Monday, September 19, 2011
Simple Machine Challenge pt I - Mousetrap Racecars!
We've learned about a number of simple machines in the Principles of Engineering courses. A common theme amongst these devices is the concept of using mechanical advantage to trade force for distance or distance for force. How can we use this trade off in context in the classroom?
For this challenge you and a team mate will design, build and compete with a Mousetrap racecar. Specifically, you will use a third class lever and a wheel and axle simple machine to prototype a race vehicle.
Criteria:
Design, build and compete with a Mousetrap Racecar (A "car" uses at least two axles).
Maintain a clean workspace.
Constraints:
One mousetrap
No more than 12" of masking tape
Fischertechnique robotics parts
No more than 24" of string
You must work through the stages of the event (see Achievements below)
Additional materials by Instructor approval
Achievements (by stage):
Post your results for the Simple Machine Challenge pt I to your blog. Tally your total number of Achievements earned and justify each within the post. Your grade is the total number of Achievements you earn curved against the number of Achievements your classmates earn.
Design:
"Brainiac" - Brainstorm solutions for your design. Generate a list of at least 10 ideas/concepts.
"Visualize It!" - Create a sketch of a design and label key features.
Build:
"Build It" - Build your design. Document it with a photo.
"The Price of Glory" - If each part you use costs $1, generate a total cost for your build (This info will be used to generate "cost" data to add a pricing element to the game next year).
Test (Compete):
Each car will compete on its own. Everyone will take 3 turns and use their best result. Cars are evaluated on acceleration and total distance covered. Generate your design accordingly.
"Competitor" - Compete in the 2nd Annual Mousetrap Racecar Challenge.
"Long Distance Winner!" - Travel the furthest in the race.
"Going the Mile!" - Travel the furthest or second furthest in the race.
"Led Foot" - Be the team with the fastest time covering the first 24" of the track.
"Heavy Foot" - Be the team with the fastest or second fastest time to cover the first 24" of the track.
"Feedback" - Collect feedback (at least one each of +, change, ? and !) from yourself or your classmates.
Iterate:
"Re-work" - Change your build based on your experience with the race/feedback you collected. Document any changes.
"Game Changer" - Develop a new rule or change to the game that you feel would make the event better. Explain your concept.
"Name it" - Invent a name for an achievement that you think is better than what we have currently.
Clean Up:
"Leave It Cleaner Than You Found It" - Did you leave your workspace cleaner than you found it? Explain.
Reflection:
"Design/Build" - What is a "Design/Build" process? How did your experience with this challenge relate to that? Why might you experience this in a career related to technical innovation?
There may be an option to compete again (with the same or new rules) depending on the input we receive from the teams and the timeliness with which we complete the event.
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment