Introduction - A World In Motion
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INTRODUCTION - A WORLD IN MOTION 2 SAE International SAE International is a nonprofit scientific organization dedicated to the advancement of mobility technology in order to better serve humanity. A global society of approximately 87,000 members, SAE is the leading professional organization for engineers and scientists involved with land, sea, air and space mobility. Its members come from all branches of engineering, science and technology. SAE creates and distributes information through meetings, books, technical papers, magazines, standards, reports, continuing education programs and electronic databases.
SAE Foundation Established in 1986 as an operating foundation, the SAE Foundation secures funding from corporations, grant-making foundations, SAE members and other sources in order to develop and sustain its educational programs.
With programs that span from K-12 through college and beyond, the Foundation works to be the internationally recognized leader in the promotion and expansion of the mobility engineering profession. To lend your support to these efforts, please contact the SAE Foundation at (724) 776-4841 or visit the SAE Foundation website at www.sae.org/foundation.
Forward Mobility engineers have given us the means to fly to the moon in days, circle the globe in hours, and access our work and home environments in minutes. The work of engineers and scientists transcends national boundaries, languages, and cultures. The dreams and ingenuity of these talented individuals have given us a new global society, able to communicate and travel with amazing speed.
Through the partnership between the SAE Foundation and local businesses, industry volunteers continue to support the vision of meeting the global transportation needs of the 21st century. The SAE Foundation sponsors a spectrum of action-oriented programs to enrich the scientific and mathematical experiences of all citizens. These programs reflect the substance and values necessary for continued technological growth in the future.
“A World in Motion” is one of the many examples of SAE involvement in all levels of education - from elementary school to postgraduate to professional development. The program represents an opportunity to make learning “fun,” to have young students discover the exciting application of science principles, and to share information about rewarding careers in engineering and technical professions. We welcome your involvement in this effort to influence and enhance the ways in which our youth are prepared to meet the future.
By participating in the AWIM program, you are helping to prepare students for the challenges of tomorrow through personal discovery. As the teacher who presents the classroom activities – or as the volunteer who provides information about exciting, science-related careers - you are playing an important role in the development of our future workforce.
3 Program Overview
Program Description A World in Motion: The Design Experience, Challenge 1 is a dynamic curriculum focusing on the engineering design process for physical science classes. Designed for students in grades 4-6, the program is also appropriate for students in grades 7-8 who are experiencing physical science concepts for the first time.
The overall goals of A World in Motion (AWIM) are to:
Promote science literacy
Increase interest in science, math, and technology education
Foster curiosity and creativity
Encourage a spirit of healthy questioning through the discovery process
Provide opportunities for physical science experiences
Emphasize cooperative learning (teamwork)
Support the roles of girls and minorities in science education and, eventually, in engineering
Counteract science and math learning anxiety
Provide opportunities to develop and practice measuring skills
Provide opportunities to develop problem solving skills
Provide models of the scientific approach to problem solving with real world applications
4 Overview of the Curriculum
A World in Motion: The Design Experience, Challenge 1 consists of challenges suitable for grades 4–6. Each of these challenges can be taught over a three-week period or, with suggested extensions, over a longer period.
Skimmer Challenge (Grade 4). Students make paper sailboats that are propelled by fans across the floor. They test the effect of different sail shapes, sizes, and construction methods on the performance of their skimmers. The goal of this challenge is to design a set of skimmers that reliably meet specific performance criteria. Friction, forces, and the effect of surface area are some of the physical phenomena students encounter in this challenge.
JetToys Challenge (Grade 5). Students make balloon-powered toy cars. Their challenge is to design an appealing toy that performs in a specific way, such as travels far, carries weight, or goes fast. Students experiment with different chassis designs and nozzle sizes to determine their effect on the JetToy’s performance. Jet propulsion, friction, and air resistance are the core scientific concepts students explore in this challenge.
The challenges give young students many opportunities to explore and test the performance of a vehicle they have designed and constructed.
As students strive to optimize the performance of their toy vehicles, they express their ideas, test their hypotheses, and draw their own conclusions based on the evidence they gather. In this way, their experience resembles the work of scientists and engineers. The science notes that accompany each challenge describe concepts associated with the performance of the vehicles students design and build.
5 Program Rationale and Goals of the Curriculum
A World In Motion: The Design Experience, Challenge 1 curriculum is a set of units designed to provide an Engineering Design Experience, as well as promote an interest in mathematics, science, and technology, by giving them opportunities to work with materials that embody scientific and technical phenomena. The challenge put forth in each of these experiences involves student design of a toy vehicle. Engaging scenarios provide a context in which students develop problem-solving, science, and math skills. As student design teams work to get their toy vehicles to meet specified performance criteria, they wrestle with authentic science and engineering problems.
