Design and Technology KS1 Y1Y2 Convention

Moving Pictures (Sliders and Levers)

5 lessons

Subject
Design and Technology
Key Stage
KS1
Year group
Y1, Y2
Statutory reference
explore and use mechanisms in their products
Source document
Design and Technology (KS1/KS2) - National Curriculum Programme of Study
Estimated duration
5 lessons
Status
Convention
Coverage: 8/11 expected capabilities surfaced
Curriculum anchorConcept modelDifferentiation dataThinking lensLesson structureVocabulary definitionsPrior knowledge linksLearner scaffolding
Cross-curricular linksSuccess criteriaAccess and inclusion

Concepts

This study delivers 1 primary concept and 2 secondary concepts.

Primary concept: Mechanisms: Levers, Sliders, Wheels and Axles (DT-KS1-C005)

Type: Knowledge | Teaching weight: 1/6

Mechanisms are devices that transmit and modify motion and force. At KS1, pupils explore simple mechanisms including levers, sliders, wheels and axles, learning how these can be used to create movement in their products. Pupils investigate how levers pivot around a fulcrum, how sliders create linear movement, and how wheels turning on axles enable rolling. This concept introduces the principle that mechanical systems convert one type of input into useful output.

Teaching guidance: Provide ready-made mechanical components such as split pins, card strips and wheels for exploring levers and pivots. Make simple moving pictures using levers and sliders that create movement when a card is pulled. Attach wheels to simple vehicles and investigate how the diameter of wheels affects how far they travel. Examine real products that use these mechanisms. Encourage pupils to describe the movement they observe using appropriate vocabulary. Key vocabulary: mechanism, lever, slider, wheel, axle, pivot, fulcrum, rotate, linear, movement, force, input, output, motion Common misconceptions: Pupils may confuse wheels (which rotate) with rollers or may not understand the function of an axle in keeping a wheel spinning. Practical investigation with real mechanisms is more effective than diagrammatic explanation at this stage. Pupils may not recognise that levers are found in everyday objects such as scissors, seesaws and door handles.

Differentiation

LevelWhat success looks likeExample taskCommon errors

EntryCreating a simple moving mechanism (lever or slider) with adult support, observing that pushing or pulling creates movement.Use a split pin to attach this card arm to the body. Push the arm — what happens?Fixing the split pin too tightly so the mechanism cannot move; Not understanding that the split pin is the pivot point
DevelopingIncorporating a mechanism (lever, slider or wheel and axle) into a product to create intentional movement.Make a moving picture where a character waves their arm using a lever mechanism.Creating movement that doesn't relate to the product's purpose; Making the mechanism visible from the front when it should be hidden
ExpectedChoosing and combining appropriate mechanisms for a design brief, explaining how the mechanism works and why they selected it.Design a card with a moving part for a younger child. Choose the best mechanism and explain your choice.Choosing a mechanism without considering the user or the intended movement; Not being able to explain how the mechanism converts the input motion to the output

Model response (Entry): When I push the arm it moves around the split pin. The split pin is in the middle and the arm swings up and down.
Model response (Developing): I cut out a character and a separate arm. I attached the arm with a split pin at the shoulder. I added a card strip at the back so I can push it from behind to make the arm wave.
Model response (Expected): I chose a slider mechanism because it is simple and safe for a small child to use — they just pull a tab. I made a fish that slides across a sea scene. The slider is a card strip that moves through two slots. I chose this instead of a lever because the sliding movement looks like swimming, which matches the fish design.

Secondary concept: Iterative Design Process (DT-KS1-C001)

Type: Process | Teaching weight: 1/6

The iterative design process involves cyclical stages of designing, making and evaluating, where each stage informs the others and products are progressively improved. At KS1, pupils are introduced to this process in a simplified form, learning that good products emerge from planning, making and reflection rather than a single attempt. The iterative nature of design means that problems discovered during making can lead to redesign, and evaluation can trigger further improvement.

