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Structures Team 
CONNOR BLAKENEY, FRANK CIONGOLI, ALEX CIAMBOTTI, DAN PFEIFER-KELLY 
E DESIGN 100 – SECTION 8
Roadmap to our Solution 
 What is our goal? (recognize opportunity) 
 What we found? (gather info) 
 What do specifically need to accomplish? (specifications) 
 Possible ideas? (brainstorming) 
 How do our ideas stack up against each other? (evaluation) 
 What are we offering as our final product? (analysis) 
 What will it look like? (test prototype/communicate design)
What is our goal?
Mission statement 
 We are in the business of designing an activity that can educate 
children in grades 6-8 in STEM concepts, specifically through or 
about structure
What is the opportunity we have 
been afforded? 
 In recent decades the US has been falling behind the rest of the 
world in STEM education, as evidence by standardized tests. Our 
goal is to provide a system that will give 
teachers the tools they need to educate 
their students in these fields. 
 Science and math from grades 6-8 do 
not have any focus on the concepts and 
ideas needed for engineering. 
 Convince students that engineering is 
heuristic 
Source
What we found
Surveys said… 
 We learned from teachers and students that children learned better 
whenever they were interested in what they were doing 
 Children were most interested in activities whenever they were 
interactive 
 Through asking the students directly we were able to discern which 
parts of their science and math classes they found the most difficult 
 Polled teachers to find out what their students struggled with the 
most 
 The one most relevant to structures was measurements and conversions
What do we need to do? 
 Well we are going to create an interactive virtual setting in which 
students learn how to apply parts of the curriculum to real world 
scenarios. 
 We feel that knowing how to apply complex ideas to something 
tangible is the first step to developing the engineers of tomorrow
Technical Aspects 
 3 modules that teach a specific item from the PA cirriculum 
 The ideas learned in these 3 modules will be applied in a final 
cumulative challenge
Zeroing in…
Specifications 
 1. Kids actively participate. Holds attention for duration of a standard class (45 
minutes at a time). 
2. Teaches the educational objectives of converting measurements (2.3.8.D), 
compare how a product system developed for one environment may be applied to 
another setting (3.4.8.A3), analyze factors that determine structural design (3.4.8.E7). 
We assume objectives are learned if they “pass” the challenge. 
3. Competitive between students. There is a sense of competition between peers 
that motivates kids to continue playing and continue learning. This can be done 
through a scoreboard system that keeps track of every students performance and 
positively reinforces the best performers. 
4. The difficulty can adjust to accommodate the different levels of students. After 
beating the initial challenge the student can choose from 3 higher levels to 
challenge themselves. 
5. Easily understood. The students can grasp the goal of the challenge after a brief 
explanation (approx. 5 minutes at most). 
6. Is not too computer intensive. Some schools computers are not very high end, so 
we don’t want a challenge that is too intensive on the CPU. Can run on 4 GB RAM, 
Win7 and XP both x64 and x86, dual core processors. A low-end computer should be 
able to run the program without error.
How Our Specifications stack up 
against each other
What we came up 
with
Interactions with the other systems
Brainstormed Modules 
1. Measurements and conversions (game) 
 Cannon launch game 
 Sled riding sandbox 
 Helicopter adventure 
 Crane drop game 
2. Compare how a product or system or environment developed for one setting may be applied to 
another setting (experimentation) 
 3d experimentation interface 
 2d experimentation interface 
 Real world situation simulator 
3. Analyze factors that determine structural design (video) 
 Interactive video 
 Non-interactive video 
 Written text
Brainstormed Challenges 
 Build and test a bridge 
 Build a disaster-proof house 
 Repair a hole in the roof of the virtual house
Which Ideas were best?
Module Evaluations 
Table 1 Game matrix 
Table 2 video matrix 
Table 3 experimentation matrix
Evaluating our challenges 
Table 4 Challenge Matrix
So what did we end up with? 
 We ended up with a system that uses 3 base modules to teach 3 
educational objectives from the state curriculum, and a final 
challenge that ties them all together and gets the kids to use critical 
thinking skills. 
 The 3 modules are the 3d experimentation interface, the interactive 
video and the game 
 Our final challenge for the students is having them build a bridge under 
certain constraints and conditions.
So what does it look like? 
Fig. 1 Helicopter game 
We don’t have to ask to convert distance, the students could 
convert from mph to m/s, for example. 
Teaches objective 2.3.8.D in state curriculum. 
Fig 2 Video module 
Teaches about educational objective analyze factors 
that determine structural design (3.4.8.E7). 
Fig. 3 3d experimentation 
module. 
Kids can change materials and forces applied 
easily. Teaches objective 3.4.8.A3 “compare 
how a product system developed for one 
environment may be applied to another 
setting”
The Final Challenge 
Fig 4 Bridge Challenge 
Students have to make a bridge 
under a certain monetary constraint 
among other variables.
Wrapping Things Up
Our Timeline
References 
 PA Academic Standards for Science and Technology 
 http://static.pdesas.org/content/documents/Academic_Standards_for_ 
Science_and_Technology_and_Engineering_Education_(Elementary).pd 
f 
 PA Academic Standards for Math 
 http://static.pdesas.org/content/documents/Academic_Standards_for_ 
Mathematics_(Elementary).pdf
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Engineering Design & Development Project

