Red Rover – FLOW Teacher Guide Grade Levels: 5th grade – 12th grade Learning Goals: 1. Energy can be thought of in terms of transfer and storage. 2. Work is a mechanism for energy transfer. 3. Define and show comprehension of Mechanical Advantage. 4. Manipulate then discuss how a 3rd class lever differs from other classes. Students will be exposed to the following vocabulary: fulcrum, lever, input (i.e., effort) force, output (i.e., resistance or load) force, load, input displacement, output displacement, product, ratio, equivalence. Duration: Two 50 minute class sessions for each student to experience each role. Prerequisite: Try to go to SMALLabLearning.com and play Traffic Jack scenario to understand first class levers. How is this Embodied and Collaborative? It is embodied because the driver uses well-mapped, kinesthetically congruent gestures to control the Rover-like vehicle. The second student, the Crusher, uses his/her arm length to map to the location on the levers where pressure will be applied. It is collaborative because the two students must work together to first capture the rock, then decide where the pressure should be applied according the crack or crush mission. Section Action Introduction Difference between work and “Welcome to energy the Red Rover game. Here we will explore a different class of lever.” Teacher Before playing the game we should revisit the concept of energy because it is often confused with the concepts of force and power and even speed. Energy is “the ability to cause a change.” One reason to use this more general definition is that the term Work is one that is often misunderstood as well. There are two things that can be done with energy—it can be stored and/or it can be transferred. The transfer of energy by means of Work happens by exerting a Force across some Distance. The product of the input force and the distance travelled is the work done on the object. We use simple machines to help make work more efficient. What are some simple machines you know? Prior knowledge activation Three classes of levers SMALLab Learning, LLC The lever is a simple machine. There are three classes of lever. The most familiar is the first http://smallablearning.com 1 class lever, where the fulcrum is situated between the input and output forces. What are some examples of this? (a teeter totter or a car tire jack) A second class lever has the output force between the input force and the fulcrum. (examples, nutcracker or wheelbarrow) A third class lever has the input force between the fulcrum and output force. (examples, tweezers, a fishing pole, the human arm (elbow) 1st class: input-fulcrum-output 2nd class: input-output-fulcrum 3rd class: output-input-fulcrum Symbolic section The equations The equation: (W = F x d) Distance is measured from the fulcrum to the input or output force. Work, like energy is a scalar quantity. This means that it is simply a directionless magnitude. Students need to understand is that Force X Distance on the input side of the equation equals Force X Distance on the output side. This is true for all classes of lever. Finput x dinput = Foutput x doutput Mechanical Advantage Mechanical Advantage. In choosing the right simple machine to accomplish a task, a useful metric is the machine’s Mechanical Advantage (MA). Mechanical Advantage is a measure of how much a machine amplifies the input or effort force. For example, if you are only capable of exerting 100 pounds of effort force, you could not directly lift up a car weighing 3000 lbs one foot off the ground. However, with the aid of a simple machine (a car jack) you can push down with your 100 lbs of effort force across a distance of 1 foot 30 times, and raise the car a distance of 1 foot. Thus, the MA of this car jack in this case is 30. SMALLab Learning, LLC http://smallablearning.com 2 Equation MA There are two ways to calculate the mechanical advantage of a device, force it is : MA = Forceoutput/Forceinput However for distance is it: MA = Distanceinput/Distanceoutput (This equivalence arises from a rearrangement of the equation Finput x dinput = Fo. This manipulation yields: Forceoutput/Forceinput= Distanceoutput/Distanceinput , a quantity that has come to be known as “Mechanical Advantage.”) Prompt students to explore ratios of output to input force, input to output distance. 3rd class system Let’s look at a set of tongs. Tongs would be considered what class lever? Why? Where is the input force? Where is the output force? Can tongs have a mechanical advantage greater than 1? Why or why not? (answer No, they can’t, because the input distance will always be smaller than the output distance, which will yield an MA < 1) Let’s explore the MA equation and think about how that applies to a different class 3 lever system. This time we are going to use a game called Mars Red Rover. I need two volunteers. One will be the Driver of the rover and one will operate the Rock Cracker/Crusher. Then you can switch roles. Begin GAME Be sure and discuss the difference between crushing and cracking before they jump into play! THE GAME Before the students start they need to understand that the crusher gets to decide where along the lever arm to apply the force in order to accomplish the required task of either crushing or cracking the rock. Press space bar to start countdown The goal of the game is to collect rocks on Mars. You need to assess their mineral composition, but depending on the rocks’ hardness you need to either crush or crack them. Configuration