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.