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Engineers in Action!: Building Recycled Vehicles that Challenge the Imagination

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HBGCC - Posters, Table 5

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Session description

This project engages sixth-grade students in building land, air, and water vehicles with recycled materials and basic electronics. The goal is to encourage creativity, teamwork, and critical thinking through hands-on exploration of engineering and sustainability, helping students apply problem-solving skills practically and engagingly.

Outline

Content and Engagement: The presentation will focus on designing and building projects using accessible, low-cost materials, with an emphasis on basic electronics concepts. Topics will include the selection of recycled materials, the construction of simple circuits (including motors, LEDs, and switches), and the importance of creativity in learning.

To connect and engage the audience, thought-provoking questions and practical examples will be presented to stimulate curiosity. Participants will work in teams of three, where specific roles will be assigned to foster collaboration and active participation.

Roles in Teams:

Researcher: Responsible for gathering information about the materials and electronic components, sharing ideas on how to use them in the project.

Builder: Responsible for assembling the project, manipulating the materials, and ensuring that the proposed designs are followed.

Documenter: Responsible for taking notes on the process, capturing ideas and reflections, and presenting the results to the group at the end of the activity.

Time:

Introduction (10 minutes): Presentation of the topic and session objectives.

Main Content (25 minutes):

Material selection and its importance (10 minutes).

Demonstration of simple circuits (15 minutes).

Interactive Activities in Teams (15 minutes):

Discussion in teams of three about project ideas, with each member assuming their role.

The practical experimentation using the materials:

Reflection and Closing (10 minutes): Group reflection on learning and how to apply these concepts in the classroom, with brief presentations from each group.
Process: Throughout the presentation, several tactics will be employed to engage the audience, such as:

Team Interaction: Participants will work in teams of three with defined roles, promoting active discussion and peer learning.

Practical Activities: Each team will have the opportunity to manipulate materials and electronic components, directly applying the presented concepts while each member performs their role.

Games or Contests: Brief question-and-answer contests will be included at the end of the presentation, where teams can compete and reinforce their learning in a fun way.

This structure ensures that participants not only receive information but also feel motivated and empowered to apply what they have learned in their educational contexts, enhancing their experience through effective collaboration.

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Supporting research

Books:

"Make: Electronics: Learning by Discovery" by Charles Platt. This book provides a practical introduction to electronics through accessible projects, emphasizing learning through experimentation.

"The Art of Electronics" by Paul Horowitz and Winfield Hill. This classic text addresses fundamental concepts in electronics and is a valuable resource for educators.

Sites:

Instructables: A website offering a wide variety of DIY project tutorials, many of which utilize recycled and low-cost materials.

Recognized Experts:

Dr. Mitchel Resnick: Professor at MIT and a leader in the field of electronics education and programming through tools like Scratch, emphasizing the use of low-cost materials in creative projects.

Documentation from Organizations:

National Science Foundation (NSF): Provides information on the importance of STEM education and hands-on learning in teaching science and technology.

Research Studies:

"The Impact of Hands-on Learning in STEM Education" (2018): A study highlighting how hands-on learning improves understanding and interest in STEM fields, especially when utilizing accessible materials.

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Presenters

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Teacher
Delmar International School
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Professor
DELMAR International School
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DELMAR International School
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DELMAR International School
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DELMAR International School
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DELMAR International School
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DELMAR International School

Session specifications

Topic:

Early Childhood/Elementary

Grade level:

6-8

Audience:

Teacher, Technology Coach/Trainer

Attendee devices:

Devices required

Attendee device specification:

Laptop: Mac
Tablet: iOS

Participant accounts, software and other materials:

Apps: Scratch, Canva, Slides, Sites on Safari, and Drive.

Materials: MacBook, completed projects, and electronic components to complete each element.

All the content will be on Drive.

Subject area:

Computer Science, Technology Education

ISTE Standards:

For Coaches:
Digital Citizen Advocate
  • Empower educators, leaders and students to make informed decisions to protect their personal data and curate the digital profile they intend to reflect.
For Education Leaders:
Connected Learner
  • Use technology to regularly engage in reflective practices that support personal and professional growth.
For Students:
Computational Thinker
  • Formulate problem definitions suited for technology-assisted methods such as data analysis, abstract models and algorithmic thinking in exploring and finding solutions.

TLPs:

Connect learning to learner, Prioritize authentic experiences

Additional detail:

Student presentation