aged 5-11 being developed on behalf of Carousel Education.
Design Technology - Yummy Yoghurts (Lower Key Stage 2)
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Design Technology - Yummy Yoghurts (Lower Key Stage 2)

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In this unt of work, children create their own recipe, branding and packaging for a healthy yoghurt-based breakfast meal. This unit of work also includes learning about the importance of breakfast. Children learn how to make yoghurt and how a thermos flask helps to maintain the temperature of the yoghurt allowing the micro-organisms to create yoghurt from milk. Applying their knowledge of a balanced, healthy diet, children design a layered breakfast pot of yoghurt, cereal and fruit. Consolidating their skills in food preparation, children use their design to make a healthy breakfast product. This knowledge, skills and understanding is delivered through the following six sessions: IDEA Task 1 – All About Breakfast IDEA Task 2 – Investigating Yoghurts & IDEA Task 3 – Yoghurt Pot Packaging Focused Practical Task 1 – Making Yoghurt & Focused Practical Task 2 – Cross-Sectional Drawing Designing a yoghurt-based breakfast Making the yoghurt product Evaluation
Design Technology - Bread and Soup (Lower Key Stage 2)
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Design Technology - Bread and Soup (Lower Key Stage 2)

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In this unit of work children create a simple lunch of a healthy soup and a bread roll. Children follow instructions and recipes to make a classic tomato soup and a bread roll. Children learn how bread is made and develop their skills in preparing food and kneading bread. Children consolidate their understanding of how taste testing can be used to evaluate food products and through participating in taste tests develop their own taste vocabulary. Children learn some of the key messages around healthy eating and use this information to explain how their lunchtime meal provides them with a healthy, balanced meal. This knowledge, skills and understanding is delivered through the following six sessions: IDEA Task 1: All About Soups & IDEA Task 2: Soup Taste Test Focused Practical Task 1 – Making Soup IDEA Task 3: All About Bread Focused Practical Task 2 – Making a Bread Roll Meal Designer Meal Maker
Design Technology - Rainbow Salads (Key Stage 1)
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Design Technology - Rainbow Salads (Key Stage 1)

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In this unit of work children extend their knowledge of food preparation by designing and making a healthy rainbow salad of five fruits and vegetables. This unit provides an opportunity for children to consolidate their food cutting skills and to extend these skills to include grating and juicing fruit and vegetables. Children begin by taste testing some salads that can be bought in the local supermarket before going on to create their own healthy salad product. They learn the key healthy eating message of eating five portions of fruit and vegetables daily and choosing these from a rainbow of colours. They learn how adding additional ingredients and a dressing can improve the taste of their salads. They complete this project by designing simple packaging and labelling for the rainbow salad product they have made. This knowledge, skills and understanding is delivered through the following six sessions: IDEA Task 1: Supermarket Salads Focused Practical Task 1: Carrot Salad Focused Practical Task 2: Designing Salads for Your Friends Designing Salads Making and Evaluating Salad Design and Make a Packaging Box for the Salad
Design Technology - Salad Fit for a King (Key Stage 1)
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Design Technology - Salad Fit for a King (Key Stage 1)

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In this unit of work children extend their knowledge of food preparation by designing and making a healthy salad for the King’s lunch. This unit provides an opportunity for children to consolidate their food cutting skills and to extend these skills to include grating and juicing fruit and vegetables. For the design and make activity children learn about the commonwealth and how different countries around the world grow different types of fruit and vegetables. Children design a salad using different fruit and vegetables that are grown in commonwealth countries. This knowledge, skills and understanding is delivered through the following six sessions: IDEA Task 1: Supermarket Salads Focused Practical Task 1: Carrot Salad Focused Practical Task 2: Designing Salads for Your Friends Designing Session: Designing Salads for Your King Making and Evaluating Salads Design and Make a Packaging Box for the Royal Salad
Design Technology - Ristorante Italiano (Upper Key Stage 2)
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Design Technology - Ristorante Italiano (Upper Key Stage 2)

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In this project, children apply their knowledge of cooking and nutrition to design and make a three-course Italian meal to be served in the class restaurant. Children investigate the different places where people ‘eat out’ and conduct market research to find out about our favourite restaurants. Children learn about restaurants, menus and the different roles of people who work in restaurants. Children are tasked with designing and making a three-course meal that is based on the cuisine of Italy. Thy research recipes and create a plan to make and serve their three-course meal in the class restaurant. They make their dishes and organise a taste test session to evaluate the food that they have made. Using the results from the taste test they take on the role of a restaurant critic and review one of the class restaurant meals. This knowledge, skills and understanding is delivered through the following six sessions: IDEA Task 1: All About Restaurants IDEA Task 2: Favourite Restaurants DME: Designing a Three Course Meal DME: Planning a Three Course Meal DME: The Big Cook Evaluation Session
Design Technology - Class Restaurant (Upper Key Stage 2)
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Design Technology - Class Restaurant (Upper Key Stage 2)

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In this project, children apply their knowledge of cooking and nutrition to design and make a three-course meal to be served in the class restaurant. Children investigate the different places where people ‘eat out’ and conduct market research to find out about our favourite restaurants. Children learn about restaurants, menus and the different roles of people who work in restaurants. Children are tasked with designing and making a three-course meal that is based on the cuisine of a country of their choice. Thy research recipes and create a plan to make and serve their three-course meal in the class restaurant. They make their dishes and organise a taste test session to evaluate the food that they have made. Using the results from the taste test they take on the role of a restaurant critic and review one of the class restaurant meals. This knowledge, skills and understanding is delivered through the following six sessions: IDEA Task 1: All About Restaurants IDEA Task 2: Favourite Restaurants DME: Designing a Three Course Meal DME: Planning a Three Course Meal DME: The Big Cook Evaluation Session
Design Technology - Ramayana Puppets (Key Stage 1)
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Design Technology - Ramayana Puppets (Key Stage 1)