An important focus is the quality of students’ experience. Fostering positive attitudes toward science, mathematics, and technology is of major importance, as it encourages a thoughtful approach to problem solving. Students are not required to master certain scientific concepts or mathematical methods, nor create a “winning” design. Instead, the objective is to facilitate the design of a variety of vehicles and help students understand what makes the vehicles perform differently.
A World In Motion: The Design Experience, Challenge 1 embodies the current national standards for teaching and learning. In particular, it meets the National Research Council standards to educate students to develop products and solutions to problems using technological design, and the National Council of Teachers of Mathematics standards emphasizing that students should see mathematical connections to the real world through mathematical thinking, modeling, and problem solving.
The Engineering Design Experience draws on the problem-solving process frequently used by engineers in design teams and taught at many engineering schools across the country. As students step through the process, they have ample opportunities to develop science and math skills. Below are activities specifically recommended in the national standards that are present throughout the challenges.
Students explore materials and ideas. They ask questions. They propose their own explanations. They test their explanations. They communicate their ideas.
Program Benefits
Today and in the future, our nation faces a critical shortfall of scientists and engineers. As we move toward the challenges of global competition, fewer and fewer of our students choose careers in science and engineering. Educational research shows a substantial decline in student interest in science and math between grades 3 and 7, with students repelled by science because it is “an isolated and lonely experience, both in the classroom and out...”
“A World in Motion” is intended to reverse this trend. The program helps students capture the spirit of fun, creativity, and teamwork while exploring science and math. Since AWIM projects are designed for students of elementary and middle school age, the primary focus is on the quality of the experience. For
6 these young people, fostering a positive attitude toward science is more important than mastering concepts or controlling variables.
“A World in Motion” is a win/win for everyone involved:
Students have an opportunity to discover the wonders of physical science through individual inquiry and team efforts. They also have an opportunity to learn about the benefits of an engineering career through a volunteering relationship with an industry volunteer.
Teachers have an opportunity to increase their knowledge of science principles and their ability to support national and state science standards.
Industry volunteers have an opportunity to share their knowledge of science applications and the joys of their profession.
Businesses and corporations have an opportunity to play a key role in determining the future of our young students and our country.
Relationship to National/State/District Curriculum
Because the Challenges are inherently interdisciplinary, they address content and skills across the curriculum. However, the objectives of each Challenge correlate closely to the National Science Education Standards of the National Research Council (NRC) and the Benchmarks for Science Literacy of the American Association for the Advancement of Science (AAAS) (refer to the Correlation Tables in each Challenge section). The AWIM program also compliments state and district science and technology curriculum, as well as math and language arts.
The Engineering Design Experience Using the Engineering Design Experience as a context for teaching and learning Using the Engineering Design Experience to fulfill a specified goal
Science Formulating appropriate questions for scientific investigation Conducting scientific research using appropriate methods Interpreting scientific evidence Analyzing the interrelationships of several variables Communicating the results of scientific investigation Understanding forces acting on a moving object Understanding simple machines Understanding the difference between science and technology and use of design process and skills
7 Technology Education Applying scientific understanding to a design problem Designing to optimize one or more variables Creating design specifications, drawings, and models Testing and evaluating a design Exploring properties of materials
General Program Implementation
From Industry to the Classroom This chart shows how SAE and the AWIM program serve as a bridge between the mobility industry and the classroom.
8 To Launch an AWIM Program The flow chart below identifies the major steps suggested to recruit for, organize and launch the AWIM program.
RecruitmentRecruitment
RegistrationRegistration
TrainingTraining
ProgramProgram PlanningPlanning
ProgramProgram ImplementationImplementation LaunchLaunch AWIMAWIM ProgramProgram SuperviseSupervise ClassroomClassroom AWIMAWIM ActivitiesActivities ConductConduct FinalFinal AWIMAWIM PresentationsPresentations
EvaluationEvaluation
9 Program Flow
Classroom Implementation
The AWIM Challenge 1 program is designed to supplement an existing elementary school physical science curriculum. AWIM classroom activities should be scheduled to reinforce the teacher’s introduction of corresponding physical science concepts and activities. The activities can be used to either initiate or reinforce discussion of:
Force and Motion Friction Air Resistance Mass and Balance Wheels and Axles Friction Streamlining Loads and Balance
Because the scope and sequence of science content may vary in different school districts, the AWIM activities may be conducted at different times in the school year. In all cases, however, the AWIM materials are designed to include ALL students in the experience.
