Course Profile   Technological Design, Grade 11, Workplace Preparation, Catholic and Public

 

Unit 3:  Design and Society

Time:  30 hours

 

Activity 1 | Activity 2 | Activity 3 | Activity 4

Unit Description

The human ability to design and create technology has had a profound impact on individuals and societies throughout history. This unit examines the effect of technology on societies in the past, present, and future, while allowing students to engage in problem-solving activities based primarily on humanitarian and environmental issues. In developing and applying technology to the issues, students have the opportunity to use their knowledge and begin to formulate attitudes and values based on social responsibility and the Gospel and to develop their God-given potential and make a meaningful contribution to society. They are encouraged to explore various avenues to apply the design concepts (e.g., patent process) and reflect upon the possible effects of the chosen applications.

Unit Synopsis Chart

Activity

Time

Expectations

Assessment

Tasks

3.1: Investigating Modern Inventions

3 hours

TF1.03, SP1.04, ICV.02, IC1.03, IC2.01

CGE2b, 2c, 3f, 7g

Knowledge

Inquiry

Communication

Examine how a product or technique has developed over time and its impact on society.

Form a timeline of the technology and create a visual display of the invention over time.

3.2: Investigating the Life Cycle of a Product

5 hours

TFV.01, TFV.04, TF2.02, TF2.03, ICV.04, IC1.02, IC2.01, IC2.02

CGE2b, 3f, 4e, 4g, 5b, 5h

Knowledge

Inquiry

Communication

Investigate the process of product development from its conception (patent process) to final product on the sales shelf.

Identify jobs and careers associated with the development of the product.

3.3: Protecting Our Children: Safety Design Challenge

10 hours

TFV.03, TF1.01, TF1.02, TF2.02, TF3.02, SPV.01, SPV.02, SP1.03, SP2.01, SP2.03, ICV.01, ICV.02, IC1.01, IC1.02, IC1.03

CGE1d, 3b, 3c, 3f, 4f, 5a, 5c, 7i

Inquiry

Application

Identify safety hazards of everyday objects in the home, at school, and at work.

Make appropriate modifications to these objects to prevent future accidents from occurring (e.g., shopping carts, childproofing the home, etc.).

3.4: Technology, Amusement, and Leisure

12 hours

TFV.01, TFV.03, TF2.01, TF2.02, TF2.03, SPV.02, SPV.04, SP1.03, SP1.04, ICV.03, IC1.01, IC1.02 CGE1d, 2e, 3b, 3c, 3d, 3f, 4f, 5a, 7g, 7i

Knowledge

Inquiry

Application

Communication

Investigate the role of technology in amusement and leisure throughout history.

Identify specific user needs with respect to amusement and leisure and design a solution to meet these needs (e.g., developing a carnival or board game). Prepare a presentation to demonstrate user needs and the final solution.

Activity 1:  Investigating Modern Inventions

Time:  180 minutes

Description

This activity is designed to allow students to develop an understanding, appreciation, and respect for the many inventions that have had an impact on our way of life and the individuals responsible for these inventions. More specifically, the contributions of Canadian, women, and minority inventors are considered. The moral and ethical considerations underlying the development of such inventions are also addressed. Students then develop a timeline for an invention of their choice to trace its development and evolution throughout history. Students begin to develop ideas for generating their own inventions in subsequent activities.

Strand(s) & Learning Expectations

Strand(s):  Theory and Foundation, Skills and Processes, Impact and Consequences

Overall Expectations

ICV.02 - identify environmental concerns related to the development, use, and disposal of
manufactured goods.

Specific Expectations

TF1.03 - describe the historical development of a variety of designed products and services;

SP1.04 - create displays of the finished products using computer graphics, posters, or
multimedia productions;

IC1.03 - describe problems that can result from improper design;

IC2.01 - identify alternative environmentally friendly materials that could be used to produce
specific products.

Ontario Catholic School Graduate Expectations

CGE2b - reads, understands, and uses written materials effectively;

CGE2c - presents information and ideas clearly and honestly and with sensitivity to others;

CGE3f - examines, evaluates, and applies knowledge of interdependent systems (physical, political, ethical, socio-economic, and ecological) for the development of a just and compassionate society.

CGE7g - respects and understands the history, cultural heritage, and pluralism of today’s
contemporary society.

Prior Knowledge & Skills

A working knowledge of computer operations such as word processing, creating graphics, printing, and file management is required. It is assumed that students have some knowledge of Internet research techniques. Students must be familiar with computer usage regulations as defined at the local level. Students with little or no knowledge in computer operations should be paired with students who have expertise. Students should also be familiar with library research techniques and the Dewey Decimal System of cataloguing books. Students should have knowledge of timelines gained in the Grade 10 History course.

Planning Notes

As this is primarily an investigative activity, teachers need to ensure that students have access to a variety of resources. Resources include access to the Library/Resource Centre and computer lab equipped with access to the Internet. In order to help students visualize a timeline, teachers may wish to prepare an example ahead of time. This can be laminated and posted on the wall in the technology lab. A technology timeline indicating the various forms of technologies used over the centuries could be used, i.e., Stone Age, Bronze Age, Iron Age, Pre-Industrial Revolution, Industrial Revolution, and the Modern Age (Air Age, Space Age, Information Age). Teachers provide students with glue, scissors, old magazines, bristol board, construction paper, banner paper, and markers.

