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Flow Map Identify the Problem Gather Information State a Hypothesis

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Presentation on theme: "Flow Map Identify the Problem Gather Information State a Hypothesis"— Presentation transcript:

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

2 Flow Map Test Hypothesis/ Experiment Make Observations
Scientific Method Test Hypothesis/ Experiment Make Observations Use 5 Senses Record Data Procedure Materials EX: ) 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. EX: What do you see, feel, hear, taste, and smell? EX: Write down all observations. You never know what may be important! EX: Heart Rate Monitor, Mario World, Halo, and Crash Bandicoot

3 Flow Map Organize/ Analyze Data State a Conclusion Scientific Method
Make graphs/ charts/ tables What you found out, discovered, or learned EX: 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 Scientific Method Variable Manipulated Variable Responding Variable
Other 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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