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5.7 Technologies (Digital, Design, Applied)
Training Hub5. Subject-Specific Examples5.7 Technologies (Digital, Design, Applied)

5.7 Technologies (Digital, Design, Applied)

Examples for coding, design thinking, and applied technologies.

CurricuLLM can help with teaching technologies by linking design projects to learning goals, planning digital and hands-on tasks, and showing students how to solve problems.

For teachers

You can use CurricuLLM to:

  • Plan lessons and projects:
    • "Make a Year 8 project on sustainable packaging linked to outcomes."
    • "Give activities to teach coding basics to Year 7."
  • Check assessments:
    • "Does this robotics task match Year 9 digital tech requirements?"
    • "Write a marking guide for a website design project with four levels."
  • Add cross-curriculum links:
    • "Show how sustainability fits in a textiles project."
    • "Link a food tech unit with science outcomes."
  • Change tasks for different levels:
    • "Adapt this coding task for beginners."
    • "Give an advanced challenge for students who already know HTML and CSS."

For students

Students can use CurricuLLM to:

  • Practise digital skills:
    • "Explain the difference between hardware and software with examples."
    • "Show steps to make a simple database."
  • Get project ideas:
    • "Suggest themes for a Year 9 project on community needs."
    • "Give ideas for a digital solutions project about recycling."
  • Understand tricky concepts:
    • "Explain how algorithms work with a simple example."
    • "Ask me guiding questions to help fix my coding problem."
  • Reflect on learning:
    • "What questions should I ask myself when checking my prototype?"
    • "Help me write a short reflection on what I learned in food tech."

Key takeaway

In technologies, CurricuLLM works best when it supports creative problem-solving, helps teachers plan projects linked to the curriculum, and gives students step-by-step help, practice, and reflection questions.

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