Last updated on 10 November 2026
Science and Technology
Overview
Science and Technology is one of six Areas of Learning and Experience in the Curriculum for Wales. It draws on biology, chemistry, computer science, design and technology, and physics, and has six statements of what matters. They cover inquiry, design and engineering, living things, matter, forces and energy, and computation.
The Area helps learners understand the natural and designed world and act on it. They ask questions, build and test models, judge evidence, and design products, services and systems for real users. Hwb asks you to plan for three kinds of knowledge: content, procedural and epistemic. Plan the knowledge learners need before practical work so it strengthens conceptual understanding. One ethical question runs through the Area: "Just because we can, does that mean we should?"
Schools decide how to organise teaching. Hwb says the six statements "do not align exactly with traditional subject areas" and "should not be considered separately in school curriculum design and planning". Plan progression across the six statements, not discipline by discipline. For the full framework, see the Science and Technology guidance on Hwb.
What does Science and Technology look like in practice?
Being curious (enquiry)
Design thinking and engineering
Living things
Matter
Forces and energy
Computation
Statements of what matters
The 6 statements below are the official wording from the Curriculum for Wales. Together they set out the big ideas learners should come to understand in Science and Technology.
Being curious and searching for answers is essential to understanding and predicting phenomena
Design thinking and engineering offer technical and creative ways to meet society’s needs and wants
The world around us is full of living things which depend on each other for survival
Matter and the way it behaves defines our universe and shapes our lives
Forces and energy provide a foundation for understanding our universe
Computation is the foundation for our digital world
Progression in Science and Technology
Progression step 1
Progression step 2
Progression step 3
Progression step 4
Progression step 5
How does Science and Technology relate to the four purposes?
Ambitious, capable learners
Enterprising, creative contributors
Ethical, informed citizens
Healthy, confident individuals
Cross-cutting themes
Local, national and international contexts
Careers and work-related experiences
Relationships and sexuality education
Cross-curricular skills
Literacy
Numeracy
Digital competence
Thinking tools for Science and Technology
Practical classroom strategies that develop thinking skills across Science and Technology. Each tool is ready to use in your next lesson.
Concept Cartoons
Cartoon-style illustrations showing characters with different viewpoints about a concept, prompting learners to discuss which ideas are correct and why.
Visual organisers
Concept Map
A diagram showing how ideas in a topic are connected, with labelled lines explaining the relationship between each pair of concepts.
Visual organisers
Exploring Wrong Answers
A feedback strategy where wrong answers are examined rather than dismissed, helping learners trace exactly where their thinking went off track.
Assessment for learning
Fishbone Diagram
A graphical organiser shaped like a fish skeleton where causes branch off a central spine leading to an effect, helping learners map cause-and-effect relationships.
Visual organisers
KWL/KWHL Grids
A simple grid where learners record what they Know, what they Want to find out, How they will find out, and what they have Learned, structuring inquiry from start to finish.
Visual organisers
Odd One Out
A quick classification tool where learners choose which item doesn't belong in a set and, crucially, explain why.
Ranking & sorting
Common questions about Science and Technology
No. Hwb sets no staffing requirement for Science and Technology. Hwb's designing guidance suggests drawing on subject specialist expertise across schools and partnerships with "designers, scientists, engineers, computer scientists and craftspeople", including local industry. The Area draws on five disciplines: biology, chemistry, computer science, design and technology, and physics. Plan progression across its six statements of what matters. Hwb says these "should not be considered separately in school curriculum design and planning". Map your staff's expertise against the six statements. Then plan where to borrow it from a cluster school, a partner or professional learning.
Teach the cycle as a loop learners repeat. Hwb does not use "design-make-evaluate". The nearest is the "user-centred design process", in the statement "Design thinking and engineering offer technical and creative ways to meet society’s needs and wants". Learners design and engineer products, services and systems for real users.
Hwb's principles of progression describe problem-solving and design as iterative. Learners learn through "a 'trial and improve' approach" and come to see the value of failure. In nursery and reception, designing and making happen together. Around Year 3 learners use basic prototyping. By Year 11 they work with low- and high-fidelity prototypes. Keep the users real and leave time to refine.
Computer science is one of the five disciplines Science and Technology draws on, with its own statement of what matters: "Computation is the foundation for our digital world".
The statements of what matters Code, made under the Curriculum and Assessment (Wales) Act 2021, requires a curriculum to incorporate all six statements. So computation is part of every school's curriculum.
It covers algorithms, how hardware and software work, the limits of computers, and the legal, social and ethical consequences of technology.
Hwb says the statements "should not be considered separately". Plan links, such as sensors in an investigation or coded control in a design project.
Keep it distinct from digital competence, the cross-curricular skill every Area develops.