Teaching/Learning Strategies

Day 1:  Introduction and Top Ten List

·         The teacher introduces the topic of inventions by asking students to write down as many modern inventions as they can on a piece of paper within a given time frame (approximately five minutes). Next, students rank the inventions they have written down in terms of their importance to society. They then form groups of three or four and share their ideas. In their groups, students try to come to a consensus as to what they feel are the “Top Ten” inventions of the century. The teacher should remain as vague as possible when delivering this particular instruction and allow students to form their own criteria for judging. The results for each group should be written down on chart paper and posted around the classroom.

·         The teacher leads students in a discussion as the class tries to come up with a Top Ten list of the most important modern inventions. Opinions will vary according to the criteria of the respective groups. Once students come to a consensus on the criteria, the class compiles its Top Ten list. Students must be able to support their opinions clearly and intelligently. Chances are the inventions listed will have something to do with improving the quality of life for humans and other living things.

·         The teacher leads students in a discussion on the moral and ethical values underlying the development of some modern inventions. This activity may lead to controversial issues (e.g., genetic engineering, weapons technology), and teachers should use discretion in leading discussions so that they comply with Catholic education guidelines.

Days 2 and 3:  Timeline Activity

·         The teacher introduces students to the concept of timelines and asks them to draw a horizontal line, measuring 20 cm, on a piece of paper. Students then place a mark on the line for every centimetre. The start of the line represents the year they were born. Each mark after that represents one year. Students recall some of the most memorable achievements in their lives thus far and record them on the timeline above or below the appropriate year. Is there something recorded for every year since they were born?

·         Students form groups of three to four and develop a timeline to trace the technological developments throughout history in one of the following areas: agriculture, health and medicine, communication technology, transportation, entertainment and amusement, weaponry, architecture, music and the arts, etc. Teachers should encourage students to examine the contributions of Canadians and/or women or minority groups. The World Wide Web has many sites on inventions and their inventors. The timelines could be computer-generated with clip art, hand-drawn images, or pictures cut out from magazines depending on student abilities.

·         The stories behind the inventions and their inventors are as fascinating as the inventions themselves. How inventors get their inspirations for their ideas is considered in the next activity. Students make notes of resources that provide the stories behind the inventions; they will prove useful in Activity 2: Life Cycle of a Product.

Assessment & Evaluation of Student Achievement

Students are assessed on their ability to research and prepare a timeline showing the technological advancements throughout history in a field of their choice. Informal assessment takes place during class discussions as to the amount and quality of student participation. An assessment rubric has been provided in Appendix 3.2 to evaluate the process.

Accommodations

This activity can be adapted as to amount of individual research required and degree of effort required in completing the timeline:

·         Students can be given the choice of completing the timelines individually or in small groups.

·         The technology timeline could be completed as a class and displayed around the room using poster paper.

·         Students with artistic abilities may choose to paint a mural in the technology lab, Library/Resource Centre, or main lobby of the school.

·         In researching the inventions, individual students may be paired with students with more advanced knowledge or skills in communications or computer applications.

·         Teachers may allow hand illustrations or pictures cut from magazines in place of computer-generated images or allow extra time to complete the computer imaging deliverable.

·         Teachers should consult student IEPs.

Resources

Websites

The Canada Science and Technology Museum – www.science-tech.nmstc.ca/

The Leonardo Museum – www.leonet.it/comuni/vincimus/invinimus.html
A website dedicated to the inventions of Leonardo DaVinci

www.inventorsmuseum.com/
Lists all sorts of inventions and their inventors. Provides brief accounts of the stories behind the inventions.

National Inventors’ Hall of Fame Index of Inventions – www.invent.org/book.book-index.html
American website that lists all inventions and inventors in an index organized alphabetically.

http://inventors.about.com/science/inventors
A website that is dedicated to past, present, and future inventors. It contains links to famous inventions and inventors as well as recognizes Black, Canadian, Chinese, and women inventors and their inventions.

Software

The New Way Things Work. 1994. ISBN 0-7894-3896-8 – a CD-ROM developed by David Macaulay based on the popular book The Way Things Work. This CD-ROM provides students with the opportunity to learn about the latest technologies, promotes active learning, and allows students to test their knowledge of scientific principles. It serves as an excellent reference for students when investigating the scientific principles behind inventions.

Glakslar – compact- Inventions. 2000. ISBN 1-892898-12-8 – a CD-ROM developed by Mega Systems USA that contains 3-D animations, detailed illustrations, and text written by experts on inventions in transportation, energy, communications, etc. The CD-ROM comes equipped with a knowledge browser to assist students in locating their invention. It also contains an Internet research function to further assist in researching the invention. The software provides information on why and when inventions took place, as well as information on who was responsible for the inventions.

