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Cornell Notes Identify the Problem Gather Information

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Presentation on theme: "Cornell Notes Identify the Problem Gather Information"— Presentation transcript:

1 Cornell Notes Identify the Problem Gather Information
Scientific Method Main Idea Details Identify the Problem Question form EX: How does playing video games affect heart rate? Gather Information Research EX: Different video game types Knowledge EX: I know how I feel when I play Halo State A Hypothesis If / Then Statement EX: If I play Mario World, Halo, and Crash Bandicoot, then Halo will increase my heart rate the most.

2 Test Hypothesis/ Experiment
Scientific Method Main Idea Details Test Hypothesis/ Experiment Materials EX: Heart Rate Monitor, Mario World, Halo, and Crash Bandicoot Procedure EX: 1) Take resting heart rate. 2)Play Mario World for 30 minutes, then take new heart rate. 3)Record difference between begin and end heart rates in data table. 4)Rest 30 minutes. Repeat steps 1-4 for Halo and Crash Bandicoot. Make Observations Use 5 Senses EX: What do you see, feel, hear, taste, and smell Record Data EX: Write down all observations. You never know what may be important!

3 Heart Rate Change by Video Game
Cornell Notes Scientific Method Main Idea Details Organize/ Analyze Data Make Graphs / Charts / Tables EX: State A Conclusion What you found out, discovered, or learned. EX: When we tested how video games affected my heart rate, we discovered that Halo raises my heart rate much more than the other two games we tested. Heart Rate Change by Video Game 1st 2nd 3rd AVG Halo 30bpm 28bpm 32bpm M.W. 5bpm 4bpm 6bpm C.B. 10bpm 12bpm 8bpm

4 Cornell Notes Variable Manipulated Variable Responding Variable
Definitions Main Idea Details Variable Values that can be changed in an experiment. EX: Video games. The person playing the video game. Manipulated Variable The value in an experiment that is intentionally changed. EX: Type of video game being played. Responding Variable The value(s) in an experiment that changes as a result of the change to the manipulated variable. EX: Heart rate of player Controlled Variables The value(s) in an experiment that are not changed. EX: The person playing.


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