Students explore the science of microbial fuel cells (MFCs) by using a …
Students explore the science of microbial fuel cells (MFCs) by using a molecular modeling set to model the processes of photosynthesis and cellular respiration—building on the concept of MFCs that they learned in the associated lesson, “Photosynthesis and Cellular Respiration at the Atomic Level.” Students demonstrate the law of conservation of matter by counting atoms in the molecular modeling set. They also re-engineer a new molecular model from which to further gain an understanding of these concepts.
The students discover the basics of heat transfer in this activity by …
The students discover the basics of heat transfer in this activity by constructing a constant pressure calorimeter to determine the heat of solution of potassium chloride in water. They first predict the amount of heat consumed by the reaction using analytical techniques. Then they calculate the specific heat of water using tabulated data, and use this information to predict the temperature change. Next, the students will design and build a calorimeter and then determine its specific heat. After determining the predicted heat lost to the device, students will test the heat of solution. The heat given off by the reaction can be calculated from the change in temperature of the water using an equation of heat transfer. They will compare this with the value they predicted with their calculations, and then finish by discussing the error and its sources, and identifying how to improve their design to minimize these errors.
Students learn about the physical force of linear momentum movement in a …
Students learn about the physical force of linear momentum movement in a straight line by investigating collisions. They learn an equation that engineers use to describe momentum. Students also investigate the psychological phenomenon of momentum; they see how the "big mo" of the bandwagon effect contributes to the development of fads and manias, and how modern technology and mass media accelerate and intensify the effect.
In this lesson, students find their location on a map using Latitude …
In this lesson, students find their location on a map using Latitude and Longitudinal coordinates. They determine where they should go to be rescued and how best to get there.
Students put their STEAM knowledge and skills to the test by creating …
Students put their STEAM knowledge and skills to the test by creating indoor light fixture “clouds” that mimic current weather conditions or provide other colorful lighting schemes they program and control with smartphones. Groups fabricate the clouds from paper lanterns and pillow stuffing, adding LEDs to enable the simulation of different lighting conditions. They code the controls and connect the clouds to smart devices and the Internet cloud to bring their floating clouds to life as they change color based on the weather outside.
Students learn about the role engineers and mathematicians play in developing the …
Students learn about the role engineers and mathematicians play in developing the perfect bungee cord length by simulating and experimenting with bungee jumping using washers and rubber bands. Working as if they are engineers for a (hypothetical) amusement park, students are challenged to develop a show-stopping bungee jumping ride that is safe. To do this, they must find the maximum length of the bungee cord that permits jumpers (such as brave Washy!) to get as close to the ground as possible without going "splat"! This requires them to learn about force and displacement and run an experiment. Student teams collect and plot displacement data and calculate the slope, linear equation of the line of best fit and spring constant using Hooke's law. Students make hypotheses, interpret scatter plots looking for correlations, and consider possible sources of error. An activity worksheet, pre/post quizzes and a PowerPoint® presentation are included.
Students are introduced to servos and the flex sensor as they create …
Students are introduced to servos and the flex sensor as they create simple, one-jointed, finger robots controlled by Arduino. Servos are motors with feedback and are extensively used in industrial and consumer applications—from large industrial car-manufacturing robots that use servos to hold heavy metal and precisely weld components together, to prosthetic hands that rely on servos to provide fine motor control. Students use Arduino microcontrollers and flex sensors to read finger flexes, which they process to send angle information to the servos. Students create working circuits; use the constrain, map and smoothing commands; learn what is meant by library and abstraction in a coding context; and may even combine team finger designs to create a complete prosthetic hand of bendable fingers.
Students’ background understanding of electricity and circuit-building is reinforced as they create …
Students’ background understanding of electricity and circuit-building is reinforced as they create wearable, light-up e-textile pins. They also tap their creative and artistic abilities as they plan and produce attractive end product “wearables.” Using fabric, LED lights, conductive thread (made of stainless steel) and small battery packs, students design and fabricate their own unique light-up pins. This involves putting together the circuitry so the sewn-in LEDs light up. Connecting electronics with stitching instead of soldering gives students a unique and tangible understanding of how electrical circuits operate.
Student teams design and then create small-size models of working filter systems …
Student teams design and then create small-size models of working filter systems to simulate multi-stage wastewater treatment plants. Drawing from assorted provided materials (gravel, pebbles, sand, activated charcoal, algae, coffee filters, cloth) and staying within a (hypothetical) budget, teams create filter systems within 2-liter plastic bottles to clean the teacher-made simulated wastewater (soap, oil, sand, fertilizer, coffee grounds, beads). They aim to remove the water contaminants while reclaiming the waste material as valuable resources. They design and build the filtering systems, redesigning for improvement, and then measuring and comparing results (across teams): reclaimed quantities, water quality tests, costs, experiences and best practices. They conduct common water quality tests (such as turbidity, pH, etc., as determined by the teacher) to check the water quality before and after treatment.
Students create silver nanoparticles using a chemical process; however, since these particles …
Students create silver nanoparticles using a chemical process; however, since these particles are not observable to the naked eye, they use empirical evidence and reasoning to discover them. Students first look for evidence of a chemical reaction by mixing various solutions and observing any reactions that may occur. Students discover that copper and tannic acids from tea reduce silver nitrate, which in turn form silver. They complete the reaction, allow the water to evaporate, and observe the silver nanoparticles they created in plastic dishes using a stereo microscope. Students iterate on their initial process and test to see if they can improve the manufacturing process of silver nanoparticles.
Student teams investigate the properties of electromagnets. They create their own small …
Student teams investigate the properties of electromagnets. They create their own small electromagnet and experiment with ways to change its strength to pick up more paper clips. Students learn about ways that engineers use electromagnets in everyday applications.
Students are introduced to the world of creative engineering product design. Through …
Students are introduced to the world of creative engineering product design. Through six activities, teams work through the steps of the engineering design process (or loop) by completing an actual design challenge presented in six steps. The project challenge is left up to the teacher or class to determine; it might be one decided by the teacher, brainstormed with the class, or the example provided (to design a prosthetic arm that can perform a mechanical function). As students begin by defining the problem, they learn to recognize the need, identify a target population, relate to the project, and identify its requirements and constraints. Then they conduct research, brainstorm alternative solutions, evaluate possible solutions, create and test prototypes, and consider issues for manufacturing. See the Unit Schedule section for a list of example design project topics.
Students learn about viscoelastic material behavior, such as strain rate dependence and …
Students learn about viscoelastic material behavior, such as strain rate dependence and creep, by using silly putty, an easy-to-make polymer material. They learn how to make silly putty, observe its behavior with different strain rates, and then measure the creep time of different formulations of silly putty. By seeing the viscoelastic behavior of silly putty, students start to gain an understanding of how biological materials function. Students gain experience in data collection, graph interpretation, and comparison of material properties to elucidate material behavior. It is recommended that students perform Part 1of the activity first (making and playing with silly putty), then receive the content and concept information in the associated lesson, and then complete Part 2 of the activity (experimenting and making measurements with silly putty).
Using a website simulation tool, students build on their understanding of random …
Using a website simulation tool, students build on their understanding of random processes on networks to interact with the graph of a social network of individuals and simulate the spread of a disease. They decide which two individuals on the network are the best to vaccinate in an attempt to minimize the number of people infected and "curb the epidemic." Since the results are random, they run multiple simulations and compute the average number of infected individuals before analyzing the results and assessing the effectiveness of their vaccination strategies.
Students learn about biomedical engineering while designing, building and testing prototype surgical …
Students learn about biomedical engineering while designing, building and testing prototype surgical tools to treat cancer. Students also learn that if cancer cells are not removed quickly enough during testing, a cancerous tumor may grow exponentially and become more challenging to eliminate. Students practice iterative design as they improve their surgical tools during the activity.
Students gain experience with the software/system design process, closely related to the …
Students gain experience with the software/system design process, closely related to the engineering design process, to solve a problem. First, they learn about the Mars Curiosity rover and its mission, including the difficulties that engineers must consider and overcome to operate a rover remotely. Students observe a simulation of a robot being controlled remotely. These experiences guide discussion on how the design process is applied in these scenarios. The lesson culminates in a hands-on experience with the design process as students simulate the remote control of a rover. In the associated activity, students gain further experience with the design process by creating an Android application using App Inventor to control one aspect of a remotely controlled vehicle. (Note: The lesson requires a LEGO® MINDSTORMS® Education NXT base set.)
Students pretend they are agricultural engineers during the colonial period and design …
Students pretend they are agricultural engineers during the colonial period and design a miniature plow that cuts through a "field" of soil. They are introduced to the engineering design process and learn of several famous historical figures who contributed to plow design.
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