 

Activity 2:  Investigating the Life Cycle of a Product

Time:  300 minutes

Description

Whereas the previous activity examined the impact of modern inventions on society, this activity is designed to teach students how an idea for an invention is developed into a marketable product. Students select a product or process and identify the major steps in its development – idea generation, design process, patents, research, testing, manufacturing, marketing, advertising, and distribution. Students use and integrate the Catholic faith tradition in selecting a product that clearly supports the development of a just and compassionate society. Students also investigate the requirement for standards in Canada as well as industry testing for various products. Students gain the necessary skills for developing their own ideas in subsequent activities and are introduced to a variety of career possibilities in the design industry.

Strand(s) & Learning Expectations

Strand(s):  Theory and Foundation, Skills and Processes, Impact and Consequences

Overall Expectations

TFV.01 - demonstrate an understanding of how the design process is used to create products or services for the marketplace;

TFV.04 - describe manufacturing and construction materials and techniques related to their projects;

ICV.04 - describe design-related careers and their educational requirements.

Specific Expectations

TF2.02 - describe materials that are appropriate for the manufacture or construction of given projects;

TF2.03 - describe appropriate methods of manufacture or construction for given projects;

SP1.04 - create displays of the finished products using computer graphics, posters, or multimedia productions;

IC1.02 - identify design issues, such as production costs, instructional materials for assembly and use, special design needs related to controls and instrumentation, safety issues in handling products, and product durability;

IC2.01 - identify alternative environmentally friendly materials that could be used to produce
specific products;

IC2.02 - explain various methods of handling materials and reducing waste;

IC3.01 - identify a variety of design-related careers.

Ontario Catholic School Graduate Expectations

CGE2b - reads, understands, and uses written materials effectively;

CGE3f - examines, evaluates, and applies knowledge of interdependent systems (physical, political, ethical, socio-economic, and ecological) for the development of a just and compassionate society;

CGE4g - examines and reflects on one’s personal values, abilities, and aspirations influencing life’s choices and opportunities;

CGE5b - thinks critically about the meaning and purpose of work;

CGE5h - applies skills for employability, self-employment, and entrepreneurship relative to
Christian vocation.

Prior Knowledge & Skills

A working knowledge of computer operations such as word processing, creating graphics, printing, and file management is required. It is assumed that students have some knowledge of Internet research techniques. Students must be familiar with computer usage regulations as defined at the local level. Students with little or no knowledge in computer operations should be paired with students who have expertise.

Planning Notes

·         Teachers need to ensure that students have access to a variety of resources. Resources include access to the Library/Resource Centre and computer lab equipped with Internet capabilities. Examples of flowcharts depicting the development of a product should be prepared in advance as a reference for students. Examples of flowcharts can be found in assembly instructions for a variety of products, science textbooks (water cycle), computer programming texts, etc. Teachers provide students with poster board, scissors, glue, and some old magazines.

·         A local inventor could be contacted and invited to speak at your school. Canadian patents are a matter of public record and contain the name(s) of the individual(s) to which the patent is registered as well as the date of expiry. The name of the individual can then be located in the local phone book.

·         Teachers need to familiarize themselves with the patent process in Canada. The website http://cipo.gc.ca provides an on-line tutorial for completing and submitting a patent application. Criteria for patent application can also be found on the website. Teachers should prepare copies of the patent application in advance for students to practise before going on-line.

Teaching/Learning Strategies

·         The teacher introduces students to the concept of flowcharts by having them complete a flowchart together as a class. A flowchart is a combination of words, symbols, and pictures used to show the steps involved in a particular process. A flowchart helps make it easier to understand the process and also helps in the planning process to help meet deadlines. A flowchart can identify where a process may be stopped because an important step could not be completed. Flowcharts are particularly useful if there is a language barrier. Consider, for example, the instruction pamphlets for preparing for an emergency landing of an airplane.

·         The teacher asks students how to make a ham and cheese sandwich, wooden chair, or some other item. Identify the first step and write it on the board. Give this first step a symbol. Next, draw an arrow to indicate moving on to the next step. Continue to do the same for the remaining steps until the process is complete. Examine the flowchart. Are the steps in a logical order? Are there any steps missing? Is there a step for inspecting the product? Can the process be communicated without using any words? Is the flowchart easy to understand?

·         Students then select a product or process and identify the major steps in its development – idea generation, design process, patents, research, testing, manufacturing, marketing, advertising, and distribution. In addition to the processes involved, students should try to identify as many careers as possible involved in the development of the product of their choice. The flowchart should be in the form of a poster and list the possible careers associated with each step in the process.

·         Students present their flowchart to the rest of the class.

Assessment & Evaluation of Student Achievement

Students are assessed on their ability to access and find information on the life cycle of a product. Assessment is similar to timeline activity – evaluation of poster board.

Evaluation

Research Skills

/10

Organization

/10

Content

/10

Use of Diagrams

/10

Presentation

/10

Total

/50

Accommodations

This activity can be adapted as to the amount of individual research required and time commitment required in completing deliverables. Teachers may opt to provide more guidance or define requirements for simpler designs. Individual students may be paired with students with more advanced knowledge or skills in communications or computer applications.

Resources

Canadian Intellectual Property Office – http://cipo.gc.ca
Provides information on obtaining patents for newly developed products. Offers an on-line tutorial for completing a patent application.