Differentiation

LevelWhat success looks likeCommon errors

EntryFollowing a simple design-make-evaluate sequence with adult guidance, understanding that making involves planning before starting.Starting to make immediately without any planning; Drawing a picture that has no connection to what they intend to make
DevelopingCompleting the design-make-evaluate cycle with some independence, referring back to their design during making and identifying one improvement after.Abandoning the design completely during making without reflecting on why; Evaluating only the appearance and not the function of the product
ExpectedUsing the design-make-evaluate cycle independently, making purposeful changes during making based on testing, and evaluating against the original design criteria.Not testing during making and only discovering problems at the end; Not connecting the evaluation back to the original design criteria

Secondary concept: Joining and Finishing Techniques (DT-KS1-C009)

Type: Skill | Teaching weight: 1/6

Joining techniques are methods used to connect materials and components together so that a product holds its shape and structure. At KS1, pupils explore a range of joining methods including adhesives (glue, tape, staples), mechanical fixings (split pins, treasury tags, stitching) and construction techniques (folding tabs, slots). Finishing refers to the processes applied to the surface of a product after it has been assembled, such as painting, colouring or adding surface decoration, to improve its appearance and protect it.

Differentiation

LevelWhat success looks likeCommon errors

EntryJoining two pieces of material together using a simple method such as glue or tape.Using too much glue so the join is weak and soggy; Not holding the pieces together while the adhesive sets
DevelopingChoosing between joining methods (glue, tape, staples, split pins, stitching) based on whether the join needs to be permanent or temporary, rigid or flexible.Using a permanent join when the brief requires movement; Not considering the functional requirements of the join
ExpectedUsing a range of joining and finishing techniques with skill, selecting methods that are appropriate for the materials and the design intent.Making stitches too far apart so the join is weak; Not considering how the finishing will look on the completed product


Thinking lens: Structure and Function (primary)

Key question: How does the structure of this thing enable or explain what it does? Why this lens fits: Selecting joining techniques requires pupils to reason about how the method of joining (gluing, stapling, sewing) must match the structural demands of the product — the function of the join determines which technique is appropriate. Question stems for KS1:
  • What shape is it? Why do you think it is that shape?
  • What job does this part do?
  • What would happen if this part were a different shape?
  • Can you find something else that does the same job?
  • Secondary lens: Cause and Effect — Safe tool use is built on understanding that specific actions with tools produce specific consequences — applying too much force, holding a blade incorrectly, or choosing the wrong tool each has a predictable and teachable effect.

    Session structure: Design, Make, Evaluate

    Design, Make, Evaluate

    The core Design & Technology cycle. Pupils investigate existing products and user needs, design a solution with clear specifications, plan the making process, construct using appropriate materials and techniques, test against the design brief, and evaluate the outcome with suggestions for improvement.

    investigatedesignplanmaketestevaluate Assessment: Design portfolio including investigation findings, annotated design with specifications, making log, test results, and evaluative conclusion comparing outcome to original brief. Teacher note: Use the DESIGN, MAKE AND EVALUATE template: show children existing products and help them say what they like and how they work. Support them in drawing and talking about their own design idea. Help them choose materials and make their product with adult support. Encourage them to try it out and say what worked and what they might change. KS1 question stems:
  • What do you like about this product? How does it work?
  • Can you draw what you want to make?
  • What materials will you use? Why?
  • Does your product work? What would you change?

  • Design and Technology: Mechanisms

    Design brief: Design and make a picture book page with moving parts using sliders and levers. The movement must help tell a story. Materials: card, split pins, paper fasteners, cardboard strips, straws, coloured paper Tools: scissors, hole punch, ruler, glue stick Techniques: cutting to size, joining with split pins, creating slider tracks, lever mechanisms Safety notes: Adult supervision for hole punch. Ensure split pin points are flattened after insertion to prevent scratching. Demonstrate safe scissors use -- cut away from body. Evaluation criteria:
  • Does the slider/lever move smoothly?
  • Does the movement help tell the story?
  • Is the mechanism securely attached?

  • Why this study matters

    Moving picture books are an engaging first mechanisms project because the end product is immediately functional and satisfying -- the slider moves, the lever lifts, the child sees cause and effect. The project combines Art (illustration) with DT (mechanism) in a natural way. The relatively simple construction (card, split pins, paper strips) is achievable for 5-7 year olds while still teaching genuine mechanical principles.


