All resources in Digital Citizenship/Coding/Maker Collection

Simple Machines and the Rube Goldberg Challenge

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Students research simple machines and other mechanisms as they learn about and make Rube Goldberg machines. Working in teams, students design and build their own Rube Goldberg devices with 10 separate steps, including at least six simple machines. In addition to the use of readily available classroom craft supplies, 3D printers may be used (if available) to design and print one or more device mechanisms. Students love this open-ended, team-building project with great potential for creativity and humor.

Material Type: Activity/Lab

Author: Brad Whitehead

Engineering Self-Cleaning Hydrophobic Surfaces

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This biomimetic engineering challenge introduces students to the fields of nanotechnology and biomimicry. Students explore how to modify surfaces such as wood or cotton fabric at the nanoscale. They create specialized materials with features such as waterproofing and stain resistance. The challenge starts with student teams identifying an intended user and developing scenarios for using their developed material. Students then design and create their specialized material using everyday materials. Each students test each design under specific testing constraints to determine the hydrophobicity of the material. After testing, teams iterate ways to improve their self-cleaning superhydrophobic modification technique for their design. After iterating and testing their designs, students present their final product and results to the class.

Material Type: Activity/Lab

Authors: Krystle Dunn, Qilin Li, Seth Pedersen

Make a Sticky-Note Fan with Arduino

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Students control small electric motors with Arduino microcontrollers to make simple sticky-note spinning fans and then explore other variations of basic motor systems. Through this exercise, students create circuits that include transistors acting as switches. They alter and experiment with given basic motor code, learning about the Arduino analogWrite command and pulse width modulation (PWM). Students learn the motor system nuances that enable them to create their own motor-controlled projects. They are challenged to make their motor systems respond to temperature or light, to control speed with knob or soft potentiometers, and/or make their motors go in reverse (using a motor driver shield or an H-bridge). Electric motors are used extensively in industrial and consumer products and the fundamental principles that students learn can be applied to motors of all shapes and sizes.

Material Type: Activity/Lab

Author: Daniel Godrick

Design Your Own Nano-Polymer Smartphone Case

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Students design and create their own nano-polymer smartphone or tablet case. Students choose their design, mix their nano-polymer (based in silicone) with starch and add coloring of their choice. While thinking critically about their design, students embed strings in the nano-polymer to optimize both case strength and flexibility. Students may apply strings in a variety of ways in order to maximize their individual design’s potential. Determining the best mixing ratio is also key for success in this challenge.

Material Type: Activity/Lab

Author: Fatih Gozuacik

Stop the Flopping: Designing Soccer Shin Guards

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Students engineer a working pair of shin guards for soccer or similar contact sport from everyday materials. Since many factors go into the design of a shin guard, students follow the Engineering Design Process to create a prototype. Along the way, students keep a notebook documenting each stage of the process and reflect on what their learned during the design.

Material Type: Activity/Lab

Authors: Ashley LaPane, Diane Walsh, Dr. Kazunori Hoshino, Soliman Alhudaithy

Create and Control a Popsicle Stick Finger Robot

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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.

Material Type: Activity/Lab

Author: Daniel Godrick

Do the Robot! Programming a RedBot to Dance

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Students program the drive motors of a SparkFun RedBot with a multistep control sequence—a “dance.” Doing this is a great introduction to robotics and improves overall technical literacy by helping students understand that we use programs to control the motion and function of robots, and without the correct programming, robots do not operate as intended and are unable to complete simple tasks that we count on them to perform. Students are given the basic code and then time to experiment, alter and evolve it on their own. As time permits, students may also want to construct and decorate frames and chassis for their robots using found/recycled materials such as cardboard boxes.

Material Type: Activity/Lab

Authors: Aaron Lamplugh, Brian Huang

Building Arduino Light Sculptures

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Students are challenged to design their own small-sized prototype light sculptures to light up a hypothetical courtyard. To accomplish this, they use Arduino microcontrollers as the “brains” of the projects and control light displays composed of numerous (3+) light-emitting diodes (LEDs). With this challenge, students further their learning of Arduino fundamentals by exploring one important microcontroller capability—the control of external circuits. The Arduino microcontroller is a powerful yet easy-to-learn platform for learning computer programing and electronics. LEDs provide immediate visual success/failure feedback, and the unlimited variety of possible results are dazzling!

Material Type: Activity/Lab

Author: Daniel Godrick

Keep Your Cool! Design Your Own Cooler Challenge

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Students design a cooler and monitor the effectiveness of its ability to keep a bottle of ice water cold in comparison to a bottle of ice water left at room temperature. Students have the opportunity to brainstorm a design of their cooler and its attributes. They then choose from the materials provided to create a prototype. They have the opportunity to test their prototype by measuring the room temperature, the starting temperature of the water and graphing and monitoring the change in temperature over increments time in comparison to the room temperature water.

Material Type: Activity/Lab

Author: Chinyere Enemchukwu

Out-of-the Box: A Furniture Design + Engineering Challenge

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Student teams are challenged to design and build architecturally inspired cardboard furniture, guided by the steps of the engineering design process. They cultivate their industrial engineering and design skills to design furnishings that meet functional, aesthetic and financial requirements. Given constraints that include limited building materials and tools, groups research architectural styles and period furnishings. The teams brainstorm ideas, make small-scale quick prototypes, then make detailed plans and create full-scale prototypes of their best solutions. The full-size prototypes are evaluated by peer critique for aesthetic alignment to the targeted architectural style and tested for functionality. After final refinements, teams present their concepts and display their final prototype furnishings in an exhibition.

Material Type: Activity/Lab

Authors: Jenny Montgomery, Marta Wojcik

Build Your Own Arduino Light Sculpture! Part 1

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Students create projects that introduce them to Arduino—a small device that can be easily programmed to control and monitor a variety of external devices like LEDs and sensors. First they learn a few simple programming structures and commands to blink LEDs. Then they are given three challenges—to modify an LED blinking rate until it cannot be seen, to replicate a heartbeat pattern and to send Morse code messages. This activity prepares students to create more involved multiple-LED patterns in the Part 2 companion activity.

Material Type: Activity/Lab

Author: Brian Huang

Build Your Own Arduino Light Sculpture! Part 2

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In the companion activity, students experimented with Arduino programming to blink a single LED. During this activity, students build on that experience as they learn about breadboards and how to hook up multiple LEDs and control them individually so that they can complete a variety of challenges to create fun patterns! To conclude, students apply the knowledge they have gained to create LED-based light sculptures.

Material Type: Activity/Lab

Author: Brian Huang

Snazzy Sneakers

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For this maker challenge, students decide on specific design requirements (such as good traction or deep cushioning), sketch their plans, and then use a variety of materials to build prototype shoes that meet the design criteria. The bottoms (soles) of sneakers provide support, cushioning, flexibility and traction as makes sense for the sport or activity. In addition, some sneakers are intended to be fashionable with cool colors, materials or added height. Sneakers are engineered products that use a mix of materials to create highly functional, useful shoes.

Material Type: Activity/Lab

Invention Literacy and MakeyMakey – The Start of Your “Making” Experience

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The Makey Makey Invention Literacy Workshop for Educators is a fun hands-on learning experience where you'll learn how to teach Invention Literacy, Making, and Design Thinking using the award winning Makey Makey invention kit. We'll explore how to teach circuits and conductivity using Makey Makeys and then put our skills to use designing your own inventions! Participants learn best practices and gain access to a multimedia training website that can be used later when working with your students or training others.

Material Type: Teaching/Learning Strategy