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NZC – Technology Phase 1 (Years 0–3)

This page provides the draft Years 0–10 Technology Learning Area. This is now available for wider feedback and familiarisation. The current Technology curriculum remains in effect until 1 January 2028.

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About this resource

This page provides the draft Years 0–3 Technology Learning Area. This is now available for wider feedback and familiarisation. The current Technology curriculum remains in effect until 1 January 2028 and can be found here The New Zealand Curriculum – Technology.

The following examples illustrate the materials, tools, equipment, and experiences that support safe, creative, and purposeful making in Years 0 to 3. Appropriate use of a range of materials, tools, and equipment will ensure students can access all relevant knowledge and practices within the teaching sequence. 

Indicative Materials, Tools, and Equipment 

Indicative Examples

Materials 

Natural: sticks, leaves, shells 

Processed: felt, hessian, calico, wood samples (not MDF), air-dry clay 

Recycled: buttons, bottle caps, fabric offcuts, cardboard tubes 

Craft: beads, yarn, string, pipe cleaners, googly eyes, Velcro, masking tape 

Tools 

Cutting and shaping: scissors, simple saws, decorative punches 

Joining: glue sticks, hot glue guns, staplers, hammers and nails, needles (for stitching) 

Measuring and marking: rulers, measuring tapes, pencils, clipboards 

Decorating: crayons, coloured pencils, paint and brushes 

Equipment 

Support and safety: aprons, storage trays 

Specialist: hand drill, threading tools 

Investigate through: 

Investigating how products have changed over time: comparing old and new toys or discussing how plastic bags affect the environment. 

Design and make through: 

Designing and then making products that help with everyday needs: such as storing school bags, using simple stitching to create googly-eyed puppets for a play, or building a container for treasures. 

Exploring and using different natural and processed materials or ingredients to make products: shelters for toys, play-dough mix, or pop-up cards. 

Following design briefs and improving ideas: testing and fixing a paper boat or choosing the best lunchbox design. 

Plans and practices through: 

Drawing plans and following steps: giving directions for a making task. 

Using tools and equipment safely: scissors, glue guns, or brushes — by following simple rules and routines. 

Design, Make, and Innovate

Knowledge

The facts, concepts, principles, and theories to teach.

Practices

The skills, strategies, and applications to teach.

During Year 1

During Year 2

During Year 3

During Year 1

During Year 2

During Year 3

Design  

  • All made objects begin with a design thought, idea, or experience. 
  • Breaking down into steps helps think about design and how things are made. 
  • Following steps helps plan, make, and improve design. 

Materials and ingredients 

  • Objects are made of different materials. 
  • There are hard materials that are strong and durable and do not break easily. 
  • There are soft materials that bend and stretch and are flexible to use. 
  • Materials can be combined to make objects for different purposes (e.g. a bookbag or a raincoat). 
  • Paper — Cai Lun (c.105 CE) developed paper from plant fibres, enabling writing, drawing, and design. 

Design  

  • A product can be described by how it looks (aesthetics) and how it works (function). 
  • Design ideas are often shown visually using drawings, representations (models), or photographs to explain what is being made. 
  • A design brief is a short plan that explains what you are making, who and where it is for, when it is being made, and why. 
  • Flying machines and early engineering — Leonardo da Vinci (1452–1519) was a Renaissance thinker and inventor who combined art, science, and engineering. He designed innovative concepts like bridges, crossbows, parachutes, helicopters, and mechanical clocks. 

Materials and ingredients 

  • Objects and food products work best when the right materials or ingredients are chosen. 
  • Food products are made of different ingredients. 
  • Ingredients can be combined to make new food products.  
  • Materials or ingredients can be changed using tools and skills to make something new (e.g. cutting a piece of cardboard or mixing flour and water). 
  • Stone tools — Early humans, Lower Paleolithic (3.3–2.6 million years ago) developed the first tools for cutting and shaping. This example shows how technology begins with simple material transformations. 

Design  

  • Technology has impacts on people and the environment. 
  • Whether something is well made can be determined by how it looks (physical) and how well it works (function).  
  • The alphabet — Semitic-speaking people, Sinai Peninsula (c.1900–1800 BCE) developed a script evolving from Egyptian hieroglyphs into Proto-Sinaitic, influencing modern alphabets. 

Materials and ingredients 

  • Some changes to materials or ingredients can be undone (e.g. melting chocolate), but others cannot (e.g. baking a cake). 
  • Materials have different performance properties (e.g. strength, flexibility, conductivity) which affect how they are used in material products. 
  • Ingredients have different performance properties (e.g. texture, flavour, moisture) which affect how they are used in food products.  
  • Zipper — Whitcomb Judson (1846–1909) developed a fastening device using metal or plastic for strength and flexibility in 1893. 

Computational thinking 

  • Clear, step-by-step instructions help complete tasks, and mistakes can be found and fixed. 

Design  

  • Using questions to consider design ideas that solve everyday problems  
  • Drawing ideas to help plan what to make 

Materials, ingredients, and making 

  • Investigating a range of both hard and soft materials through sorting, shaping, and testing 
  • Making a product (refer to indicative examples) 

Design 

  • Exploring everyday products to identify who and what they are for and how they work 
  • Drawing a picture (design) of a product that considers how it might look and work  
  • Following the steps of a design brief to make a design (refer to indicative examples) 

Materials, ingredients, and making 

  • Investigating how ingredients change when they are mixed or heated  
  • Making a product by mixing or heating some ingredients (e.g. play dough)  
  • Testing and sorting materials or ingredients to find out what they are best suited for 
  • Making a product using either materials or ingredients (refer to indicative examples) 

Design  

  • Comparing old and new objects to see what is different and why they have changed 
  • Investigating a range of products for their impact on people and the environment 
  • Communicating design ideas by drawing, building models, or making simple plans 
  • Refining a design brief by identifying what worked (function) or did not and explaining how it could be improved 

Materials, ingredients, and making 

  • Observing and explaining how ingredients change when mixed or heated and whether they can change back or not 
  • Analysing the performance properties of materials or ingredients to help choose the best ones for making a product (fit-for-purpose) 
  • Making a product, using either materials or ingredients, that is fit-for-purpose (refer to indicative examples) 

Computational thinking 

  • Breaking a simple task into ordered steps, giving clear instructions, and checking and correcting them as they are followed 

Links to Technology supports and resources:

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