Tree House Escape. Design Challenge Learning. https://www.thetech.org/educators/design- challenge- learning



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Transcription:

A frightened friend is stranded in a treehouse and needs help getting out! In this design challenge students explore how simple machines can make work easier while they design a device to retrieve their sibling from a tree house that has lost its ladder. As they iterate through this design challenge, students gain firsthand experience in the design process. Grades 3-8 Estimated time: 60 minutes Student Outcomes: 1. Students will be able to identify simple machines found in everyday objects and devices. 2. Students will be able to discuss their design considerations based on the mechanical advantage provided by different simple machines. 3. Students will be able to describe their system in terms of work, force, and energy. 4. Students will be able to utilize the three step design process to meet an engineering challenge. Next Generation Science Standards Grade 3-5: Engineering Design 3-5-ETS1-1, 3-5-ETS1-2, 3-5-ETS1-3 Grade 3: Physical Science 3-PS2-1, 3- PS3-2 Grade 4: Physical Science 4-PS3-1, 4-PS3-3, 4-PS3-4 Grade 5: Physical Science 5-PS2-1 Grade 6-8: Engineering Design MS-ETS1-1, MS-ETS1-2, MS-ETS1-3, MS-ETS1-4; Physical Science MS-PS2-2, MS-PS3-1, MS-PS3-2, MS-PS3-5 Common Core Language Arts-Speaking and Listening Grade 3: SL.3.1b-d, SL.3.3, SL.3.4a Grade 4: SL.4.1b-d, SL.4.4a Grade 5: SL.5.1b-d, SL.5.4 Grade 6: SL.6.1b-d Grade 7: SL.7.1b-d Grade 8: SL.8.1b-d California Science Content Grade 3: Physical Science 1.b-d; Investigation and Experimentation 5.a-b, d Grade 4: Investigation and Experimentation 6.a, 6.c-d Grade 5: Investigation and Experimentation 6.a-c, 6.h Grade 6: Investigation and Experimentation 7.a-b, 7.d-e Grade 7: Investigation and Experimentation 7.a, 7.c-e Grade 8: Physical Science 1.a-e, 2.a-g; Earth Science 4.e; Investigation and Experimentation 9.a-b Vocabulary: Familiarity with these terms and concepts will enhance students experience in the activity. Compound machines: Two or more simple machines working together to make work easier. Conservation of Energy: Energy cannot be created or destroyed; it may be transformed from one form into another, or transferred from one place to another, but the total amount of energy never changes. Elastic Potential Energy: Potential energy due to tension either stretch (rubber bands, etc.) or compress (sprigs, etc.). https://www./educators/design- challenge- learning

Energy: The ability to do work. Appears in many forms, all of which are either kinetic or potential. Force: A push or pull. An influence on a body or system, causing or tending to cause a change in movement or shape. Fulcrum: A lever s pivot point. Gravitational Potential Energy: Potential energy due to elevated position. Note: This only depends on vertical displacement and not the path taken to get it there. This value is always relative to some reference level. Inclined Plane: A sloped surface that does work by trading force for distance. This includes ramps, wedges, screws, and scissors/cutters. Kinetic Energy (KE): Energy of motion. Includes heat, sound, and light (motion of molecules). Lever: A bar resting on and tending to rotate about a fixed point when force is applied. The lever type is determined by the order of load/fulcrum/force as described below: o First class lever: load-fulcrum-force; force and load move in the opposite direction; seesaw. Trades force for distance. o Second class lever: force-load-fulcrum; force and load move in the same directions; wrenches, wheelbarrows. o Third class lever: fulcrum-force-load; force and load move in the same direction, but force cannot travel farther than load (no positive mechanical advantage); arms, legs, fishing poles, cranes, and backhoes. Useful for reaching; always sacrifices force for distance. o Cantilever: A lever with one end supported and the other end free. Machine: A tool using or applying mechanical energy and having several parts, each with a definite function and together performing a particular task. Advanced definition: A device for multiplying forces or simply changing the direction of forces. Note that machines cannot multiply or create work or energy! Any machine that multiplies force does so at the expense of distance; any machine that multiplies distance does so at the expense of force. Mechanical Advantage: The number of times a machine multiplies the effort force. Mechanical Energy: Energy possessed by an object due to its motion or its stored energy of position. Mechanical energy can be either kinetic energy (energy of motion) or potential energy (stored energy of position). Potential Energy (PE): Energy of position; energy that is stored and held in readiness. Includes chemical energy, such as fossil fuels, electric batteries, and the food we eat. Simple Machines: Simple tools used to make work easier. These include the pulley, lever, and inclined plane. Variations of the most basic simple machines include the screw, wheel and axle, and wedge. Work: A force acting on an object to move it across a distance. Pushing, pulling, and lifting are common forms of work. Wheel and Axle: Something round that turns around or with a rod. Does work by trading force for distance. Circumference of wheel is greater than circumference of axle apply smaller force over large wheel distance to move object. Wheel & Axle may or may not turn independently. o Gears: Toothed wheels. Mechanical advantage occurs when the two gears are not the same size. If a little gear turns a big gear, the big one turns slower than the smaller gear, etc. o Pulleys: Grooved wheel (to hold rope). Fixed pulley: is attached to an anchor. It does not change the amount of force required to perform a task, it only allows you to change the direction in which the force is applied. Moveable pulley: is attached directly to the load and lifts with it. Block and tackle: a compound machine made of fixed and moveable pulleys. Weight is evenly divided between the number of lines that support it. Block=pulleys; tackle=lines/ropes. Mathematical Connections: Familiarity with these mathematical connections will enhance students experience in the activity. https://www./educators/design- challenge- learning

