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Full STEAM Ahead! Thursday, April 7 th !

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Presentation on theme: "Full STEAM Ahead! Thursday, April 7 th !"— Presentation transcript:

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2 Full STEAM Ahead! Thursday, April 7 th ! http://www.p21.org/overview/skills-framework/262

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4  http://stemtosteam.org/ http://stemtosteam.org/

5  Science Fair Invention Project Steps  Step 1) Identify a ProblemIdentify a Problem  Step 2) Conduct ResearchConduct Research  Step 3) Suggest a SolutionSuggest a Solution  Step 4) Design and Build the SolutionDesign and Build the Solution  Step 6) Collect DataCollect Data  Step 7Analyze Data and Report ResultsAnalyze Data and Report Results

6 Identify a Problem  My backpack is too heavy to carry. How can I make it easier to get it to school?  Our dog barks a lot. How can I get him to quiet down without hurting him?  When I’m in a crowd, I can’t see around me. How can I get to see more?

7 Heavy Backpack?

8 Barking Dog?

9 Too Short to See in a Crowd?

10 Conduct Background Research  Find out what others know. As with investigation, students can use primary sources such as their own experiences, local experts or business people. They can also use secondary sources, such as books, articles from the web or magazines.  What are some ways that people have moved heavy loads with less effort?  How have people controlled dogs barking?  What are some ways that people can see around corners and over top of things?

11 Research Heavy Backpacks Online  “It’s estimated about 40 million kids are going to be carrying backpacks, and we’re starting to see more and more back pain complaints from the doctors in the sports medicine program,” states Marshall. Between 2010 and 2011, backpack injuries in kids aged 5 to 18 increased 6.5%, from 12,924 to 13,766, according the U.S. Consumer Product Safety Commission.

12 How Do I Solve a Problem?

13 Suggest a Solution  Using their research, they should propose an idea for solving the problem. Note that sometimes factors such as size, safety or limited time require that the invention be a model. (e.g. improving a bridge design.) Once the model proves that the solution can work, the student’s project is complete. But in real life, the solution could be expanded to a larger scale and applied to the real world.  I could use some kind of wheel to move the heavy load. Perhaps adding wheels to my backpack would help.  People train dogs not to bark using “negative feedback” so that the dog associates things it doesn’t like with barking.  The new fiber optic technology allows light to be bent. But I don’t have access to fiber optics. Mirrors also bend light and can be used.

14 Maybe a Backpack Bike?

15 Maybe a Dog Barking Spray?

16 A Device to See Over a Crowd?

17 Design and Build a Solution  Students must come up with a way to measure the change their invention will make. Measurement is the key to good science and good engineering. Just saying that our treatment made a difference is no good. We have to present evidence to ourselves and to others that the change occurred. Caution students to plan out their time carefully. “Backmap” the time: What is the date of the science fair? How long will it take you to write up the report and make the project display? Subtract that time from the date of the science fair. That’s how long you have to put your plan into action.  Examples:  Use a spring scale to measure how much effort it takes to lift the backpack. Measure how much effort it took to pull the backpack on the wheels I will add.  Count the number of barks per minute the dog makes before I apply the negative feedback and after.  Read a sign from a distance of 10 meters away. Use the mirror invention to read the same sign from around a corner that is the same distance away.

18 You may create a design or build a prototype.  Using a science fair display board, you may just show us the idea you have with a sketch or image, and the steps you would take to construct something. What it would be made out of?  Or you can build a model. Models can be miniature or full size.

19 Collect Data  Inventors and engineers collect data to help them know if their solution is working. Without the data, they can’t be sure.  The spring scale tells how much effort is being put into moving the backpack in different directions.  The number of barks per minute is a measure of how much the dog is barking.  The distance one can see clearly through a visual device tells how effective it is.

20 Invention Journal

21 You could collect data with a spring scale. You could record the weight.

22 Analyze Data and Report Results  How do you know it worked, or didn’t work? Students will likely need help in examining the data. Use sample data from the full project examples to help students practice looking for trends in the data. Using a table or other graphic organizer helps to organize the data so it can be reviewed. Often a graph of the data, if appropriate, will help students see trends or compare a before and after situation.  Report Results and share it with your fellow scientists. Provide students with clear expectations on what should be included in the report by using the criteria checklist that is provided on this site.

23 Graphs are cool to show your results!

24 Please don’t harm animals!

25 Be able to talk the science!  There can be no “magic” involved.  For example, you cannot invent a clothes changing machine out of a cardboard box and draw a button on the box. If you tell us that all you do is step into the box and push the button and suddenly your clothes change into your favorite outfit, that won’t work!

26 Talk to the judges about your idea. Talk to students about it too.

27 Things to do next:  Think about a problem to solve.  Think about how you could fix it.  Think outside the box.  Talk with your parents and decide if you will work alone or with a partner.  Get a little notebook to write your ideas down or use your smart phone notes.  Do some research now on your problem.

28 STEAM Invention Display Board

29 Make it interesting!

30 Make it creative!

31 Make it Artistic!

32 Build It!!

33 Use New Design

34 Think about who might need it, use it, or want it. Is it marketable?

35 Start looking for problems to solve in a new and creative way.

36 Science, Technology, Engineering, Art, and Mathematics-STEAM Use as many of these components in your design as you can. Both partners must able to explain the design. Have fun and be creative!

37 Why are we doing this?

38 Keep your invention a secret! Don’t tell others what you are working on, as they may steal your idea. Shush!!!!

39 Only two kids per invention MAX!  Three does not allow each student to speak to the judges.  Only two trophies are purchased to award to each place.  With two it is easier to meet outside of school.  Scientific partners are fun friends.  Mrs. Bagnall's Website Mrs. Bagnall's Website

40 Design It!  FashionElectronic  GameAircraft  ToyGreen  KitchenEnergy  GadgetLighting  LandscapeFurniture  ArchitecturalYou Name It !!!  Vehicle Artistic Design

41 Thank you for coming to our information meeting.  Be sure you signed in  Be sure you took any handouts Be excited, you are our future! Questions?? Email Mrs. Bagnall at: bagnalla@svusd.org


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