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"We like hands-on activities but we do not always find them 'minds-on' or applicable. We wanted something that was fun and rewarding for students that contained rigorous, applicable skills--a high-interest unit that required students to apply math concepts in a science context." --Theresa Maves
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| With this challenge to save the local theme park, the stage is set for 160 eighth grade students at O'Leary Junior High. It is the culminating task of an eight week, high-interest roller coaster design project. And they are ready! | ||
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Introducing
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It's a Wild Ride is an extended interdisciplinary project that studies roller coaster design in science, mathematics, and language arts classrooms. Students learn and apply laws of motion, linear equations, and technical reporting. As the eight week project unfolds they move from learning content-specific knowledge and skills to applying what they learn in a group design task. Ultimately students must convince the theme park to accept their group's design through persuasive presentations. |
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| The Process: | Generating Knowledge | |
| The project is organized in five phases
that generate knowledge about design principles of roller coasters: Phase 1: Accessing prior knowledge about roller coasters. Phase 2: Investigating content specific skills and knowledge with experiments in math and science that build understanding about force and the laws of motion. Phase 3: Expanding knowledge of roller coaster design with research and further experimenting related to roller coasters. Phase 4: Applying new knowledge to the design and construction of a roller coaster model. Phase 5: Contributing knowledge to a group roller coaster design in one of four careers: engineering, architecture, research, or public relations. |
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| Phase One: | Accessing Prior Knowledge | |
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The project begins in science with
a video that features the top 20 roller coasters.
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| Phase Two: | Investigating to Build Foundation Knowledge | |
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| Phase Three: | Expanding Knowledge | |
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At this point, students begin connecting
underlying principles (force, motion, and linear equations) with roller
coaster design. Science: Students work in a computer lab using the Internet to research coaster information. They build a database of useful coaster sites and practice designing successful roller coasters using online simulations. Math: Students build track and begin to test their ideas related to mathematics in roller coaster motion. In one investigation, they use computer-based motion detectors and graphing software. |
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| Phase Four: | Applying Knowledge | |
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It's time to take all this new knowledge and pent-up
excitement about loops, batwings, and camelbacks and make something!
The students receive a home project assignment: build a coaster from inexpensive
materials that has at least three coaster design features and meets the
criteria.
Students have two weeks to complete the task. They keep a journal of their
process--dates, time spent, materials cost, challenges, and solutions.
Students use a Scoring Rubric at home to determine if they met the criteria
or need to redesign. Then they bring the finished roller coaster models
to school for the performance assessment, conducted in both the mathematics
and science classrooms.
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| Phase Five: | Contributing Knowledge | |
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By the final phase, students are well-prepared to work in teams designing the ultimate roller coaster ride and presenting a persuasive proposal to the Canyon Amusement Park. Science: Student are divided into groups of four and will choose
their role after learning about careers related to amusement parks. |
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Celebrating Success
Students celebrate force and motion in memorable ways! |
The final event is a field trip that is directly connected to It's a Wild Ride. Students and teachers travel to Lagoon Amusement Park in Utah and the test what they know about rides first-hand! The field trip information went home to parents at the first of the project and they filled the buses. Students had an assignment to complete five tasks, including a final journal entry on the bus ride home. | |
| Defining | Learning Goals | |
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Unit Objectives
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When planning the project, the teaching team developed a set of general objectives for each content area, technology skills, and teamwork and design. They also categorized each as introducing (I), Practicing (P), or Mastery (M). | |
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Content Standards
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The teachers also aligned more specific daily objectives to the Idaho State Standards and Benchmarks. | |
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