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Ramayana Puppets is a Design Technology unit of work aimed primarily at children aged 5-7. Design Brief: Design and make a puppet to tell the story of the Ramayana in a class puppet show. The package provides the medium-term plan, six lessons (each lesson has a MS Powerpoint presentation). Any additional resources are provided as PDFs or as Powerpoint Presentations. This unit of work fulfils the National Curriculum (England) Design Technology requirements for this age group in the following strands of learning: Materials Textiles In this unit children make a hand puppet by marking out, cutting, and joining pieces of fabric together to create a character from the story of the Ramayana. Children learn about different types of puppets and some famous puppets such as Sooty and Sweep and the Muppets. They understand that a puppeteer makes the puppet appear alive. They draw a puppet design based on a character from the Ramayana. They learn how to thread a needle and the technique of the simple running stitch. They apply and practise the running stitch to create decorative stitching using Binca material. Stitching two identical templates together they create a basic puppet figure which they then decorate using a range of skills following their puppet design of a character from the Ramayana. This knowledge, skills and understanding is delivered through the following six sessions: IDEA Task 1 – Let’s Find Out About Puppets & Focused Practical Task 1 – Starting to Sew IDEA Task 2 – What makes a Good Puppet? Focused Practical Task 2 – Making a Hand Puppet Designing Your Puppet Making Your Puppet Evaluation Session
Design Technology - Halloween Toymaker (Upper Key Stage 2)
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Design Technology - Halloween Toymaker (Upper Key Stage 2)

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Automaton Toymaker is a Design Technology unit of work aimed primarily at children aged 9-11. The unit focuses on designing and making an automaton toy using a cam mechanism. Design Brief: Design and make an automaton toy for the local toy museum The package provides the medium-term plan, six lessons (each lesson has a MS Powerpoint presentation). Any additional resources are provided as PDFs or as Powerpoint Presentations. This unit of work fulfils the National Curriculum (England) Design Technology requirements for this age group in the following strands of learning: • Mechanical Systems • Materials • Structures In this project, children apply their knowledge of mechanisms and in particular cam mechanisms, to design and make an automaton toy. They learn about the key features of an automaton and will use this knowledge when designing and making their own product. They learn how cams can change movement in a mechanical system. When creating their toy, they design the automaton character and decide the movement it will make, selecting the appropriate cam mechanism to produce this movement. They make a wooden box structure for their automaton before adding the cam mechanism and the character. Children decorate the automaton to create a scene for the automaton character. They evaluate their finished product against the design brief and design specifications. Finally, they consider improvements they would make to their product and design a Mark II version of their automaton toy.
Design Technology - Christmas Toymaker (Upper Key Stage 2)
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Design Technology - Christmas Toymaker (Upper Key Stage 2)

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Automaton Toymaker is a Design Technology unit of work aimed primarily at children aged 9-11. The unit focuses on designing and making an automaton toy using a cam mechanism. Design Brief: Design and make an automaton toy for the local toy museum The package provides the medium-term plan, six lessons (each lesson has a MS Powerpoint presentation). Any additional resources are provided as PDFs or as Powerpoint Presentations. This unit of work fulfils the National Curriculum (England) Design Technology requirements for this age group in the following strands of learning: • Mechanical Systems • Materials • Structures In this project, children apply their knowledge of mechanisms and in particular cam mechanisms, to design and make an automaton toy. They learn about the key features of an automaton and will use this knowledge when designing and making their own product. They learn how cams can change movement in a mechanical system. When creating their toy, they design the automaton character and decide the movement it will make, selecting the appropriate cam mechanism to produce this movement. They make a wooden box structure for their automaton before adding the cam mechanism and the character. Children decorate the automaton to create a scene for the automaton character. They evaluate their finished product against the design brief and design specifications. Finally, they consider improvements they would make to their product and design a Mark II version of their automaton toy.
Design Technology - Habitats Toymaker (Upper Key Stage 2)
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Design Technology - Habitats Toymaker (Upper Key Stage 2)

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Automaton Toymaker is a Design Technology unit of work aimed primarily at children aged 9-11. The unit focuses on designing and making an automaton toy using a cam mechanism. Design Brief: Design and make an automaton toy for the local toy museum The package provides the medium-term plan, six lessons (each lesson has a MS Powerpoint presentation). Any additional resources are provided as PDFs or as Powerpoint Presentations. This unit of work fulfils the National Curriculum (England) Design Technology requirements for this age group in the following strands of learning: • Mechanical Systems • Materials • Structures In this project, children apply their knowledge of mechanisms and in particular cam mechanisms, to design and make an automaton toy. They learn about the key features of an automaton and will use this knowledge when designing and making their own product. They learn how cams can change movement in a mechanical system. When creating their toy, they design the automaton character and decide the movement it will make, selecting the appropriate cam mechanism to produce this movement. They make a wooden box structure for their automaton before adding the cam mechanism and the character. Children decorate the automaton to create a scene for the automaton character. They evaluate their finished product against the design brief and design specifications. Finally, they consider improvements they would make to their product and design a Mark II version of their automaton toy.