This page highlights grade-level projects and ideas to support students in developing thought-provoking and innovative designs.
The Sail Car Challenge is an exciting and educational event that captivates the spirit of innovation and engineering among students. In this challenge, participants are tasked with designing and building a sail-powered car, pushing their creativity and problem-solving skills to the forefront. The objective is not only to construct a functioning vehicle but also to harness the power of wind energy effectively. Students delve into principles of aerodynamics and mechanics as they strive to optimize their sail cars for speed and efficiency. The Sail Car Challenge serves as a dynamic platform for hands-on learning, encouraging teamwork, critical thinking, and a passion for sustainable energy solutions. It's an engaging opportunity for students to apply theoretical knowledge to a real-world, practical scenario, fostering a love for science and engineering.
Objectives:
Select materials based on their properties when designing a technology.
Demonstrate the safe use of a minimum of three tools and/or pieces of equipment as part of the design process.
Demonstrate types of measuring.
Demonstrate the use of an engineering design process.
Design a device using criteria and constraints.
Evaluate viable solutions.
Select a solution.
Plan the model or prototype.
Produce a model or prototype.
Assess the design.
Use the engineering design process as part of a team.
The Kid Wind Challenge is an activity that harnesses the power of renewable energy exploration. Students engage in hands-on activities to design and build small-scale wind turbines and to create a device that efficiently converts wind energy into electricity. Participants learn about the principles of aerodynamics, energy conversion, and sustainable power sources while applying their creativity to optimize the performance of their wind turbines. The Kid Wind Challenge not only instills a passion for clean energy but also encourages teamwork, critical thinking, and problem-solving. This interactive and dynamic challenge provides students with a unique opportunity to delve into the world of renewable energy and inspire a future generation of environmentally conscious innovators.
Targets:
Identify the parts of a turbine, and how it works using mathematics (ratios).
Sketch and create a prototype using the provided materials.
Test if the prototype works using the Vernier Graphical Analysis software and identify areas where the turbine would need to be modified.
Present the prototype and test the turbine in class using a box fan.
Objectives:
Demonstrate work ethic.
Demonstrate conflict-resolution skills.
Demonstrate listening and speaking skills
Collaborate with team members.
Demonstrate continuous learning and adaptability.
Manage time and resources.
Demonstrate reading and writing skills.
Demonstrate workplace safety.
Differentiate between types of materials.
Select materials based on their properties when designing a technology.
Demonstrate the safe use of a minimum of three tools and/or pieces of equipment as part of the design process.
Create sketches and drawings.
Describe the Virginia Department of Education (VDOE) engineering design process.
Demonstrate the use of an engineering design process.
Define the goal of a challenge.
Evaluate viable solutions.
Select a solution.
Plan the model or prototype.
Produce a model or prototype.
Assess the design
Communicate the results.
Use the engineering design process as part of a team.
The Egg Drop Challenge combines creativity, physics, and problem-solving and tasks students with designing a protective structure for an egg, which will be dropped from a height. The objective is to construct a device that prevents the egg from breaking upon impact. This challenge not only tests engineering skills but also encourages critical thinking as participants strategize to create a lightweight yet effective contraption. The Egg Drop Challenge is a hands-on experiment in physics, introducing concepts of gravity, force, and impact resistance in a fun and engaging manner. Participants learn valuable lessons in design iteration, teamwork, and the application of scientific principles to real-world scenarios, making it a memorable and impactful learning experience.
Objectives:
Select materials based on their properties when designing a technology.
Demonstrate the safe use of a minimum of three tools and/or pieces of equipment as part of the design process.
Demonstrate types of measuring.
Demonstrate the use of an engineering design process.
Design a device using criteria and constraints.
Evaluate viable solutions.
Select a solution.
Plan the model or prototype.
Produce a model or prototype.
Assess the design.
Use the engineering design process as part of a team.
The Straw Tower Challenge is a collaborative activity that sparks creativity and engineering through architecture and building and construction technologies. In this challenge, students are tasked with constructing a tower using only straws and adhesive materials to create the tallest and most stable structure possible. The activity fosters teamwork, problem-solving, and strategy. The Straw Tower Challenge is not just about building structures; it's a hands-on exploration of physics, geometry, and the principles of structural engineering. This engaging challenge promotes learning through experimentation and provides a fun platform for participants to apply STEM concepts in a practical, real-world context.
