Invention

In the 1850s, railways were used to move coal from one location to another using only the force of gravity and a hand-brake to slow down. By the 1870s, thrill-seekers recognized the potential fun in this gravity-driven contraption. Create a two-rail marble roller coaster. Plan the path of your marble. Embrace centripetal force to keep the marble on the track through a banked curve. Each creation is unique. Test your track and your friends.

The power of machines guides and eases work. The screws, threads, levers and pulleys of this machine organize effort into power you can feel. Students assemble interchangeable parts and invent a personality for their machine while experimenting with all Simple Machines and testing them first hand.

A popular project that teaches game design (beginnings, middles and ends), logic (rewards for difficulty), marble movement (caroms, momentum) and creative design (good games must still attract players.) A rare exploration of the work of play. Use marbles, a launcher, hurdles, and more to devise and personalize your own Pinball Machine. Figure out your own rules, scoring, and goals. Play with friends, test, adjust and keep going.

Inspired by Leonardo Da Vinci’s self propelled cart design in 1478, students construct cars powered by rubber bands and measure their performance. They will test their cars, make alterations and predictions. Students will gain lively insights into the mechanics, measurement and math of motion. Force and Motion, experimentation, and design all come together to make new discoveries. Great for a followup program on creative elaboration. Exploration and problem solving become obvious when a student has to question why someone's car went further or faster.

With modular wooden pieces, wire and rubber bands, construct a hand with fingers. The parts will work in a dozen basic configurations.


Test your design: Retrieve a lifesaver, a penny, and a marble from a cup. Pick up a marker and draw. Pop a balloon. Propose your own challenge. Invent games that two hands can play.


Outcomes: Each task may require specific adjustments. Some hand configurations are more versatile than others. Discover the interplay between tasks and design.