Autumn 1
How Can Data Help Us Understand the World Around Us?
This term, Year 6 will explore the question:
“There is only one way to design an effective product. Support or challenge?”
Through this project, children will combine their knowledge of science, design technology, and maths to design and create an electrical machine to help pick up litter. They will investigate circuits, test prototypes, and use data to evaluate and improve their designs. The project also includes exploring aesthetics and functionality to create a product that is both effective and appealing.
What Will Children Learn?
- Science:
- How electrical circuits work and what affects their performance.
- How to use symbols to draw circuit diagrams.
- Design & Technology:
- Design, prototype, and build a functional product using electrical systems.
- Evaluate and refine designs based on testing and data.
- Maths:
- Collect, record, and interpret data using tables and graphs.
- Art:
- Explore aesthetics and decoration techniques to make products appealing.
Key Experiences
- Investigating the effectiveness of different litter-collection methods.
- Building and testing electrical circuits.
- Creating and refining prototypes of an electric litter picker.
- Designing and decorating a final product inspired by real-world engineering.
Why This Matters
This project develops problem-solving, creativity, and scientific thinking. It encourages children to consider environmental issues and how technology can help solve real-world problems.
How You Can Support at Home
- Discuss the importance of reducing litter and caring for the environment.
- Explore how everyday electrical devices work (e.g., hairdryers, vacuum cleaners).
- Share stories of inventors and engineers like James Dyson.
- Encourage your child to explain what they’ve learned about circuits and design.
The Final Outcome
By the end of the term, children will:
- Design and build a working electrical litter picker.
- Present data showing how effective their product is.
- Reflect on whether there is only one way to design an effective product.