    Pitfalls to avoid

  • Slider tracks too tight -- card bows and jams
  • Split pin points not flattened -- scratch hazard
  • Pupils decorate before testing mechanism -- if mechanism fails, decoration is wasted
  • Levers too short to create visible movement -- demonstrate lever length matters

  • Vocabulary word mat

    TermMeaning

    adhesiveA substance used to stick two surfaces or materials together, such as glue, tape, or paste.
    appearance
    axleA rod or shaft on which a wheel or pair of wheels turns to allow movement.
    criteriaA set of standards or requirements that a design must meet to be successful for its intended purpose.
    criterion
    decorateTo add colour, pattern, or other visual details to a product to improve its appearance.
    designA plan or drawing that shows how something will be made, including materials, measurements, and steps.
    evaluateTo judge how well a finished product meets the original design criteria and suggest improvements.
    finishA surface treatment applied to a product to protect it or improve its appearance, such as painting or varnishing.
    fix
    foldTo bend a material over on itself along a straight line to create a crease, layer, or three-dimensional shape.
    force
    fulcrum
    functionThe job or purpose that a product is designed to do, such as holding, moving, or protecting something.
    glue
    improveTo make changes to a design or product so that it works better, looks better, or better meets the design criteria.
    inputSomething that is put into a system to make it work, such as pushing a button, turning a handle, or providing electricity.
    iterate
    joinTo connect two or more pieces of material together using a method such as gluing, stitching, slotting, or using a fastener.
    leverA rigid bar that pivots on a fixed point (fulcrum) to move a load or create movement with less effort.
    linear
    make
    mechanismA set of moving parts inside a product that work together to produce a particular type of movement or action.
    motion
    movement
    outputWhat a system produces as a result, such as light from a bulb, sound from a buzzer, or movement from a motor.
    paint
    permanent
    pivotA fixed point around which a lever or other part turns or rotates, allowing controlled movement.
    plan
    productThe finished item that has been designed and made for a specific purpose and user.
    prototypeA first working version of a design, made to test whether the idea works before producing the final product.
    purposeThe reason why a product exists and what it is intended to do for its user.
    rotate
    sliderA mechanism that allows part of a design to move back and forth in a straight line, often used in moving cards.
    slot
    staple
    stitch
    surface
    tabA small flap or strip extending from an edge, used for folding, gluing, or pulling a mechanism.
    tape
    temporary
    userThe person who will use the finished product; designs should be made with the user needs in mind.
    wheelA circular component that rotates on an axle to allow a vehicle or mechanism to move or roll.
    split pin
    design criteria

    Prior knowledge (retrieval plan)

    Pupils should already know the following from earlier units:

    Prior knowledge neededFor conceptDescription

    Design CriteriaIterative Design ProcessDesign criteria are the specific requirements that a product must meet to be considered successfu...
    Tools, Equipment and Safe MakingJoining and Finishing TechniquesTools and equipment are the instruments used to cut, shape, join and finish materials during maki...
    Intentional Making and DesignIterative Design ProcessCreating with a purpose in mind: selecting materials, tools and techniques deliberately to achiev...


    Scaffolding and inclusion (Y1)

    GuidelineDetail

    Reading levelPre-reader / Emergent
    Text-to-speechRequired
    Max sentence length8 words
    VocabularyConcrete nouns and action verbs only. No abstract concepts without physical anchor. Examples: dog, apple, jump, big, one more.
    Scaffolding levelMaximum
    Hint tiers2 tiers
    Session length5–12 minutes
    Worked examplesRequired — Animated, narrated walkthrough with no text. Character models the thinking aloud.
    Feedback toneWarm Nurturing
    Normalize struggleYes
    Example correct feedbackThe frog jumped exactly four spaces — you counted perfectly!
    Example error feedbackOh, let us count again together! [animation demonstrates]


    Knowledge organiser

    Key terms:
  • mechanism
  • slider
  • lever
  • pivot
  • split pin
  • design criteria
  • evaluate
  • Core facts (expected standard):
  • Mechanisms: Levers, Sliders, Wheels and Axles: Choosing and combining appropriate mechanisms for a design brief, explaining how the mechanism works and why they selected it.

  • Graph context

    Node type: DTTopicSuggestion | Study ID: TS-DT-KS1-001 Concept IDs:
  • DT-KS1-C005: Mechanisms: Levers, Sliders, Wheels and Axles (primary)
  • DT-KS1-C001: Iterative Design Process
  • DT-KS1-C009: Joining and Finishing Techniques
  • Cypher query:

    ``cypher

    MATCH (ts:DTTopicSuggestion {suggestion_id: 'TS-DT-KS1-001'})

    -[:DELIVERS_VIA]->(c:Concept)

    -[:HAS_DIFFICULTY_LEVEL]->(dl)

    RETURN c.name, dl.label, dl.description

    ``


    Generated from the UK Curriculum Knowledge Graph — zero LLM generation.