Industry Canada – www.ic.gc.ca
Provides information on employment opportunities in the technology industry. Contains link to the SchoolNet Youth Employment Initiative – a program established by the national government to help students find employment in industry. Offers an online tutorial for completing a resume and submitting it to an employer.

The Learning Partnership. We CAN Invent! 10 Practical Steps to Invention.
www.tlp.on.ca/telephone 416 204-4478

www.howthingswork.com
A website that describes how everyday objects work.

 

Activity 3:  Protecting Our Children: Safety Design Challenge

Time:  600 minutes

Description

In this group activity, students investigate the safety issues around existing products related to children according to the standards of the Canadian Standards Association (CSA). Students identify safety hazards in the home, school, and workplace and are required to design age-appropriate safety solutions. Students are required to fully document and research the development of their solutions and develop appropriate methods for testing these solutions in compliance with CSA standards. In researching their solutions, students investigate the principles on which patents are granted as well as the patent process in Canada. All groups demonstrate their solutions.

Strand(s) & Learning Expectations

Strand(s):  Theory and Foundation, Skills and Processes, Impact and Consequences

Overall Expectations

TFV.03 - determine appropriate solutions to design problems;

ICV.01 - identify factors that must be considered when designing for the consumer marketplace
(e.g., costs, materials, safety, durability);

ICV.02 - identify environmental concerns related to the development, use, and disposal of
manufactured goods.

Specific Expectations

TF1.01 - describe user requirements, design criteria, and ways of developing and testing solutions;

TF1.02 - justify design decisions that involve alternative approaches;

TF2.02 - describe materials that are appropriate for the manufacture or construction of given projects;

TF3.02 - evaluate solutions based on given design criteria;

SP1.03 - fabricate models and prototypes for analysis and testing using standard safety procedures;

SP2.01 - produce appropriate design briefs based on their analysis of user needs and on consumer product research;

SP2.03 - evaluate design solutions to determine how well they suit the design criteria;

IC1.01 - assess project solutions in terms of safety, ergonomics, and efficiency;

IC1.02 - identify design issues, such as production costs, instructional materials for assembly and use, special design needs related to controls and instrumentation;

IC1.03 - describe problems that can result from improper design.

Ontario Catholic School Graduate Expectations

CGE1d - develops attitudes and values founded on Catholic social teaching and acts to promote social responsibility, human solidarity, and the common good;

CGE3b - creates, adapts, and evaluates new ideas in light of the common good;

CGE3c - thinks reflectively and creatively to evaluate situations and solve problems;

CGE4f - applies effective communication, decision-making, problem-solving, time, and resource management skills;

CGE5a - works effectively as an interdependent team member;

CGE5c - develops one’s God-given potential and makes a meaningful contribution to society;

CGE7i - respects the environment and uses resources wisely.

Planning Notes

·         Students design and fabricate their own safety inventions or alterations thereof. As a result, they are required to develop testing procedures to ensure that their products meet certain standards. Students can gain a better appreciation of this testing process if they see its application in the real world and are exposed to alternative career options. The Canadian Standards Association is an organization that tests all sorts of products to meet industry standards before they enter the market. The CSA head office is located in Etobicoke, ON (phone 416-747-4000). Teachers may wish to call in advance to organize a class visit or have a CSA representative come to the school.

·         The CSA website (www.csa-international.org) contains an extensive list of the types of products that CSA certifies. There are many options for product certification available and CSA provides a step-by-step on-line tutorial to help you get products certified according to current industry standards. Teachers should ensure that students have access to computers with Internet capabilities so this information may be accessed.

·         In the event that students elect to produce a safety video or computer-generated prototype, teachers make arrangements in advance to ensure that the appropriate resources are available (e.g., video camera, television, video editing equipment, digital camera, photo-editing software, etc.).

·         Teachers should have examples of safety devices on display in the classroom. Safety goggles, ear protection devices, welding masks, rubber gloves, hard hats, safety shoes, and safety posters are some examples. Other examples include devices for childproofing the home. There are local merchants who are devoted specifically to this end and can be found in the local phone book. There are also merchants, available on-line, who provide pictures and detailed descriptions of
their products.

·         Students should be given the opportunity to visit the CSA website to obtain information on product testing and certification. Teachers may wish to download the information ahead of time and make copies for students. Links entitled “Products we certify” and “How to get your product certified” should prove helpful.

Teaching/Learning Strategies

Day 1

·         In order to help students develop inventive thinking, the teacher provides students with examples of stories behind some important inventions. Students may share stories from their research in the previous activity. After reading or listening to the stories, ask students “How did the inventors get their ideas? How did they make their ideas a reality?” Discuss the following statement: “Necessity is the mother of invention.” What does this mean? Does this apply to all inventions?

·         Next, ask students “If you could invent anything in the world, what would it be? Is this invention possible? What are some of the obstacles in the way of the development of your invention? Has this invention already been invented? How will you find out?”

Day 2

·         The teacher introduces students to the patent process. The Canadian Intellectual Property Office defines a patent as “a government grant giving you the right to exclude others from making, using, or selling your invention.” The website (http://cipo.gc.ca) has information on obtaining patents for newly developed products. It outlines specific criteria for patenting an invention and also offers an on-line tutorial for completing a patent application. Students need to have access to the computer lab. The teacher prepares copies of the patent application in advance so students can practise before
going on-line.