Lever: Mechanical Advantage = length of effort arm / length of resistance arm Wheel and Axle: Mechanical Advantage = radius of wheel / radius of axle Inclined Plane: Mechanical Advantage = length of slope / height of slope Pulley: All pulley have a fixed Mechanical Advantage depending on the type. A pulley with one rope (single fixed pulley) has a Mechanical Advantage of 1. A pulley with two ropes (single moveable pulley) has a Mechanical Advantage of 2. A pulley with six ropes (block and tackle) has a Mechanical Advantage of four. Everyday Simple Machines: Being able to draw connections between simple machines and everyday items will enhance student s experience in the activity. Levers: teeter totter, oar, rake, hoe, bat, pick, fork, screw driver, snow shovel, hammer, bottle opener, light switch, spatula, stapler, crowbar, scissors, car jack, etc. Screw: wood or metal screws, drill, meat grinder, bolts, nuts, corkscrew, swivel chair, jar lid, etc. Inclined plane: ladder, escalator, hill, roller coaster, stairs, wheelchair ramp, gangplank, dump truck, parkade (multi story parking garage), etc. Wedge: paper cutter, scissors, crowbar, chisel, axe, prying tools, can opener, door wedge, pins, needles, nails, etc. Pulley: fan belt, elevators, steam shovels, flagpole, clothesline pulleys, derricks, cranes, lifts, pulleys, gears, old-fashioned well, block and tackle, winch, wire stretchers, Venetian blinds, etc. Wheel and axle: windmill, bicycle, roller skate, vehicles, rolling pin, egg beater, old-fashioned telephone dial, fishing reel, record player, tapes, door knob, pencil sharpener, bobbins, fans, casters, etc. Resources: Kinetic and Potential Energy Comparison: Powered by Diffen, the website that allows you to compare anything, and includes an overview of kinetic and potential energy. www.diffen.com/difference/kinetic_energy_vs_potential_energy PhET Interactive Simulations: Administered by the University of Colorado Boulder, the website provides a variety of interactive simulations for science and math. It includes simulations dealing with motion, energy, power, and work. There is a simulation that allows students manipulate a ramp in order to discover the forces, energy, and work on household objects through graphs. In 2011, PhET was selected as a Tech Awards Laureate for the Microsoft Education Award. https://phet.colorado.edu Newton s Crade: An online interactive animation of Newton s Cradle created by Bryan Heisey and administered by Lock Haven University. www.lhup.edu/~dsimanek/scenario/newton.htm https://www./educators/design- challenge- learning

Design Challenge Process: The Design Challenge Process is designed so students reinforce their science, mathematics, social studies, and language arts content knowledge, through an open-ended process that results in an original, team-driven solution. Students are expected to take responsibility for assessing their own progress and incorporate peer feedback as they conceptualize and redesign their projects. The process consists of three interconnected steps: Conceptualize Identify problem, materials, and constraints Brainstorm ideas and possible solutions Construct and Test Select a solution Design and construct Prototype Redesign or modify Retest Acquire Knowledge Research Share solutions Reflect and discuss Through the try, fail, learn approach, students develop the skills and habits of mind of Silicon Valley innovators: creativity, problem solving, design, collaboration, leadership, risk-taking, perseverance, and learning from failure. Materials: Materials can be limiting or inspirational to students! Have a wide variety of materials to promote a diversity of solutions. Recycled items are really useful: old mouse pads, wood scraps, boxes, cardboard tubes, strawberry baskets, etc. Class Supplies to Share: Tape (various) Brads Wire Wood Sticks and Strips Plastic and Paper Cups Springs Spools Paper Clips Paper Hot Glue Guns String Craft Sticks Pipe Cleaners Plastic Bags Foam Pieces Foam Core Rubber Bands Straws Hot Glue Rope Dowels (various sizes) Strawberry Baskets Plastic Spoons Clothespins Binder Clips (various sizes) Clay or Play-dough Scissors Glue https://www./educators/design- challenge- learning

