The York School Pinewood Derby 2011

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The York School Pinewood Derby 2011

  1. 1. PINEWOOD DERBY2011
  2. 2. The kit:
  3. 3. The Track:
  4. 4. "I wanted to devise a wholesome, constructive activity that would foster a closer father-son relationship and promote craftsmanship and good sportsmanship through competition." Don Murphy, Founder of the Pinewood Derby , 1953 First Pinewood Derby Car Kit Ad, 1955 First Pinewood Derby Car Race –Manhattan Beach Scout House, 1953
  5. 5. SAMPLE CARS:
  6. 6. OFFICIAL PINEWOOD DERBY RULES1. Width shall not exceed 2-3/4 inches.2. Length shall not exceed 7 inches.3. Weight shall not exceed 5 ounces.4. Axles, wheels, and body shall be from the materials provided in the kit. Purchasing pre-made bodies is prohibited.5. Wheel bearings, washers, and bushings are prohibited.6. Wheels may be painted and/or lightly sanded to smooth out molding imperfections on the tread area. This light sanding is the only modification allowed. Beveling, tapering, or lathe turning of the wheels is prohibited.7. No lubricating oil may be used. Dry lubricants only.8. The car shall not ride on any kind of spring.9. The car must be freewheeling, with no starting device or other type of propulsion.10. No loose materials of any kind are allowed in/on the car; all accessories must be glued!
  7. 7. Race Rulesa) If a car jumps the track, the race will be run again. If the same carjumps the track a second time, that car will automatically lose thatrace.b) If a car leaves its lane and interferes with another car, the racewill be run again. If the same car leaves its lane a second time andinterferes with another car, the interfering car will automatically losethat race.c) If a car becomes damaged and can be repaired in a reasonableamount of time (a few minutes), the race will be run again. If not, thedamaged car will automatically lose that race.
  8. 8. INVESTIGATION:-videos:Birth of a sports carDaily Planet, "Automotive design: Past, present and future“Pinewood Derby history and championships = numerous videos onYoutubeAfter learning about the history of Pinewood Derbies andautomotive design, you will go online and find at least 5 images ofderby or real-life cars that inspire you.You will paste these images into your OneNote Design Journal(Investigate tab), and for each image state what you like/dont likeabout the design.
  9. 9. DESIGN:-3 drawings of car ideas, with different colour and decal choices (if any) foreach.-FINAL design chosen and drawn from 5 different angles(top, side, bottom, front, back. Drawings may be done using GoogleSketchup or your styus.Design Tips1. Draw a design on paper then cut it out and use it as a template. Graphpaper works well. Draw a side and top view on the paper by tracing aroundthe block of wood.2. Keep the car a full seven inches. It has to do with the physics of velocityand length of travel of the weights.3. Use the full 2 3/4 inches (outside wheel to outside wheel) that the rulesgive you. This will allow the wheels to travel farther before hitting the centerstrip.4. Leave a lot of wood in the back to put in the weights as needed.5. Use the groove closest to the end of the block of wood as the rear axle.6. Do not make the front of the car pointed. It is hard to set up against thestarting dowels.7. Use your imagination. Be creative. Shape has the least to do withwinning .
  10. 10. PLAN:While most of the creating will be done in class, you must planyour time accordingly.Due to high demand for the saw, you must plan the # of cuts youhave to make BEFORE booking it.Make sure to bring any accessories/parts you wish to add fromhome.If special paint or decorating is required, you must account forthat.If building is not completed during allotted class time, you mustfinish it at home.
  11. 11. CREATE:Using the tools provided in class, shape your block of wood into a masterful display ofautomotive design and engineering!Once done shaping and sanding, you will paint your car and apply decals as needed. DO NOTPUT WHEELS ON UNTIL YOU ARE DONE PAINTING.*You must document your creation process with a series of at least 5 pics, showing the different stages of carving to painting.*
  12. 12. The Foreshadower
  13. 13. Wheel & Axle Hints1. Put the axle in at a downward (5-10 degrees) angle. This provides two benefits.The first is that only the inside edge of the wheel is in contact with the track. Thisseems to make the car go straighter with less wobble. The second benefit is that thewheel rides to the outside of the axle and doesnt come in contact with the body.2. Axles must be in straight front to back. That is square to the body. True theaxles, dont trust the slots!3. After pressing in the axles, test the car for crooked wheels...roll it on the floor. If thewheels are on straight, the car should roll 8-10 feet in a fairly straight line. Should thecar turn left or right, you need to tinker with the axle placement without removing themfrom the car body, until it rolls straight.4. Do not put the axles in at the top of the groove. Put them in at the middle. This liftsthe car off the track a bit more and reduces the chance of rubbing on the center strip.5. Glue the axles in place. Nothing is worse than having the wheel fall off as you crossthe finish line.6. Once you match a wheel and axle together with graphite, keep them together. Theywear into each other as a matched set.
  14. 14. EVALUATION:-Google form: self-evaluation on Design Cycle process-race results-OneNote Design Journal-MYP task specific Rubric
  15. 15. 7L Unit TimelineNov. 16 Intro 21 Investigate 24 Investigate/Design 28 Design/PlanDec. 1 Create 6 Create 8 Create 13 Create (paint)  Cars done 16 TEST track 20 RACE MORNING

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