Objectives:
Manage time and resources.
Demonstrate proficiency with technologies, tools, and machines common to a specific occupation.
Apply mathematical skills to job-specific tasks.
Demonstrate workplace safety.
Demonstrate safe use of a minimum of three tools and/or pieces of equipment. 43. Create sketches and drawings.
Describe a problem-solving process.
Apply a problem-solving process.
Learning micro:bits is an enriching experience that introduces 6th grade students to the world of coding and electronics. Micro:bits are pocket-sized programmable devices that empower learners to explore the fundamentals of information and communication technology in a hands-on way. As students engage with micro:bits, they gain an introductory foundation in block coding. The use of micro:bits encourages creativity as students design simple sensor-based projects.
Objectives:
Demonstrate an understanding of information security.
Maintain working knowledge of current information technology (IT) systems.
Demonstrate the safe use of a minimum of three tools and/or pieces of equipment as part of the design process.
Every once in a while, I am able to get an extension project for fun to students. This year, students to tackle Kids Workshops on the weekends as extra credit at a participating Lowe's locations. Students/parents are only required to submit a photo of the project, along with the student shown in the image next to their project. Face must be recognizable. The project does not need to be brought to class. It is geared towards allowing students and parents to grow, connect and enjoy a fun activity while receiving a grade for their efforts. Project participation will be note chosen by teacher and communicated to student and parent to sign up.
To foster the development of fresh and inventive ideas, aspiring inventors and innovators must grasp the inner workings of systems. Reverse engineering is a method designed to provide students with a thorough understanding of how a product operates, encouraging them to explore avenues for innovation and improvement using wind-up toys.
Objectives:
Evaluate a product’s design with the goal of innovation.
Reverse engineer an existing product.
Describe the steps of the Virginia Department of Education (VDOE) engineering design process.
Explain the characteristics of the engineering design process.
Explain the effect of the criteria and constraints on a design.
Plan a solution to an engineering design problem.
Build a model or prototype of the proposed solution.
Communicate the process and results of the proposed solution.
Students are currently working towards completing a Rube Goldberg. Each class period, we will add another simple machine to the previous work. Here are some videos on Rube Goldberg machines. Please keep in mind, that in class, our machines will be used on our tables and surrounding areas of the students' desks. I hope the videos below inspire you.
Objectives:
Plan a solution to an engineering design problem, as part of a team.
Build a model or prototype of the proposed solution, as part of a team.
Communicate the process and results of the proposed solution, as part of a team.
Evaluate the team process followed.
Objectives:
Plan a solution to an engineering design problem, as part of a team.
Create sketches and drawings.
Model various mechanisms used in inventions and innovations.
Build a model or prototype of the proposed solution, as part of a team.
Communicate the process and results of the proposed solution, as part of a team.
Evaluate the team process followed.
Explain the importance of technology in the development of society.
Describe inventions throughout history.
Explore how inventions and innovations relate to the development of new products, processes, and systems.
Identify the purpose of protecting intellectual property.
Students who actively engage in their invention projects prepare to present their ideas in either written or video format to a panel of "sharks," comprised of patent attorneys and entrepreneurs, in a format reminiscent of the popular TV show Shark Tank. Throughout this process, students have not only devised their inventions but have also established a parent company, crafted a logo, and defined a unique brand identity. Students also learn about the importance of technology in the development of society by researching the history of various types of innovations in a timeline. We also look at the relationship between new products and processes and identify the purpose of IP protections.
This unit is particularly beneficial for 7th graders as it establishes a link between their technological pursuits and the Make It Your Business course offered with Business, IT & Marketing. This connection allows students to expand on their parent company and brand, delving into the creation of business plans, financial reports, and more. Given that 7th-grade students typically undertake two elective courses in a school year (one per semester), combining these two courses proves advantageous for those with aspirations of becoming entrepreneurs, inventors, or innovators.
For additional learning, here are some kid-focused-friendly episodes for viewing:
Students will be programming VEX Robots in virtual modules and in physical robotic setups.
Objectives:
Demonstrate critical thinking and problem-solving.
Apply mathematical skills to job-specific tasks.
Demonstrate various types of measuring.
Program (code) a device to control an invention or innovation.
Use all tools and equipment safely while maintaining appropriate levels of activity for themselves and others.
Demonstrate respect and courtesy for the ideas expressed by others in the class.
