Ladies and Gentlemen,
Welcome to the 3rd Annual CHS Cardboard Canoe Challenge. Do you have what it takes to design and build this year's winning watercraft?
(I lost all my photos from last year so imagine this is a cardboard canoe!)
Overview
Your class will break into teams to compete. You will design and build a solution to compete in the Challenge based on the bellow Criteria and Constraints. Safety is the number one priority in this event!
Safety
***Swimming is an “opt in” activity. No one has to swim if they don’t wish to. Swim only if you have the ability to do so. Appropriate attire is required for swimming. Adhere to the swimming facility rules. Safety is the top priority at all times.***
Criteria
Build a watercraft that allows you to traverse the CHS swimming pool.
Your "boat" must float at least one student through the course of the competition.
Protect your workspace from damage!
Constraints
You may only use Cardboard and Duct Tape for this event.
All Staples or other foreign material must be removed from your cardboard. If we trash the pool, we will not be invited back for other activities during the year (yes, we have other activities in mind for 2nd semester).
Cardboard must meet our quality standard and be approved by the instructor (more info to follow)
Each boat must have a minimum of a 3" tall "sidewall" (no completely flat designs).
All exposed cardboard must be covered in duct tape (this will reduce cardboard disintigration in the pool).
Each team will be provided one "versa table" cardboard box piece and three 60yrd rolls of duct tape. Any materials beyond this (likely need more cardboard) need to be resourced by your team.
Achievments
Create a comprehensive post on your blog that justifies the Achievements you've earned for this challenge.
Make sure you claim the total number of achievements you've earned at the top of your post!
Design Achievements:
Define the Problem and Brainstorm Solutions - State the problem you are designing a solution for. List at least 20 ideas you have regarding your solution.
Big Brain - The individual student with the most brainstorms listed will earn a bonus achievement.
Criteria & Constraints - List or reference the specified Criteria and Constraints you're designing for. List at least one implied criteria. List at least three implied contsraints.
Sketch Ideas - Draw 3 different sketches for possible designs. Label at least 3 key features for each sketch. Describe the feature's functionality so a viewer understands why the called out feature is important.
Prototype Ideas - Craft physical prototypes (models) of each of your three sketches. Use a notecard or post it note to call out at least one key feature on each model. Post the images to your blog and describe the key feature that you've pointed out on each.
Select an Approach - Generate feedback (+, change, ?, !) and make a decision matrix regarding your sketches/prototypes. Specify the approach you've chosen and justify your selection.
Surface area! - Calculate how much surface area you can cover with your given duct tape. How many sf can you cover with one roll? How many can you cover with all your rolls? What % efficiency do you think you can achieve with your overlap?
Build Achievements:
Build It! - Build your watercraft. Your build must meet the standards of construction (100% covered in Duct Tape). Document it with a presentable photo.
The Early Bird Gets the Achievement - Awarded to the team with the fastest build.
V-Bottom - Earn this by building a non-flat bottom
Test Achievements:
The Fastest - Awarded to the first team to reach the far side (25yds)
The Farthest - Awarded to the team that can travel the furthest (laps)
The Longest - Awarded to the team with the watercraft that floats the longest (multiple teams may be awarded this achievement if multiple boats remain afloat at the end of our competition period).
Balance Master - Awarded if you can have at least one person stand for 5 seconds in the boat (you must conduct this away from the edge of the pool so that non one falls over and hits their head)
Videographer - Take video of the challenge and post to your blog.
Reflection Achievements:
Feedback - Generate ten items of feedback for your effort (from the design/build process and/or the actual product). Make sure you include at least one item of feedaback in each of our four feedback areas (+, change, ?, !)
How Low Did You Go? - How low in the water did your canoe sit (roughly)? Was it suprising how little your boat went down in the water? What is the unit weight of water in pounds? How much did your pilot weigh (roughly)? Use math to help explain the depth that your boat sat in the water.
Redesign - If we were to do another Carboard Canoe race next semester, what would you build? Draw from everything you experienced in your class and propose the most competative solution. Include a sketch with key features and dimensions labeled.
(Make Your Own Achievement) - Make an achievement of your own design that you can award yourself for something awesome your team did. (Example "Transformer" - although our canoe sunk, our team was able to convert it into a surfboard style design and continue competeting!)
Wednesday, September 26, 2012
Monday, September 24, 2012
Friday, September 21, 2012
Thursday, September 20, 2012
Monday, September 17, 2012
3rd Annual Mousetrap Racecar Challenge!
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
All materials used must travel with your vehicle
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 Stage:
"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 Stage:
"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) Stage:
Each car will compete in two events. Generate your design accordingly.
1) The Distance Event: Compete for the furthest distance. Teams will race one at a time and have up to 3 attempts to achieve the longest distance. We will race on the tiles of the classroom unless the class decides we need more space. Your best result will be marked with a piece of masking tape. The marked location is where the car comes to rest (cars have been known to roll back at times!).
2) The Acceleration Event: Cars will compete head to head in a competitive bracket. The winner of each duel will move on to the next round. The course is 24" long.
"Competitor" - Compete in the 2nd Annual Mousetrap Racecar Challenge.
"Long Distance Winner!" - Travel the furthest in the distance race.
"Going the Mile!" - Travel the furthest or second furthest in the distance race.
"Led Foot" - Be the team to win the acceleration bracket.
"Heavy Foot" - Be the team to win or finish second in the acceleration bracket.
"Feedback" - Collect feedback (at least one each of +, change, ? and !) from yourself or your classmates.
Iterate Stage:
"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 Stage:
"Leave It Cleaner Than You Found It" - Did you leave your workspace cleaner than you found it? Explain.
Reflection Stage:
"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.
Wednesday, September 5, 2012
Everyone Works in CHS Engineering :)
And Back to School Night is no exception! Your parents got to participate in our Card Tower Challenge. Game based problem solving is the metaphor for our experience in class so this gives them a tangible experience while we talk about the course and the year ahead.
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