Students learn about genetics and genetic traits and how genetics are passed through generations through a series of hands-on activities.
Students learn about the features and behaviors that make different animals unique and recognizable. Students create an animal caricature and a caricature of themselves to focus on distinct features.
In this lesson, students learn about animal behavior through research and a game.
Students learn about and create “miximals,” a creative concept where two or more animals are mashed up to create an illustration of a new animal.
Students apply what they’ve learned about animal features, behaviors, and about mixmals to draft a hypothesis of the mystery animal and create a model of it.
Students learn about Computer-Aided Design software and how it is used by designers to save time and resources. Students work through an initial CAD tutorial using Tinkercad.
Students continue using Tinkercad to engage in a redesign of classroom furniture. They learn about the importance of 2D sketching and create their own sketches before working through the next Tinkercad tutorial.
Students are introduced to the concepts of dual or multi-function designs, then use Tinkercad to create an eco-friendly redesign of an object of their choosing.
Students learn about pH and its uses as foundational knowledge before investigating and making invisible ink.
Students learn how people have communicated without words, often using codes. Students create their own secret code and key, then test it out with a partner.
Students learn about physical and chemical properties before using tools and a testing method to identify a secret powder and collect and observe fingerprints.
Students learn about weather tools and create their own thermometer, anemometer, hygrometer, and barometer.
In this first lesson, students explore technology, both high-tech and low-tech, and what it means to be an engineer.
Students hunt for technologies in the classroom and take apart familiar technologies to understand the system and the components that make them work.
Students learn about blueprints and floor plans and the importance of thinking through and sketching a design before creating it.
Students are introduced to the concept of remote sensing and consider how the five senses humans have are the same or different from what sensors can do.
Students learn about how sensors are used in everyday life. Then, students create a hygrometer.
Building upon their understanding of sensors, students learn about LiDAR and engage in an activity that models how LiDAR works.
Students learn about smart objects and consider the functions that make an object “smart” (sensors!) before planning and creating a model of a smart object.
Students learn about models and how models are used in engineering. Then, students work with a partner to plan a model for an improved home system.
In this lesson, students learn about 2D and 3D drawings. Then, students use their plans from Lesson 3 to create a model of the improved home system.
Students learn about biomimicry and use the concept of biomimicry to brainstorm and design ideas inspired by animals.
Students apply what they’ve learned about biomimicry in design to create a textile and safety design inspired by animals.
In this lesson, students explore materials and design a noisemaker that makes a loud sound.
Students explore materials and design a technology that can quiet the sound around them.
Students learn about sound transmission and different ways to transmit sound. Then, they use what they’ve learned to engineer a sound transmission technology.
Students investigate sound waves through a variety of hands-on activities and consider the conditions and physical properties that make sound possible.
Students are introduced to echolocation and sonar through a variety of videos and hands-on activities.
Students dig into how different animals use echolocation through research and a game.
Students learn about basic rocket design and then create and test model rockets.
In this lesson, students learn about the importance of space landers and then create and test model landers.
Students learn about the complications of preparing food and eating in outer space. Students design and test a solar oven and eating tools that would make eating in zero gravity easier.
Students learn how different animal features and behaviors help them stay safe. Then, students design an animal signal inspired by what they learned.
Students learn the basics of animation and optical illusions before designing their own thaumatrope. Then, students begin some simple tutorials using an animation program.
Students continue to use the animation program as they learn about the concept of “squash and stretch.” Students learn what a Public Service Announcement is and begin to plan their topic.
Students learn about and create an initial storyboard. Then, students learn how animators use color and decoration to convey emotions.
Students complete their PSA animation projects and present them to the class.
Students learn how we breathe and the challenges this poses for breathing in outer space.
Students investigate how sound travels and whether sound waves can travel through different materials.
Students learn about the parts of an ear and begin to investigate sound waves.
Students learn about circuits and how electrical energy moves through a system to turn on lights.
Students continue to explore circuits and learn about conductivity and test materials to determine which are conductive.
In this lesson, students learn series and parallel circuits before designing a light up greeting card.
Students apply what they’ve learned about circuitry to design and showcase a light-up hat.
Students learn that environmental psychologists investigate how people respond to the natural and designed world. Students engage in a series of games and activities to consider the purpose of form and function in design.
Students learn that otolaryngologists are ear, nose, and throat doctors. They learn about animal ears and hearing aids.
Students continue their study of ear types to design, create, and test ears that meet their individual specifications.
Students learn about how signals are used in society to keep people safe. Then, students design their own safety signals.