Show respect and appreciation for the efforts of others in the class.
Exploring the realms of 3D design and printing opens up an exciting world of creativity and innovation for 7th graders. In this hands-on learning experience, students learn the fundamentals of 3D design software, gain skills to fabricate their ideas in a virtual space. 7th graders engaged in learning 3D design and printing not only acquire valuable technical skills but also cultivate a mindset that embraces innovation and the limitless possibilities of turning imagination into reality.
Objectives:
Practice creating digital drawings using tutorials of the software provided by their teacher.
Understand digital drawing terminology.
Research careers involving the use of computer-aided design software.
Students acquire the skills to construct a Soma cube through both 3D digital design and hands-on craftsmanship with wooden pieces. This endeavor encompasses an exploration of the mathematical principles related to the Soma cube; a challenging puzzle composed of seven uniquely shaped pieces converging to create a 3x3x3 cube. In the digital realm, students master the art of 3D design, fashioning each component of the Soma cube before translating their creations into wooden pieces. Throughout this process, students not only deepen their understanding of geometric relationships but also cultivate essential workplace readiness skills in detail and craftsmanship. Learning to create a Soma cube in both digital and physical formats not only enhances technical proficiency but also fosters a holistic appreciation of mathematics, design, and craftsmanship.
Objectives:
Explain how technology and engineering are closely linked to creativity, which can result in both intended and unintended innovations.
Apply creative problem-solving strategies to the improvement of existing devices or processes or the development of new approaches.
Illustrate the benefits and opportunities associated with different approaches to design.
Apply the technology and engineering design process.
Assess design quality based upon established principles and elements of design.
To connect their understanding of the Universal Systems Model students learn about hot air balloons as well as make one as a project. The goal is to have their hot air balloon float outside during the colder months.
Students are currently working on understanding the Universal Systems Model using binary, hexadecimal and microcontrollers. Students will create hands-on circuits (Arduino Uno, Microbits, Vex Robots) and use predetermined coding to make their microcontrollers work.
This unit helps connect the student's understanding of electricity in Grade 8 Physical Science and Grade 7 Advance Physical Science.
Students will be utilizing the Universal Systems Model by using microcontrollers and robotics in virtual modules and in physical robotics setups.
Microcontrollers are designed and used to perform a specific task ONLY. They are small computers on a single integrated circuit. Examples include: washing machines, microwave ovens, key fob, printers, dryers, tv remote controls and so much more.
Objectives:
Demonstrate critical thinking and problem-solving.
Apply mathematical skills to job-specific tasks.
Demonstrate various types of measuring.
Analyze a problem whose solution uses electronic controls.
Describe the different methods for using electronically controlled devices.
Use engineering design to solve an identified problem using an electronically controlled device.
Construct a functional model of an electronically controlled device.
Control a device with a microcontroller.
Present information about an electronically controlled device.
KidWind is a hands-on design challenge that engages students through the lens of wind and solar energy. Student teams design, construct and test small-scale wind turbines and solar structures at events all over the world.
Objectives:
Identify the two types of energy.
Analyze forms of energy.
Identify the sources of energy used with technological devices.
Model the use of energy with mechanical, electrical, fluidic, and thermal systems.
Map the path of current and emerging energy supplies from their source to end-users.
Compare methods to conserve energy through technological modification.
Students will explore the world of woodworking. This hands-on unit aims to introduce them to essential woodworking skills, safety practices, and the joy of creating functional and artistic pieces from wood.
Objectives:
Classify materials as either natural or synthetic.
Classify materials according to the major types.
Explain how material resources are processed.
Create a detailed diagram for producing a designed product/model/prototype.
Use tools, machines, and processes to change materials to produce a designed product.
Select the best material for a specific design application.
Predict the outcomes of some technological processes.
Develop a design using recycled materials.
Carpentry Workshop Vectors by Vecteezy
Targets:
Coin Hole Demo Check-off: Learn about measuring, cutting, laser engraving, and assembling the final demo after completing and passing all relevant safety tests.
Super Clip: Build a large clothespin clip while practicing measuring, drilling, and assembling.
Gumball Machine: Create a gumball machine out of wood and Mason jars while practicing drilling, using portable hand tools, hammering, and assembling the final product.
Dragster: Create CO2 dragster cars for competition while practicing CAD designing, sanding, painting, and assembling the final car.