panel Hit CTRL C to open the config panel. The driver makes the Rover go forward with arms straight out. Moving the right arm to the right turns the Rover right; moving left arm further to left, turns the Rover to the left. Pulling back both arms, like horse reins for ‘whoa’, makes SMALLab Learning, LLC http://smallablearning.com 3 You can alter the length of each game. You can change the magnitude of force that will be applied in the configuration panel up to 99 Newtons – the default force is 10 Newtons. Hardness Your students must take into account the hardness of the rock in determining the distance for the input force values. In the game, hardness is a random range between 55% to 95% of maximum output force, this math is done “under the hood” for you. It shows up as an integer in the feedback box. (e.g., you might think of force between 55 and 67 as Soft, 68 to 82 as Medium and 83 to 95 as Hard). If orders from “command central” are to crush the Rover slow and then go backwards. The crusher then confers with the driver about where to place the force on the levers (there are three points along the lever arm at which the crusher can apply the force). The team needs to be careful about the placement of the applied force because if they apply too much force when trying to CRACK a rock, it will be crushed and cannot be collected! The Force applied by the lever arm is a “preset” that is entered into the configuration panel. Initially leave the preset at the default value. As students become more adept at playing the game, allow them to request the particular force value that they want preset into the configuration panel. If they don’t apply enough pressure to CRUSH rock, what will happen? That would also be a mission fail (as in, if the rock remains intact scientists will be unable to determine the composition of the rock). Again, you have a predetermined amount of input force you can apply to the Rover’s lever arms or pincers. But, you are in control of where you apply that force, it is the location that affects the ultimate output force on the tips of this lever system. There are three different locations where you can apply force. Close to the fulcrum (with your arms against your chest), midpoint, or far from fulcrum– at the tips (with your arms all the way stretched out). the rock you will never be able to crack a rock. Hardness on screen will range from 0 to 80. Large version of image at bottom of document Let’s revisit our equation. Using trial and error your students will determine when there is too much pressure. If their goal is to crack then they need to match half of the hardness value up to the rock’s hardness value – once the force has reached or exceeded the total hardness value, they will crush the rock and fail the mission. SMALLab Learning, LLC http://smallablearning.com 4 Sensemaking Helpful analogy- Barbecue tongs One analogy we like to use is that of barbeque tongs. If you were trying to flip over a heavy steak where would you grab the tongs? (Nearer the meat-further from the fulcrum.) What if you had a delicate piece of vegetable to flip? You only have the same amount of gripping force to apply so the question becomes WHERE would you apply it – close to the fulcrum or farther from fulcrum? For something delicate, you would want to grasp closer to the fulcrum as this would result in less force applied at the tips so you so would not crush the vegetable. Created by: SMALLab Learning, LLC, funded by Next Generation Learning Challenges, Wave II Last Modified 8/23/12 SMALLab Learning, LLC http://smallablearning.com 5 Standards: Next Generation Science Standards Science and Engineering Practices: Asking questions and defining problems, analyzing and interpreting data, developing and using models, using mathematical and computational thinking, constructing explanations and designing solutions, engaging in argument from evidence, obtaining, evaluating and communicating information, planning and carrying out investigations. Disciplinary Core Ideas: Middle School Earth and Space Science – Human Impacts: Human impacts on earth systems (ESS3C). Middle School Physical Science – Structure and Properties of Matter: definitions of energy (PS3A); Energy: Forces and Energy (PS3C); Energy Conservation and Transfer: conservation of energy and energy transfer (PS3B), energy in chemical processes and in everyday life (PS3D); Forces and motion (PS2A); Interactions of forces: Types of interactions (PS2B). Crosscutting Concepts: Cause and effect, systems and system models, energy and matter, stability and change, influence of science, engineering and technology on society and the natural world. Common Core Mathematics Standards MP.2 Reason abstractly and quantitatively. MP.3 Construct viable arguments and critique the reasoning of others. MP.4 Model with mathematics. SMALLab Learning, LLC http://smallablearning.com 6 6.RP Understand ratio concepts and use ratio reasoning to solve problems. 6.EE Represent and analyze quantitative relationships between dependent and independent variables. 7.RP Analyze proportional relationship and use them to solve real-world and mathematical problems. 7.EE Solve real-life and mathematical problems using numerical and algebraic expressions and equations. 8.EE Understand the connections between proportional relationships, lines, and linear equations. 8.F Use functions to model relationships between quantities. SMALLab Learning, LLC http://smallablearning.com 7
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