·         Students look around the room for inventions. Most tools and machines have a patent number on them. Ask students to record the inventions and their patent numbers. Patents can be researched to find out to whom the patent is registered and the date the patent expires. The patent numbers can then be researched on Canadian and American websites. In some cases, patent offices from other countries may have to be contacted.

Day 3

·         The teacher reviews with students the technology lab safety policies and procedures. A discussion as to why the policies and procedures are in place may be required. The discussion could extend to identifying safety hazards in school or in the workplace. Students could identify safety hazards associated with some of the careers they discovered in Activity 2: Life Cycle of a Product. Students can survey family members and neighbours about accidents they have witnessed in the workplace. Some students may have participated in the “Take Our Kids To Work” program in Grade 9 and may wish to share their experiences. Teachers may wish to contact a representative from the Worker’s Compensation Board to come to the school to speak about some of the safety hazards that exist in the workplace. At this time the Design Brief and criteria are presented and students are given time to start generating ideas. The teacher makes copies of Appendix 3.3 – Protecting Our Children: The Safety Design Challenge. This design brief provides students with a clear description of what is required and how they are to be evaluated.

Days 4 to 8

·         Students are given class time to work on their designs, test ideas, and conference with the teacher.

Day 9

·         Students share their idea solution with the class in the form of a brief oral presentation. Students should be given the choice of whether they would like to work in groups or individually. Groups should consist of a maximum of four students.

Assessment & Evaluation of Student Achievement

Students are assessed based on the marking scheme provided in Appendix 3.3 – Protecting Our Children: The Safety Design Challenge. Students are assessed on their ability to complete a written report documenting the development of their solution, and on the solution itself. The solution is evaluated on the functionality of its design and the aesthetics of the finished prototype. Students are required to demonstrate their solution and are evaluated on their ability to work safely during the development of their prototype.

Accommodations

·         This activity can be adapted to amount of individual research required and time commitment required in completing deliverables. Teachers may opt to provide more guidance or define requirements for simpler designs. Individual students may be paired with students with more advanced knowledge or skills in communications or computer applications.

·         It is important that students, when designing any product, take into account safety considerations around their product. Since the focus of the activity is on the design process, some students may be given the option to develop a detailed drawing of their solution, using manual or CAD drawing techniques, without fabricating their design. Other groups or individuals may devote more time to developing an actual prototype.

Resources

Canadian Standards Association – www.csa-international.org
Official website offers information on testing procedures for new products.

Canadian Intellectual Property Office – http://cipo.gc.ca
Provides information on obtaining patents for newly developed products. Offers an on-line tutorial for completing a patent application.

 

Activity 4:  Technology, Amusement, and Leisure

Time:  720 minutes

Description

The previous activities provided students with a serious look at technology’s ability to transform society. In this culminating activity, students develop an appreciation for the ways in which technology has been used in the past and present to provide amusement and leisure to children and adults of all ages. Students design and fabricate a device that provides amusement and/or leisure for a specified age group. Students have the choice of developing a board game, carnival game, a Rube Goldberg gumball machine, or their own idea. The devices are developed around a theme appropriate for the chosen age group and are displayed throughout the classroom.

Strand(s) & Learning Expectations

Strand(s):  Theory and Foundation, Skills and Processes, Impact and Consequences

Overall Expectations

TFV.01 - demonstrate an understanding of how the design process is used to create products or services for the marketplace;

TFV.03 - determine appropriate solutions to design problems;

SPV.02 - fabricate projects or displays using hand and power tools safely;

SPV.04 - evaluate solutions against design criteria;

ICV.03 - use tools and materials safely to fabricate products.

Specific Expectations

TF2.01 - use technical illustrations, drafting, computer graphics, and models to present ideas and solutions effectively;

TF2.02 - describe materials that are appropriate for the manufacture or construction of given projects;

TF2.03 - describe appropriate methods of manufacture or construction for given projects;

SP1.03 - fabricate models and prototypes for analysis and testing using standard safety procedures;

SP1.04 - create displays of the finished products using computer graphics, posters,
or multimedia production;

IC1.01 - assess project solutions in terms of safety, ergonomics, and efficiency;

IC1.02 - identify design issues, such as production costs, instructional materials for assembly and use, special design needs related to controls and instrumentation, safety issues in handling products, and product durability.

Ontario Catholic School Graduate Expectations

CGE1d - develops attitudes and values founded on Catholic social teaching and acts to promote social responsibility, human solidarity, and the common good;

CGE2e - uses and integrates the Catholic faith tradition, in the critical analysis of the arts, media, technology, and information systems to enhance the quality of life;

CGE3b - creates, adapts, and evaluates new ideas in light of the common good;

CGE3c - thinks reflectively and creatively to evaluate situations and solve problems;

CGE3f - examines, evaluates, and applies knowledge of interdependent systems (physical, political, ethical, socio-economic, and ecological) for the development of a just and compassionate society;

CGE4f - applies effective communication, decision-making, problem-solving, time, and resource management skills;

CGE5a - works effectively as an interdependent team member;

CGE7g - respects and understands the history, cultural heritage, and pluralism of today’s
contemporary society;

CGE7i - respects the environment and uses resources wisely.

