Students learn about genetics and genetic traits and how genetics are passed through generations through a series of hands-on activities.
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 hunt for technologies in the classroom and take apart familiar technologies to understand the system and the components that make them work.
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 apply what they’ve learned about biomimicry in design to create a textile and safety design inspired by animals.
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 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.