Students will experience a minimum of three modules of Applied Design, Skills, and Technologies 6-7 in each of Grades 6 and 7. Schools may choose from among the modules listed below or develop new modules that use the Curricular Competencies of Applied Design, Skills, and Technologies 6-7 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:

Big Ideas

Big Ideas

Design can be responsive to identified needs.
Complex tasks require the acquisition of additional skills.
Complex tasks may require multiple tools and technologies.

Content

Learning Standards

Content

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

  • 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

Applied Skills

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

Applied 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