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NZC – Technology Phase 2 (Years 4–6)

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 4–6 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, purposeful, and increasingly complex making in Years 4 to 6. 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 

Structural and conductive: cardboard, foam board, cardstock, copper tape, jumper wires 

Electronic components: LEDs, resistors, batteries (AA or coin cell), buzzers, piezo speakers, light-dependent resistors (LDRs), motion sensors 

Fastening and decorative: split pins (brads), paper fasteners, stickers, printed graphics 

Enclosure materials: plastic boxes, card housings 

Used for: constructing, modelling, joining, decorating, and integrating electronic functions 

Tools 

Structural and conductive: cardboard, foam board, cardstock, copper tape, jumper wires 

Electronic components: LEDs, resistors, batteries (AA or coin cell), buzzers, piezo speakers, light-dependent resistors (LDRs), motion sensors 

Fastening and decorative: split pins (brads), paper fasteners, stickers, printed graphics 

Enclosure materials: plastic boxes, card housings 

Used for: constructing, modelling, joining, decorating, and integrating electronic functions 

Equipment 

Testing and prototyping: LED testers, multi-meters (basic use), breadboards 

Digital and control: battery holders, switches (toggle or push-button) 

Additionally, there may be opportunities to also experience: 

Decorative finishing techniques (e.g. printed graphics, surface treatments) 

Combining recycled or natural materials with electronic components for sustainable design projects 

Investigate through: 

Testing and comparing materials: making spoons from different materials and testing them with water or sand, building mini towers to test strength, or choosing materials for a waterproof container. 

Building and explaining how systems work: through making a balloon-powered car, assembling a pulley to move something, or showing how parts of a gadget work together. 

Design and make through: 

Working together to plan and make things that meet real needs: designing a school playground, building a model of a playground feature, or improving a lunchbox design using feedback. 

Creating and improving digital content and instructions: following and developing design briefs to make a bracelet, testing and fixing instructions for building a model, or planning a treasure hunt using digital tools. 

Design, Make, and Innovate

Knowledge

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

Practices

The skills, strategies, and applications to teach.

During Year 4

During Year 5

During Year 6

During Year 4

During Year 5

During Year 6

Design  

  • Purposeful design considers the impact on people, places, and the environment. 
  • New technologies continue to develop (e.g. smart machines). 
  • A design brief can be used to test ideas and get feedback from others before making the final product. 
  • Transformed global transport — Isambard Kingdom Brunel (1806–1859), design engineer of bridges, tunnels, railways, and ships in the 19th century. His work helped connect people and places in new ways. 

Materials and ingredients 

  • Materials and ingredients are used for different purposes depending on their performance properties.  
  • Movable type printing press — Johannes Gutenberg (c.1400–1468) revolutionised communication by making books easier to produce, spreading literacy and knowledge in 1440. 

Systems thinking 

  • Simple systems (e.g. a toaster) are made of interacting parts that work predictably and consistently to produce an output. 

Design  

  • People produce products for a range of reasons (e.g. to help solve problems, to bring original design ideas to life, to have fun). 
  • A design brief can begin with lots of ideas (divergent thinking) and then testing and improving them (refinement). 

Materials and ingredients 

  • Materials and ingredients should be chosen carefully for their use, considering their properties and the impacts on people and the environment. 

Systems thinking 

  • A simple system has features (e.g. dial on a toaster) that affect how the whole system works. 
  • Structural systems use parts like beams and columns to stay strong and hold weight. 
  • Flash freezing — Clarence Birdseye (1886–1956) invented a method to freeze food quickly, keeping it fresh longer and reducing waste in 1924. 

Design  

  • Designs can be evaluated by how a product looks (aesthetics), how it works (function), and whether it is fit-for-purpose. 
  • New technology can have both positive and negative impacts. 
  • A design brief can be used to evaluate what worked well and what could be done better next time. 
  • Timelines and flowcharts can be used to map out possible design and making processes. 
  • Principles of design — Dieter Rams (1932–). His usability principles ‘less but better’ philosophy shaped industrial design and inspired generations of designers. 

Materials and ingredients 

  • Materials and ingredients exist within an ecosystem (e.g. how they are sourced, transported, and disposed of). 

Systems thinking 

  • Some components do a job without showing how they work inside (black box, e.g. a light switch or remote control). 
  • Mechanical and electronic systems use parts like gears and levers to move energy and materials more easily. 

Digital technologies 

  • Common digital devices have basic physical parts that have specific functions and roles (e.g. screen, keyboard, mouse). 
  • Digital media texts and tools are created by organisations and people for different purposes. 
  • Not all information online is accurate, fair, or trustworthy, and knowing this can lead to informed design choices. 

Computational thinking 

  • Digital systems work well when they follow clear, logical steps. 
  • Challenging computational thinking problems can be solved using instructions (algorithms) that include ordered steps (sequence), decisions (selection), and repeated actions (loops). 
  • Computational thinking is supported when you hide complex details (abstraction) to maintain focus on what matters. 
  • Tablet — Jonathan Ive (1967–), as Apple’s Chief Designer, led the design of the iPad in 2010, a touchscreen device that lets people learn, watch videos, play games, and read books. 

Design 

  • Using sketches or models to test a design idea  
  • Collecting feedback on a design idea and using that feedback to improve the design 

Materials, ingredients, and making 

  • Making a product using materials or ingredients that draws on feedback from others (refer to indicative examples) 

Systems 

  • Identifying the key parts of a simple system (e.g. door handle) and explaining how they work together 
  • Drawing a basic diagram of a system showing the inputs, transformations, and outputs 

Design 

  • Writing broad design criteria (attributes) to guide and refine a design idea 
  • Drawing or building models to identify possible problems, suggest changes, and predict how well something will work 

Materials, ingredients, and making 

  • Comparing different materials or ingredients to see how strong, reusable, or recyclable they are 
  • Testing to compare different materials or ingredients and trialling methods, tools, and techniques to see what works best 
  • Making a product using materials or ingredients that connects clearly to an identified problem (refer to indicative examples) 

Systems 

  • Identifying the component features of a simple system 
  • Drawing a diagram to show the components of a system and how they link 
  • Predicting how the component features impact the way a system works 
  • Designing and testing a simple structural system (e.g. a tower or a bridge to hold a weight) 

Design 

  • Developing a design brief to explain what is being made, who it is for, when and where it is to be used, and why it meets user needs 
  • Using a timeline or flowchart to plan actions and steps and test ideas 
  • Considering the wider implications of using new technologies (e.g. social, environmental, ethical) 

Materials, ingredients, and making 

  • Identifying suitable materials that can be reused or recycled, considering the wider ecosystem  
  • Making a product using materials or ingredients (refer to indicative examples)  
  • Evaluating a product against its identified aesthetics and function and judging whether it is fit-for-purpose 

Systems 

  • Making a product with moving parts using levers, gears, or motors 
  • Building a solid frame structure that stays strong and holds weight  
  • Constructing a simple electronic system (refer to indicative examples) 

Digital technologies 

  • Picking the right digital tools for a task, using them to make an outcome (e.g. simple presentation, animation, game), and explaining why those tools were a good fit 
  • Considering who created a digital media text or tool, why it was made, and whether the information can be trusted 
  • Searching online effectively and checking if the information is trustworthy 

Computational thinking 

  • Developing algorithms that use sequence, selection, and loops to solve computational thinking problems 
  • Testing and improving algorithms to make them clearer and more efficient (debugging and refining) 
  • Using abstraction (e.g. ignoring unnecessary details to focus on the main idea) to simplify a computational thinking problem 

Links to Technology supports and resources:

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