Lesson Plan: Introduction (10 minutes) 1. Simple machines can help us to do work. They make work easier by lowering the effort required to move objects. 2. Introduce some everyday simple machines and discuss how they create mechanical advantage to make our lives easier. 3. Brainstorm with students how every-day problems can be solved through the use of simple machines. Examples: using a ramp to put heavy boxes in a truck, using a wheel barrel to carry dirt, using a bike to go long distances. Tree House Escape Challenge (25 minutes) 1. Scenario: In your backyard is a tree house where you and your friend have been playing. The rope ladder you used to climb the tree has fallen to the ground and it cannot be re-attached to the tree branch. Your friend is too scared to use the other tree branches that you have just used to climb down from the tree. 2. Introduce the Challenge: Using the materials found in your house, design a contraption that will help your sibling escape the tree house and return safely to the ground! 3. Introduce the Constraints: Your design must include at least one simple machine. Your device must be operated from a seated position (you may stand in order to assemble the device). You can only use the materials provided. Each group member must participate in the design and construction of the device. You may test your device as you work. In order to elevate the challenge you may include the following constraints: o Require one or more specific simple machines to be present in the final device. o Require the device to operate under its own power (instead of manually). o Require motors, electricity, switches, etc. as appropriate. o All team members must be included in the operation of the device. o Use redundant fastener system; require the use of certain tools or materials. o Place a restriction on the amount or different types of materials that can be utilized. o Place a time limit on the operation of the device. 4. Build: Give students about 20 minutes to build. Instructor should ask open-ended questions to help guide students through the design process, but should also allow students space to tinker. Questions to guide student thinking: o What is the main problem? o What are all the ways you can get down from a tree or a high place? o What examples or products have you seen that can be used as a solution for this challenge? o What simple machines could be useful in getting down from a high place? Demonstration and Reflection (25 minutes) 5. Demonstration: Each group of students will explain their design strategy and how their device works keeping in mind the constraints of the challenge and the focus on simple machines. The instructor will ask prompting questions and point out other facets in the student s designs. Have students https://www./educators/design- challenge- learning

demonstrate their device for the class at the model tree. If students have not completed their device ask them how the device would have worked. Questions o Can you tell me about your design? o Have you done any research to inform your design? How did it help you? o Did you continue to work on your original design or try something new? o How does your design make it easy for you to save your friend? o What motion are you applying to your design to help it function? o What simple machine(s) does your device employ? How do they help make the work easier? o If you had more time, what would you add, change, or do differently? 6. Reflection: Review what was learned, focusing on simple machines, forces, and work. Mention that scientists and engineers go through this design challenge process daily, learning from their mistakes and reflecting and improving upon what they have already designed. Teaching Points: o Force is a pulling or pushing action that influences motion. o Work is what happens when an object moves in the direction of the force acting on it. o Simple machines are specific inventions that can help reduce the amount of work to perform a task. Questions: o Which simple machines were most frequently used in the class designs? o Which ones did you not see? o How could you modify one of the designs seen today to include other simple machines? o How are the devices you created today similar to machines in real life? 7. Evaluation: At the conclusion of the building period and during the demonstration and reflection periods give time for yourself and your students to evaluate performance during the design challenge process. Following are three suggestions for evaluation: Rubric: Before taking part in a design challenge, create a rubric and share the elements of the rubric with the students. A great resource for rubric design is the Rubistar website: http://rubistar.4teachers.org. Student self-reflection: To gain insight into each student s sense of how his or her team solved the problem, ask individual students to write a reflection from his or her perspective on the experience. Sample writing prompts that could be asked are: o What was your role in the project? o How did your team come up with its solution? o What was something that challenged your team? o How did you overcome this challenge? o If you had more time, what changes would you make in your design? Peer assessment: Have students write a short assessment of their peers projects based on the rubric designed. Extensions 1. Have an expanded discussion about simple machines past, present, and future. Do new technologies use simple machines in new ways? What uses of simple machines have remained virtually the same over the years? 2. Repeat the activity or have a class discussion using a new constraint: how would your design change if you had to create an invention that modeled a part of the body? https://www./educators/design- challenge- learning