Prior Knowledge & Skills

Students should complete the previous activities before commencing Activity 4. In completing the activities, students have gained knowledge in generating ideas for inventions, documenting and designing their invention, and establishing criteria and testing procedures for determining the success of their idea. Students should have an understanding of how to use tools, machines, and materials safely. Students should have knowledge of simple machines (e.g., wheel and axle, lever, inclined plane, screw, pulley, etc.).

Planning Notes

·         Since this activity revolves around the design and fabrication of a toy or game that provides amusement, teachers need to gather examples of old toys and games. A visit to a local thrift store should provide many examples at a low cost. Students could be asked to survey their parents and grandparents and bring in a toy that belonged to their parents.

·         Examples of Rube Goldberg machines can be found on the website www.rube-goldberg.com/ - a website dedicated to Rube Goldberg, an engineer and cartoonist who drew his “inventions” as contraptions that satirized the new technology of the day. The website lists rules and regulations as well as tips for designing and making an effective Rube Goldberg machine.

·         Teachers should ensure that students have access to sufficient tools, machines, and materials required to carry out the fabrication of their invention. Teachers reserve the Library/Resource Centre and computer lab for research purposes. Design briefs are prepared in advance to clearly outline the purpose and parameters of the activity.

Teaching/Learning Strategies

Day 1:  Introduction

·         The teacher begins by leading a discussion on toys and games that students played when they were younger. Students also investigate the ways in which their parents and grandparents amused themselves when they were younger. Students note the changes and trends in the toy and game industry over the years. The teacher asks, “What were the hottest toys last Christmas, and this year? What are the popular toys and games of the day? Why are they popular? How much do they cost? For which age levels are these toys appropriate?” The discussion allows students to generate ideas for their own inventions of a toy or game.

·         Students may design and fabricate a carnival game. Ask students if they have ever been to a carnival, fair, or amusement park. The Canadian National Exhibition and Paramount Canada’s Wonderland are excellent examples and perhaps the most recognizable by most students. Some students may have stories about similar attractions from their native country. Ask them what they liked and disliked about the carnival. What sorts of things can one do at a carnival? What types of games and attractions can be found at a carnival that can’t be found anywhere else? The focus of this activity is not to design an amusement ride but rather a game of skill or chance.

·         The teacher introduces students to Rube Goldberg machines by having them visit the website or providing an example of a Rube Goldberg cartoon. For an example of a Rube Goldberg machine in action, the teacher may show students a video clip from the movie Back to the Future Part 1. It takes place at the beginning of the movie and illustrates a series of inventions that operate in a logical sequence to complete the task of opening up a can of dog food, placing its contents in a dish, and cooking breakfast (toast and eggs) at the same time. It may be an example which is beyond the abilities of some students but others may be inspired to use electronics, mechanics, pneumatics, and hydraulics in the fabrication of their own Rube Goldberg machine.

Day 2:  Group Formation and Brainstorming

·         Once students have been introduced to the three activities above, they are required to select one or their own alternative. Students then form groups based on similar interests. Take students to the computer lab and/or Library/Resource Centre to further research their ideas.

Day 3:  Written Proposal and Materials List

·         Each group prepares a written proposal clearly outlining what they wish to make. The written proposal must be accompanied by dimensioned drawings and a list of required materials and tools. Once proposals are submitted, the teacher issues a patent to each group preventing other groups from making a similar game or toy. This relates back to Activity 3.2: Life Cycle of a Product. Students must submit their design ideas and a materials list for the teacher’s approval before they
begin fabrication.

Days 4 to 9:  Fabrication Process

·         Students work together to develop their designs and fabricate their solutions. The teacher provides students with the materials required for completing the projects. The teacher demonstrates new techniques and machines as required.

Day 10:  Testing

·         Students are responsible for developing appropriate testing procedures for their invention. Students may have already tested their invention during the fabrication process.

Day 11:  Modifications

·         Students use this time to make any last-minute adjustments to their invention based on their
test results.

Day 12:  Activity Day

·         Students display their projects around the classroom and demonstrate their inventions.

The teacher encourages students to be creative and have fun developing their invention. The teacher guides students to the completion of their project, distributes materials and equipment, introduces new technologies, and demonstrates safe operation of tools and equipment as required.

Assessment & Evaluation of Student Achievement

Focus should be placed on the designing and fabrication processes. Students are assessed on their final product and presentation to the class with the use of a rubric (Appendix 3.6). A design report is not required. However, students are required to keep a daily log to record their progress (Appendix 3.5). Students are also evaluated on the other aspects involved in the development of the projects, such as their written proposal, materials list, etc. (Appendix 3.4).

Accommodations

·         As an extension for students who decided to design a carnival game, they could use the games that they design in planning an activity day at the school. The proceeds could be donated to charity or used to improve the school in some fashion. This activity can be combined with the next unit in which students are required to draw up a site plan of a fair.

·         Ensuring that students have plenty of choices for the type of game they design and how they fabricate the model also helps all students be successful. Students can choose designs and fabrication techniques based on their skill level and strengths. Also providing construction kits can be a challenging substitute for many special needs students.

