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Prototype Development
Table Of Contents
Prototype Development: Try, Try Again
Introduction
Background Information
Lessons and Activities
Projects
ITEA Standards

Lessons and Activities

Remember how much fun we had as children when we were left to our own devices to build the perfect invention? True, these escapades infuriated our parents when the garage was left in ruins and we risked being grounded for using the neighborhood kid as a crash dummy. But we were so elated when we built that special box car racer. Little did we know that we were developing prototypes in this process of play—we just had to make sure things worked the way we wanted them to.

Now we can relive those experiences with our students. Here are some prototyping activities that will spark your students' enthusiasm without creating too much of a mess in the classroom. Students build prototypes to test designs—finally, a crash-dummy test that won't get them into trouble! You and your students will find these activities both thought-provoking and fun.
A teacher, wearing a blue lab coat and goggles, demonstrates for his class.
Used with permission of the International
Technology Education Association (ITEA).

Stop the stretching
http://www.prek-12engineering.org/data/d43/StopStretching.pdf
Innovation Curriculum Online Network (ICON)

Students design and test a strip of plastic chair webbing to explore the force of tension and how it acts on structural components. They also investigate how composite materials are created by bonding two or more materials to increase the strength of the original material or to improve some other property. Background notes include instructions for building the tensile test stations and handouts help students develop their prototype lawn chairs. Notes also provide factual information about forces and structures. MSP full record


Design your own Rube Goldberg machine
http://www.prek-12engineering.org/data/d32/RubeGoldberg.pdf
Innovation Curriculum Online Network (ICON)

Rube Goldberg is well known for his drawings of very complicated machines that accomplish everyday tasks. In this activity, which can last from two to eight class periods, students design and build a Rube Goldberg machine that can complete a simple task in no fewer than 10 steps. Students work with prototypes of simple machines, participate in the engineering design process, and explore the five elements of a technology system: goal, inputs, processes, outputs, and feedback. You'll find good background information on Goldberg's career and influence, and there are directions to lead you and your students through the investigation. A student worksheet and an assessment rubric are included. MSP full record


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Copyright November 2004 — The Ohio State University. This material is based upon work supported by the National Science Foundation under Grant No. 0424671. Any opinions, findings, and conclusions or recommendations expressed in this material are those of the author(s) and do not necessarily reflect the views of the National Science Foundation.

This work is licensed under a Creative Commons License. Creative Commons License