Engineering / Innovations and Inventions Design Brief
Introduction -
Engineers and engineering technicians work together using mathematics and science principles to solve problems. Many times the solutions to a problem may involve many different steps, and can seem quite complicated. Rube Goldberg was a cartoonist who made light of modern technical advances by designing ridiculous machines to do simple tasks. You or your teams job is to follow in Mr. Goldberg's footsteps and design and activate a device that completes a simple task.
Students should research Rube Goldberg using the internet. An example of device like this is the game designed and played today with small children is the Mousetrap Game.
Objective -
To learn the difference between potential and kinetic energy. To learn to use different forces of prime movers.
To work independently or cooperatively. To learn to brainstorm (lens smashing) and develop problem solving skills. Make decisions using trial and error. Work within a given amount of time. Work with only materials given.
Problem -
Given the approved materials, extinguish a birthday candle place on a given support. Extinguish the candle with the potential and kinetic energy of a mousetrap. The mousetrap will be activated by a standard glass marble. The distance between the mousetrap and the candle will be a minimum and maximum of one (1) meter. Within a time of 20 seconds to 2 minute.
Pre-production -
The student or team must construct some type of timing device. The timing device will delay the firemouse's energy release for 20 second to 2 minutes. An example would be the design brief "Roller Ball, Marble Maze or Slow coaster"
Limits -
One class period of research and planning.
One class period of construction to complete their Firemouse.
The use of no power tools.
If teams are used they will be pick at random.
Each team will have up to eight (8) attempts to extinguish the candle. Or until the candle allows.
The operation of the timing device and the Firemouse must work independently on its own once the timing device is activated,
Note: The candle will be lit and allowed to burn for 15 seconds before the timing device and Firemouse is activated.
The Firemouse must be able to be reset immediately and quickly if an attempt fails to extinguish the candle. The candle will remain burning.
The Firemouse must be no larger than the approved area (approximately 4 square feet).
The candle must remain standing.
Given -
A baseplate material (20.32cm x 111.76cm board).
One mousetrap.
Hot glue only to secure the mousetrap to the board.
One birthday candle with indicator marks 1/4, 1/2, 3/4
One meter of string.
Ten centimeters of clear tape.
One yellow straw.
One red straw.
Three 3 x 5 standard index cards.
Two sheets of standard 8.5 x 11 inch sheets of paper.
Miscellaneous items brought by the team. These items cannot have a value of over $2.00.
The contents of the Firemouse material brought by the team must be safe (instructors discretion)
All of the Firemice will be videotaped
Evaluation of the Firemouse will be determined by the following, in four categories.
Evaluation 1 -
Participation, work effort, and conduct graded by instructor = 1 - 10 points
Points scored ________________________
Evaluation 2 -
The operator gets eight chances to put out the flame. Then each attempt is penalized minus three points. If the candle flame is put out and the candle remains standing on the first try, 25 points are awarded.
Points scored ________________________
Evaluation 3 -
The is extinguished before 1/4 of the candle is burned = 20 points
The is extinguished before 1/2 of the candle is burned = 18 points
The is extinguished before 3/4 of the candle is burned = 17 points
Firemouse did not achieve its goal = 13 points
No Firemouse submitted = 0 points
Points scored ________________________
Evaluation 4 -
The flame is extinguished between the time of 20 seconds and 2 minutes = 20 points
The flame is extinguished under the time of 20 seconds but over 15 seconds = 18 points
The flame is extinguished over the time of 2 minutes but under 2 minutes 30 seconds = 18 points
The flame is extinguished but missed the above parameters = 17 points
Firemouse did not achieve its goal = 13 points
No Firemouse submitted = 0 points
Points scored ________________________
Evaluation 5 - Subjective judgement -
On uniqueness of designs, the instructor may award a 1-10 points for creative solutions This score will be used in case there is a tie.
Student Name(s) __________________________________________________________________
Total Points scored ________________________