Resources

www.rube-goldberg.com/
A website dedicated to Rube Goldberg, an engineer and cartoonist who drew his “inventions” as contraptions that satirized the new technology of the day. This website lists rules and regulations as well tips for designing and making an effective Rube Goldberg machine.

The Incredible Machine – game on CD-ROM that teaches students to develop solutions to a variety of challenges using simple machines and devices. Students arrange the devices accordingly and then immediately test their solutions. The challenges range from simple to complex. There is no one correct solution for a particular challenge, allowing for a variety of possible solutions.

The Even More Incredible Machine – the successor to the original game on CD-ROM with new and exciting challenges and devices.

Pinball Science – a CD-ROM developed by David Macaulay that allows students to build their own exciting pinball games using a variety of objects and mechanical devices. Before using the objects, students are required to visit the “Inventor’s Journal” to learn the science behind the invention. This game can serve as a fun way of generating ideas for their own inventions. The CD can be purchased by contacting DK Interactive Learning 95 Madison Avenue, New York, NY 10016 or www.dk.com

The New Way Things Work - a CD-ROM developed by David Macaulay based on the popular book The Way Things Work. This CD-ROM provides students with the opportunity to learn about the latest technologies, promotes active learning, and allows students to test their knowledge of scientific principles. It is an excellent reference for students when investigating the scientific principles
behind inventions.

Rube Goldberg Inventions 30 Postcards. 1996. ISBN 1-55670-524-7

Video

Back to the Future Part 1. 1985.


Appendix 3.1

Design Brief for Timeline Activity

 

Introduction

Throughout history, advancements in technology have had a profound impact on society and have changed the way in which we live. A timeline provides us with a visual representation of the speed with which technology has influenced society. In this activity, your group selects a particular area and develops a timeline to show how technology has changed this area over time.

 

Problem

Students form groups of three to four and develop a timeline to trace the technological developments throughout history in one of the following areas:

·         Agriculture and Food Processing

·         Health and Medicine

·         Communication Technology

·         Transportation

·         Entertainment and Amusement

·         Weaponry

·         Music and the Arts

·         Construction and Architecture

·         Manufacturing

·         Sports and Leisure

 

Limitations and Specifications

·         Groups are to consist of a maximum of four students.

·         One group per topic.

·         A minimum of ten major events is required.

·         Three of the events must be contributions by Canadian and/or women or minority groups.

·         Exact dates and names of persons are preferred but not required.

·         Completed timelines should be in the form a poster or paper banner.

·         Pictures of the inventions are preferred but not required.

 

Evaluation

Organization

/10

Content

/10

Use of Diagrams

/10

Presentation

/10

Total

/40

 


Appendix 3.2

Assessment Rubric for Timeline Activity

 

 

Level 1

(50 – 59%)

Level 2

(60 – 69%)

Level 3

(70 – 79%)

Level 4

(80 – 100%)

Knowledge/ Understanding

TVF.01, TF1.03

- demonstrates limited understanding of the historical development of designed products and services

- demonstrates some understanding of the historical development of designed products and services

- demonstrates considerable understanding of the historical development of designed products and services

- demonstrates thorough and insightful understanding of the historical development of designed products and services

Thinking/ Inquiry

ICV.02, IC1.03, IC2.01

- demonstrates limited understanding of the impact of inventions on humans and the environment

- demonstrates some understanding of the impact of inventions on humans and the environment

- demonstrates adequate understanding of the impact of inventions on humans and the environment

- demonstrates insightful understanding of the impact of inventions on humans and the environment

Finished Product

SPV.02, SP1.04

- finished timeline shows limited evidence of research

- finished timeline is clearly presented and provides evidence of some effort

- finished timeline is clearly presented and provides evidence of creative software use

- finished timeline is presented with professional quality

Note: A student whose achievement is below level 1 (50%) has not met the expectations for this assignment or activity.

 


Appendix 3.3

Protecting Our Children: The Safety Design Challenge

 

Problem Situation

Dangers of many kinds threaten children the world over. Children’s health and safety are a common concern. Children of the world face different sorts of problems, environmental hazards and the results of technological developments. Hazards include traffic accidents, illnesses, dangers from household products, and even toys.

 

Design Brief

Design and develop a solution to protect a child from a problem, danger, and/or hazard of your choice. This danger can be found in the home, playground, at school, or in a vehicle. Your solution can be something entirely new or a modification of an existing product. The solutions can range from ingeniously simple to complex and sophisticated and use locally available resources to reduce the risk of harm to children.

 

Specifications and Limitations

1.   Identify a problem.

2.   Develop a problem statement to fit the chosen problem.

3.   Develop a design brief to fit the chosen problem.

4.   Specify the age level of the children and the current safety standards related to the problem.

5.   Use a design process to document the process.

6.   The solution must be safe and usable by the intended audience.

7.   The solution should be appropriately tested, if time permits.

8.   The solution can be a modification or improvement of an existing idea.

 

Documentation

Include:

·         title page;

·         table of contents;

·         identification of the problem;

·         brainstormed ideas;

·         investigation and research notes;

·         selection and development of solution (e.g., fabrication process);

·         standards and results of testing;

·         evaluation of solution with suggested improvements.

