Activities inspired by children’s literature Imaginative Inventions By Karen Ansberry and Emily Morgan In today’s fast-growing, highly competitive global marketplace, innovative thinking is more important than ever. Encourage your students’ creativity, imagination, and problem-solving skills with these technological design activities. Technology involves using science to solve problems or meet needs, and the understanding of technology can be developed by challenging students to design a solution to solve a problem or invent something to meet a need. Inventions don’t have to be entirely new ideas. Sometimes they can be improvements to existing inventions. In this month’s column, students in grades K–3 improve inventions, while students in grades 4–6 tackle design challenges. This Month’s Trade Books Imaginative Inventions By Cherise Mericle Harper. Little, Brown. 2001. ISBN 0316347256. Grades K–4 Synopsis This witty and informative look at the origins of familiar inventions makes a terrific introduction to the invention process. Find out the who, what, when, where, and why of roller skates, piggy banks, potato chips, Frisbees, and more through clever verses and whimsical illustrations. Each of the 14 featured inventions is covered in a doublepage spread with fun facts inset along a border. Professor Aesop’s The Crow and the Pitcher By Stephanie Gwyn Brown. Tricycle Press. 2003. ISBN 1582460876. Grades K–4 Synopsis Based upon one of Aesop’s classic fables, this clever tale features a quickwitted crow trying to get a drink of water from a nearlyempty pitcher. After several comic attempts, Crow uses the scientific method to solve his problem: start out with a question, gather up the facts, form a hypothesis, tackle the experiment, review the results, and finally, “be a true scientist and share it with the rest.” Vivid artwork, scientific blueprints, and humorous touches, such as a “thirst-ometer” and a “pebble indicator” appear throughout. 12 Science and Children Curricular Connections The design process in technology is the parallel to inquiry in science. In scientific inquiry, students explore ideas and propose explanations about the natural world, whereas in technological design students identify a problem or need, design a solution, implement a solution, evaluate a product or design, and communicate the design process. The principles of design for grades 5–8 do not change from grades K–4, but the problems addressed should become more complex. In grades K–4, the Standards suggest studying familiar inventions to determine function and to identify problems solved, materials used, and how well the product does what it is supposed to do. Explorations of common inventions are featured in this month’s trade book–inspired investigations for grades K–3. In the older grades, students can begin to differentiate between science and technology by complementing their scientific investigations with activities that are meant to meet a human need, solve a problem, or develop a product. Design challenges at this level should cover a range of needs, materials, and aspects of science. A variety of engaging design challenges are featured in this month’s trade book–inspired investigations for grades 4–6. Karen Ansberry ([email protected]) is the elementary science curriculum leader at Mason City Schools in Mason, Ohio. Emily Morgan (emily@ pictureperfectscience.com) is the science consultant at the Hamilton County Educational Service Center in Cincinnati, Ohio. Special thanks to second- through fourth-grade teachers at Mason City Schools in Mason, Ohio, for field-testing some of these design challenges. For Grades K–3: Improve an Invention Engage: Introduce the author and illustrator of Imaginative Inventions. Build connections to the author by reading the inside flap of the book about Cherise Mericle Harper’s favorite invention (“…muffins, which taste a lot like cake, but you get to eat them for breakfast!”). Select several of the inventions to read about. As you read each two-page spread, leave out the name of the invention and instead say “this invention.” Have students make inferences about the identity of each invention using clues from the text and illustrations. After reading each poem, reveal the name of the invention and then have students identify the need or want in each situation. Explore: In advance, collect several versions of one of the inventions in the book. For example, borrow (or have students bring in) some variations of the original flying disc, such as the Glow-in-thedark Frisbee, the oval Infinity Frisbee, the ringshaped Aerobie, flying discs made for dogs, foam flying discs, sports boomerangs, etc. (You can also use different kinds of the other inventions featured in the book: potato chips, chewing gum, eyeglasses, and so on.) Provide enough products so that each team of two to four students can have a version to study. Explain that instead of coming up with completely new inventions, inventors often think of ways to make an old one better. Give students plenty of time to explore the “new and improved” or “add-on” versions