Science Adventure: Club Invention - Intermediate Students
|Audience:||Students , Grades 4 - 6 (In or Completed)|
|Description:||For students completing grades 4-6. Students participate in all three activities.|
Castles, Catapults, and Coats of Arms
This module weaves medieval history, basic scientific principles, and hands-on creativity through the challenges presented every session. While assuming the roles of lords, knights, craftspeople, and serfs, children work in cooperative groups to complete each task. The concept of center of gravity is explored when participant groups try to build the tallest tower. Children explore the concept of buoyancy by building boats that float while carrying weight to cross a castle moat. Groups build a weight-bearing drawbridge and design and build catapults that launch a ball at a target after experimenting with levers.
Phys. Ed: Physics in Motion
During this module, children create games based on the work of scientists who helped answer questions about how and why objects move. They incorporate the laws of gravity, energy, motion, and magnetism into their activities. Children first create games based on the work of Italian physicist Galilei. Next, they use Sir Isaac Newton’s concept of center of gravity to balance an irregularly-shaped object. This leads to exploring Newton’s First Law of Motion. Children then demonstrate the powerful effects of air pressure, as explained by Daniel Bernoulli. Finally, children investigate the properties of magnets and magnetism described by William Gilbert.
Echo and Axon: A Prototyping Adventure
Inspired by the comics of real life inventor superheroes from the National Inventors Hall of Fame, children create solutions to STEM-based challenges including creating alternative energy power source prototypes, chasm-crossers and water filters, and apply mathematics to rescue Echo and Axon. Teams are challenged to prototype their own story using an inventor’s tool chest to design devices for Echo and Axon, and their little camera-bot, Gidge! Finally, the experience ends with a celebration as participants find the inventors within themselves.
Please fill out and send in the Club Invention application. If you cannot access it or need help in registering for Club Invention, email firstname.lastname@example.org or call 630-840-8259 for a Club Invention application. You must also fill out a Participant Information Form and bring it to class the first day.