 

Evaluation

Written Report

/35

Functionality of Design

/25

Finished Prototype/Aesthetics

/15

Demonstration of Solution

/15

Safety Work Habits

/10

Total

/100


Appendix 3.4

Design Brief for Technology, Amusement, and Leisure

 

Situation

Throughout history, humans have always strived to find ways of improving the quality of life. Archaeologists have uncovered many clues about the ways in which past civilizations gathered food, built shelters and socialized with one another. They have found weapons, tools, utensils, and even primitive games to support their findings. As humans became more technologically advanced, less time was spent doing work. Less work meant more spare time. Thus the need to occupy this spare time arose and so did ways in which to occupy that time.

 

Problem

Design and construct a device or game that provides amusement and/or leisure for a specified age group. Select from one of the following:

·         Develop a board game with complete rules, game pieces, and board.

·         Develop a carnival game or other game of skill or chance.

·         Develop a child’s toy.

·         Develop a Rube Goldberg gumball machine.

·         Other (must be approved by teacher).

 

Specifications and Limitations

1.   The age group for the device must be specified.

2.   The device must be designed around a theme appropriate for the age group.

3.   Students must submit a written proposal describing their device (patent process).

4.   A materials list, including all required tools, machines, and materials, must be submitted.

5.   A complete list of rules and/or instructions must accompany the device.

6.   The device or game MUST be original or an ingenious modification of an existing product.

 

Evaluation

Written Proposal

/10

Materials List

/10

Functionality of Design

/25

Finished Prototype/Aesthetics

/20

Demonstration of Solution

/10

Safety Work Habits

/10

Daily Log

/15

Total

/100

 


Appendix 3.5

Student Checklist for Daily Work Habits

 

Name:

 

Course:

 

Teacher:

 

 

 

M

T

W

R

F

M

T

W

R

F

M

T

W

R

F

I arrived to class on time.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

I was prepared for class (materials, pen, uniform, etc.).

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

I observed all safety rules
and procedures.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

I utilized all tools properly.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

I used resources wisely (recycled materials).

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

I cooperated with the teacher and other students.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

I completed my task set out for the day.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

I helped someone with
his/her project.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

I put away all tools and materials that I used.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

I helped clean up the classroom.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Daily Total      /10

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Unit Total        /150

 


Appendix 3.6

Assessment Rubric – Technology, Amusement, and Leisure

 

Categories

Level 1

(50 – 59%)

Level 2

(60 – 69%)

Level 3

(70 – 79%)

Level 4

(80 – 100%)

Knowledge/ Understanding

Knowledge of scientific principles and facts around the development of toys, games, and other amusement devices.

TFV.01

- demonstrates limited evidence of grasping the terminology and scientific concepts behind amusement devices

- displays some knowledge and some of the concepts involved in the development of amusement devices but has difficulty applying this knowledge

- demonstrates considerable understanding of most of the scientific concepts presented and is able to articulate the terminology of the concepts and apply knowledge to a considerable extent

- clearly demonstrates an understanding of the concepts and is able to transfer this understanding to other areas of concern

Research and Planning

Research specific individual needs around amusement and leisure and develop a plan of action to help students manage their time effectively.

TF2.01, TF2.02, TF2.03, TFV.03, IC1.02

- limited or no evidence of research around amusement devices

- investigates a some of resources with a view to creating an identifiable solution

- investigates a wide range of possibilities

- demonstrates a clear knowledge of the resources available

Use of tools and materials

Constructing a model or prototype of an amusement device that is effective and demonstrates the wise use of materials.

SPV.02, SP1.03, ICV.03

- exhibits few of the necessary skills to achieve the solution; skills with tools require more time and practice; shows limited regard for wise use of materials

- has mastered some of the necessary skills; shows some regard for wise use of resources

- demonstrates a mastery of most of the skills required to implement the plan

- uses and develops skills to create the solution as planned; displays accuracy with all the tools used

Testing and Evaluation

Formulating fair and honest testing criteria based on CSA standards with a view to future developments.

TF1.01, SPV.04, SP1.03, IC1.01

- considers very limited criteria for testing according to CSA standards

- considers some of the criteria in testing the solution and the materials used in accordance with CSA standards

- gives a fair and honest evaluation of the solution which meets most CSA standards

- a fair and honest means of testing and evaluating their solution while meeting CSA standards

Presentation

Oral and/or visual presentation clearly demonstrates the function of their amusement device.

SP1.04

Quality of presentation indicates lack of preparation by most members and limited knowledge of the operation of their amusement device. The presentation generates limited class interest.

Some members contribute to the development of the presentation. Some knowledge of the operation of their amusement device are evident. The presentation generates some class interest.

Most members contribute and participate in the presentation. A clear attempt is made to utilize at least two presentation techniques. The presentation elicits moderate class interest and excitement.

All members participate in the group presentation. A variety of presentation methods are used effectively to clearly demonstrate an understanding of their amusement device. The presentation and device clearly elicit complete class involvement and excitement.

Formulated with information from: Day, et al. By Design: Technology Exploration and Integration.

 

Note: A student whose achievement is below level 1 (50%) has not met the expectations for this assignment or activity.

 

 

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