  • 1. Structures Team CONNOR BLAKENEY, FRANK CIONGOLI, ALEX CIAMBOTTI, DAN PFEIFER-KELLY E DESIGN 100 – SECTION 8
  • 2. Roadmap to our Solution  What is our goal? (recognize opportunity)  What we found? (gather info)  What do specifically need to accomplish? (specifications)  Possible ideas? (brainstorming)  How do our ideas stack up against each other? (evaluation)  What are we offering as our final product? (analysis)  What will it look like? (test prototype/communicate design)
  • 3. What is our goal?
  • 4. Mission statement  We are in the business of designing an activity that can educate children in grades 6-8 in STEM concepts, specifically through or about structure
  • 5. What is the opportunity we have been afforded?  In recent decades the US has been falling behind the rest of the world in STEM education, as evidence by standardized tests. Our goal is to provide a system that will give teachers the tools they need to educate their students in these fields.  Science and math from grades 6-8 do not have any focus on the concepts and ideas needed for engineering.  Convince students that engineering is heuristic Source
  • 7. Surveys said…  We learned from teachers and students that children learned better whenever they were interested in what they were doing  Children were most interested in activities whenever they were interactive  Through asking the students directly we were able to discern which parts of their science and math classes they found the most difficult  Polled teachers to find out what their students struggled with the most  The one most relevant to structures was measurements and conversions
  • 8. What do we need to do?  Well we are going to create an interactive virtual setting in which students learn how to apply parts of the curriculum to real world scenarios.  We feel that knowing how to apply complex ideas to something tangible is the first step to developing the engineers of tomorrow
  • 9. Technical Aspects  3 modules that teach a specific item from the PA cirriculum  The ideas learned in these 3 modules will be applied in a final cumulative challenge
  • 11. Specifications  1. Kids actively participate. Holds attention for duration of a standard class (45 minutes at a time). 2. Teaches the educational objectives of converting measurements (2.3.8.D), compare how a product system developed for one environment may be applied to another setting (3.4.8.A3), analyze factors that determine structural design (3.4.8.E7). We assume objectives are learned if they “pass” the challenge. 3. Competitive between students. There is a sense of competition between peers that motivates kids to continue playing and continue learning. This can be done through a scoreboard system that keeps track of every students performance and positively reinforces the best performers. 4. The difficulty can adjust to accommodate the different levels of students. After beating the initial challenge the student can choose from 3 higher levels to challenge themselves. 5. Easily understood. The students can grasp the goal of the challenge after a brief explanation (approx. 5 minutes at most). 6. Is not too computer intensive. Some schools computers are not very high end, so we don’t want a challenge that is too intensive on the CPU. Can run on 4 GB RAM, Win7 and XP both x64 and x86, dual core processors. A low-end computer should be able to run the program without error.
  • 12. How Our Specifications stack up against each other
  • 13. What we came up with
  • 14. Interactions with the other systems
  • 15. Brainstormed Modules 1. Measurements and conversions (game)  Cannon launch game  Sled riding sandbox  Helicopter adventure  Crane drop game 2. Compare how a product or system or environment developed for one setting may be applied to another setting (experimentation)  3d experimentation interface  2d experimentation interface  Real world situation simulator 3. Analyze factors that determine structural design (video)  Interactive video  Non-interactive video  Written text
  • 16. Brainstormed Challenges  Build and test a bridge  Build a disaster-proof house  Repair a hole in the roof of the virtual house
  • 18. Module Evaluations Table 1 Game matrix Table 2 video matrix Table 3 experimentation matrix
  • 19. Evaluating our challenges Table 4 Challenge Matrix
  • 20. So what did we end up with?  We ended up with a system that uses 3 base modules to teach 3 educational objectives from the state curriculum, and a final challenge that ties them all together and gets the kids to use critical thinking skills.  The 3 modules are the 3d experimentation interface, the interactive video and the game  Our final challenge for the students is having them build a bridge under certain constraints and conditions.
  • 21. So what does it look like? Fig. 1 Helicopter game We don’t have to ask to convert distance, the students could convert from mph to m/s, for example. Teaches objective 2.3.8.D in state curriculum. Fig 2 Video module Teaches about educational objective analyze factors that determine structural design (3.4.8.E7). Fig. 3 3d experimentation module. Kids can change materials and forces applied easily. Teaches objective 3.4.8.A3 “compare how a product system developed for one environment may be applied to another setting”
  • 22. The Final Challenge Fig 4 Bridge Challenge Students have to make a bridge under a certain monetary constraint among other variables.
  • 25. References  PA Academic Standards for Science and Technology  http://static.pdesas.org/content/documents/Academic_Standards_for_ Science_and_Technology_and_Engineering_Education_(Elementary).pd f  PA Academic Standards for Math  http://static.pdesas.org/content/documents/Academic_Standards_for_ Mathematics_(Elementary).pdf

Editor's Notes

  1. https://www.google.com/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&docid=hrKeG24z-C2PtM&tbnid=VUcA3Ng9AbCNFM:&ved=0CAQQjB0&url=http%3A%2F%2Fwww.huffingtonpost.com%2F2012%2F07%2F23%2Fus-students-still-lag-beh_n_1695516.html&ei=VENYUp_4Mo3_4AO0joCwAQ&psig=AFQjCNHoCUmJyro64AIJw1LHSV4wKXm3kg&ust=1381602416455233