of the original invention. Evaluate: Have each team create an advertisement, commercial, or jingle for their improved invention and present it to the class. Students should be able to answer questions about their improved inventions and explain why the invention is better than the original. Connecting to the Standards This article relates to the following National Science Education Standards (NRC 1996): Grades K–8 Content Standards Standard A: Science as Inquiry • Understanding about scientific inquiry Standard E: Science and Technology • Abilities of technological design • Understanding about science and technology Explain: Next, have teams explain how their product was modified and whether they think the change made the original invention more fun or useful. Elaborate: Now go back to Imaginative Inventions and write each invention on the board. Have teams choose one of the inventions from the book and brainstorm ways that they could improve that invention. Then have them select one of their ideas and draw a labeled picture of it. They should also write how their improved invention is more fun or more useful than the original. NSTA Connection See photographs of this activity and student posters by clicking on this article at www.nsta. org/elementaryschool#journal. Summer 2006 13 For Grades 4–6: Design Challenges Engage: Show students the cover of The Crow and the Pitcher and point out that it is “interpreted” by Stephanie Gwyn Brown. The original story is one of Aesop’s fables, but it has been modified to focus on the “scientific method.” Read the first 11 pages of the story aloud and then stop after reading “After several attempts, he gave up in despair.” Explore: Ask students if they can help the crow solve his problem. Have students record their solutions in words and pictures. After students have had several minutes to brainstorm, write, illustrate, and share their solutions, read the next two-page spread explaining the crow’s idea of dropping pebbles in the pitcher. Provide each team of two to four students with a narrow-necked container of water and some pebbles, and have them test and then evaluate Crow’s solution. After teams have shared their results, read the rest of the book aloud. Explain: Discuss the technological design process as presented in the National Science Education Standards: Identify a problem or need, design a solution, implement a solution, evaluate a product or design, and communicate the design process. Ask students to identify each phase of the design process as it is described in the story. Then re-read “The Scientific Method According to Crow” on the last two pages and compare/contrast the design process to the scientific method. Have students debate whether the fable better illustrates the design process or the scientific method. Elaborate: Present teams of students with one of the design challenges described below. Then explain that technological designs almost always have constraints that limit choices, such as cost, time, or materials, and describe the constraints for the task. Sample design challenges (with suggested materials in parentheses) are as follows: • Design a bridge out of notebook paper to hold as many pennies as possible (use one sheet of paper; may fold but not cut, tear, or use tape). 14 Science and Children • Design a boat out of aluminum foil to float with as many paperclips as possible (use one 30×30 cm Keywords: square; may fold). Inventions/Inventors • Design a parachute that www.scilinks.org will slow the fall of a small Enter code: SC070601 lightweight plastic figurine (use any or all of the following: one plastic sandwich bag, one paper lunch bag, one sheet of notebook paper, and a 1 m piece of string). • Design a roller coaster using aquarium tubing—the roller coaster must have two working loops built as high off the ground as possible (use 5 m large-diameter clear aquarium tubing and 1 large marble or ball bearing). • Design a container that can prevent an egg from breaking when dropped (use any or all of the following: four packing peanuts, four straws, four craft sticks, one sheet of notebook paper, 50 cm of masking tape, white glue) Set up time constraints and provide materials. Make sure students sketch their idea before they begin building. Have them conduct at least two trials and then evaluate their design. You may want to have them revise their design the following day and then re-test it. Evaluate: Have students communicate the steps of their design process in a poster session. They should include a labeled drawing of their design, as well as the results of their trials. Resources Ansberry, K., and E. Morgan. 2005. Brainstorms: From idea to invention. In Picture-perfect science lessons: Using children’s books to guide inquiry, 279–293. Arlington, VA: NSTA Press. National Research Council (NRC). 1996. National science education standards. Washington, DC: National Academy Press. NSTA Connection See photographs of students’ design process by clicking on this article at www.nsta.org/elementary school#journal.
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