10 Classroom Visit Schedule
SAE suggests completing the AWIM Skimmer Challenge over the course of three weeks, however teachers are free to schedule Skimmer activities to fit comfortably into each individual classroom’s curriculum schedule. It is recommended, however, that all units be covered in the order listed below.
Volunteers may attend as many class periods as their workload allows, however approximately 5-6 visits over the course of the AWIM program seems to work best. The suggested visit schedule is highlighted below. This program has enough content to extend well beyond the six volunteer visits. As each student team will proceed at their own pace, all teams may be unable to complete all activities within a single volunteer visit. As a result, it may be necessary for the teacher to complete remaining activities between volunteer visits during subsequent class periods to ensure all teams are ready for the next volunteer visit.
Meet & Greet Session 1 Session 2 Introduction Adding Planning Meeting Build A Sail
Session 3 Session 4 Session 5 Sharing Deciding Testing First Results What to Test Sails
Session 6 Session 7 Session 8 Testing What We’ve Learned Designing Sails About Sails A Skimmer
Session 9 Session 10 Post-Program Building & Testing Presenting Evaluation & A Skimmer Skimmer Designs Feedback
Volunteer Visit
11 Program Methodology
“A World in Motion” uses a discovery approach to allow students to experience the wonders of science. In each classroom activity, students have an opportunity to: Explore a particular science concept by designing the materials for a simple experiment. Make a record sheet for documenting the results of their experiment. Share and interpret the activity results, including investigating ways to change the outcome of the experiment. Make a design choice based on the results of their experiment.
In all project activities, students work in groups of 3-4 as Design Teams. The members of each Design Team are assigned roles:
The Project Engineer (PE) is the leader (manager) of all team operations. This student is responsible for checking the assignment, asking questions of the teacher or the industry volunteer, and leading team discussions about both processes and results. The Project Engineer is responsible for group safety.
The Test Engineer (TE) is responsible for collecting and recording project data. This student is expected to record information on the team worksheet, data table or graph. In cooperation with the Project Engineer, the Test Engineer is also responsible for checking the accuracy of data and reporting the results of activities to the class and the Consulting Engineer (the teacher and/or industry volunteer).
The Facilities Engineer (FE) is in charge of all equipment and materials. This student is responsible for collecting, storing, maintaining, and distributing all materials and equipment for a project. He/she is also responsible for performing and/or delegating clean-up and maintenance tasks related to the project.
The Development Engineer (DE) designs and builds the models used in the project activities. If necessary, this student can assign design and construction tasks to other team members. He/she is responsible for developing a list of materials required to build the models and may assist the Facilities Engineer in collecting needed materials and supervising the construction process.
The Engineering Design Experience
The Engineering Design Challenges allow students to experience engineering design much the way engineers in a real company would. For engineers, design requires gaining enough knowledge and understanding of a system to plan out what they are going to build, before they build it. Students have the same need to learn before jumping into a solution, and here they will have an opportunity to review the problem and learn how a balloon-powered vehicle works. Experimentation is a key part of building knowledge, and students will plan, execute, and reflect on the results of their experiments. From this solid basis they can design a solution to the challenge. The design process is completed when the results are written up, compared with the original goals, and shared with the class.
The curriculum presents the Engineering Design Experience in a manner that aligns with the engineering practices of the real world. The design process that students undertake includes the following five phases: 12 Set Goals Students are introduced to the challenge scenario. They review the toy company’s letter, discuss what is requested of them, and share ideas about how to go about solving the problem. Students begin to work in teams and start recording work in design logs.
Build Knowledge Many activities are included in this phase as students develop the knowledge and skills they will need to design their own vehicles. The first thing students do is build a model and figure out how it works. In the next several activities teams vary factors on the model, record observations, and discuss results with the rest of the class. They move from simple explorations and opinions to controlled experiments and performance predictions based on graphs or tables of results.
Throughout the Build Knowledge phase of this challenge, students will focus on understanding the dynamics of their project. In doing so, they will work with and discuss factors that affect the performance of their project. The activities of this phase also provide an engaging way to introduce students to controlled experiments and the need to record data.
Design Student teams design their own project to meet the requirements stated in the objectives. They determine the value of variables, plan construction, and predict performance based on knowledge from previous activities.
In the Design phase, students will have an opportunity to be creative with the look of their projects as well as their mechanical features. Balancing the effects of these many factors while striving to create an appealing project offers a rich challenge in critical thinking and provides an enjoyable “vehicle” for learning experimental methods and a process for tackling an open-ended challenge.
Build and Test Students build their design and test it to see how well it meets the performance criteria.
Present Student teams make presentations of their work to an audience.
In completing these steps, students will have experienced design in an engineering context and gained some understanding of the design process and how the products they use have come to be.
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