- Art, craft and design embody some of the highest forms of human creativity.
- A high-quality Art & Design education should engage, inspire and challenge pupils, equipping them with the knowledge and skills to experiment, invent and create their own works of art, craft and design.
- As pupils progress, they should be able to think critically and develop a more rigorous understanding of art and design.
- They should also know how art and design both reflect and shape our history, and contribute to the culture, creativity and wealth of our nation.
Aims of the Clavering Curriculum for Art & Design
The Clavering Curriculum for Art & Design aims to ensure that all pupils:
- produce creative work, exploring their ideas and recording their experiences;
- become proficient in drawing, painting, sculpture and other art, craft and design techniques;
- evaluate and analyse creative works using the language of art, craft and design;
- know about great artists, craft makers and designers, and understand the historical and cultural development of their art forms.
Clavering Learning Foci for Art & Deign
1. To develop ideas.
2. To master techniques: drawing; painting; sculpture; textiles; digital media; collage; print.
3. To take inspiration from ‘the greats’ (classic, modern and multi-cultural).
Topics studied in each year group
Drawing & Painting 1
Digital Media 1
Drawing & Painting 2
Drawing & Painting 3
Digital Media 2
Drawing & Painting 4
Drawing & Painting 5
Digital Media 3
Drawing & Painting 6
1. The learning foci ‘To develop ideas’ and ‘To take inspiration from ‘the greats’’ are found in every topic.
2. ‘Sculpture’ and ‘Drawing & Painting’ units are taught in every year group because of their significant position in the National Curriculum;
3. ‘Print’ and ‘Collage’ units alternate with ‘Digital Media’ and ‘Textiles’ units throughout the school – giving pupils the opportunity to study each area three times from Year 1 to Year 6;
4. ‘Textiles’ is also taught within the Clavering Curriculum for Design & Technology – but from a product design perspective, rather than an artistic viewpoint.