Physical, Personal and Social Learning
The domain of Design, Creativity and Technology (DCT) emphasises engagement in designing, creating and evaluating processes, products and technological systems using a range of materials as a way of developing creativity and innovation. Creativity in this domain can be described as applying imagination and lateral and critical thinking throughout design and development processes. Innovation is an outcome of the broad exploration of ideas, use of materials/ingredients, and technical processes that can occur when individuals are involved in investigating, designing, producing, analysing and evaluating their own and others’ products and/or systems.
Design is a vital step in transforming ideas into creative, practical and commercial realities by optimising the value of products and systems. Designing and its application involve planning and organising production, and evaluating products in a real context. Contexts may relate to; for example, what we grow, eat, wear, build, make, our health and safety, and how we travel and spend our leisure time. Designers consider problems, needs, wants and opportunities and respond to them by developing a range of ideas, which are developed into utilitarian products or systems.
Development of capability in this domain includes the ability to use, manage, assess and understand design, creativity, technology, and their relationship to innovation. In more detail, this involves students:
This domain involves experiential, practical and applied knowledge as well as theoretical understanding. It requires students to be autonomous and creative problem-solvers, as individuals and as members of a team. Students combine an understanding of design, functionality, aesthetics, social, cultural, economic and environmental issues, and industrial practices with practical skills. As they do so, they reflect on and evaluate past and present design and technology, its uses and effects.
The DCT domain focuses on development of students’ skills in managing and manipulating materials and resources using a range of tools, equipment and machines to make, produce or grow functional physical products or systems. These materials and resources include food, wood, metal, timber, plastics, textiles, ceramics, plants and soil/growing media and components such as wheels and axles, pulleys and belts, gears, switches, lights, motors, connecting wires, batteries and printed circuits boards.