Sheila Porter Intel Ireland

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PowerPoint Presentation I Overview. Sheila Porter Intel Ireland. Training Goals. Become familiar with Design and Discovery (D&D) curriculum, and resources Experience the curriculum activities with hands-on learning - PowerPoint PPT Presentation

Transcript of Sheila Porter Intel Ireland

Sheila PorterIntel Ireland

PowerPoint Presentation I

Overview

Training Goals Become familiar with Design and Discovery (D&D)

curriculum, and resources

Experience the curriculum activities with hands-on

learning

Be fully prepared to implement D & D in your school

and know what your next steps are for success

Develop and share strategies for implementation. Use

the people resources you have while here – each

other and your trainers. Web resource.

What is ‘Design and Discovery’

Project based pre-engineering module

designed by Intel Ireland for 16 year olds

Website - Website - http://www.skoool.ie

Click on Teachers tab and select EngineeringClick on Teachers tab and select Engineering

“I never teach my pupils, I only attempt to provide the conditions in which they can learn.” - Albert Einstein

Design & Discovery – The History

2002 Designed in the US for summer camps.

2003 Adapted for use in Irish schools.

2004 Pre-pilot carried out in two schools in January. Evaluation conducted by Education Dept. in Trinity College, Dublin.Pilot expanded to 50 schools in September.

’05/06 Master Training Sessions held in Intel Ireland.D & D is rolled out nationally to 200 teachers via regional education centres in association with TYCSS.

2007 Design and Discovery validated as a Transition Unit by the NCCA (National Council for Curriculum and Assessment). http://www.ncca.ie

’07/08 300 teachers using using D & D nationwide.

Design & Discovery – Aims

D & D aims to develop in the student

an understanding of the role of engineering and design

improved problem solving, analytical, inquiry and manual skills

teamwork and independent learning skills

an ability to make informed subject choices at senior level

an awareness of the many and varied career opportunities in engineering

Design & Discovery - Objectives

At the end of the module the student will

Recognise design opportunities in their everyday lives

Understand the 10 step design process used by professional engineers

Understand the principles of materials science, simple mechanics, electronics and robotics

Understand the concept of systems, components and parts

COMPLETE AND PRESENT A PROJECT

DEMONSTRATING A DESIGN SOLUTION

Design & Discovery – Resources

Downloadable

Teacher Guide

Student Booklet

Resources and supplementary materials

Photographs and videos of projects and activities

Teacher forum

Design and Discovery website http://www.skoool.ie/

Click on Teachers tab and select Engineering

www.skoool.ie

TEACHER GUIDE

Overview of each Session

Supplies – Make sure to check this section well ahead

Key Concepts – Background information, useful websites and other references

Answers to questions and numerical problems

Copies of all student worksheets

Guidelines for organising fieldtrips

Supplementary information on electronics and mechanics

Students are not expected to master all the theory.They are encouraged to work in groups and share their ideas

Enquiry based

Team based

Logical Practical

Interdisciplinary

Project basedFun to do

Curriculum Overview

Design and Discovery

8. The 3 R’s of Problem Identification9. A Solution Taking Shape

12. Prototype Practicalities 13. Prototype Review 14. Prototype Evaluation and Presentation15. Final Presentations

10. Project Analysis11. Making It ! Models, Trials and Tests

1. Jump into the Designed World I2. Jump into the Designed World II3. Material Science

Understanding theDesign Process

Engineering Fundamentals

Thinking Creatively about

Problems and Solutions

Making Modelling and Materialising

Prototyping andFinal Presentations

4.Electronic Engineering I5.Electronic Engineering II6.Making Machines and Observing

Functionality7.Robotics

SessionsDesign & Discovery

Overview

Planner in Teacher Guide and Student Booklet so spend some

time in first class filling out dates, etc.

Design & Discovery – Timeline

30 hours15 sessions

(each session 2 hours)

3x40 minutes each week

(1x80 minute period + 1x40 minute)

Understanding the Design Process

Design and Discovery

Build a Better Paper ClipGoal: Experience the design process by re-engineering an everyday object

Outcome:Design and engineer a new paper clip that meets specified requirements

Description:After careful observations of how different kinds of paperclips function and perform, students design a new paperclip that meets several requirements including a unique look

They build their paperclip using a selection of materials and prepare drawings of the various designs

Each designer then presents their model

Session 1: Jump into The Design World I

Session 1, Activity B

Session 1: Jump into The Design World I

Build a Better Paperclip

Materials

Wire, wirecutters, sample paperclips, paper, pencil, ruler

Criteria

Must be unique

No bigger than 5 cm square

Must hold 10 pieces of paper

Must be safe for small children

Other materials may be used to enhance your design

The design must be drawn in the design notebook

Session 1, Activity B

Session 1: Jump into The Design World I

Build a Better Paperclip

Suggestions

Lay out all completed designs on the bench

Students judge designs, e.g. 10 points each for:

uniqueness

ability to do job

safety

aesthetics

Discussion

Improve solution, test, evaluate and revise

Session 1, Activity B

A Selection of Paperclips

Session 1: Jump into The Design World I

Build A

Better

Paperclip

Many new

design ideas

1Identify a design

opportunity 2Research the

Design opportunity

3Brainstorm

possible solutions to the problem

4

Write a design brief

5Research

your solution

7 Prepare design

requirements and conceptual drawings

8 Build models and component parts

9 Build the prototype

10Improve your

solution. Test, evaluate, revise

10 STEP DESIGN PROCESS

6Refine your

solution

SCAMPER and the Potato Peeler

SCAMPER and the Potato Masher

Goal:Apply the SCAMPER technique to components of a potato masher.

Outcome:Improve the 3 main components of a standard potato masher using SCAMPER

Description:Students look at the different components of a potato masher and apply the scamper technique to each of them. They are introduced to technical drawing by enhancing an existing drawing with their improvements

Session 2, Activity B

Session 2 : Jump into The Design World II

S ubstitute Snowglobe on handle – seasonal potato masher

C ombine Potato peeler incorporated into handle

A dapt Detachable heads – could be used to mash to

different textures

M agnify/Minimise Thicker handle – easier to grip

P ut to other uses Use to whip cream

E liminate/Elaborate Made from stainless steel – easier to clean

R earrange/Reverse T-shaped handle – easier to push down on

Session 2 : Jump into The Design World II

SCAMPER & The Potato Masher

Session 2, Activity B

SCAMPER

The Potato Masher

Seasonal handle

Interchangeable head

Potato peeler in handle

Stainless steel

Design Opportunities and Everywhere

Goal:Learn to identify problems, needs and opportunities for design improvements

Outcome:

Students generate a list of 10 problems that they see as opportunities for

design solutions

Description:

This activity begins the students’ project development. Another

brainstorming technique called ‘Activity Mapping’ is introduced where

students identify an activity, the steps in this activity and where there

could be room for improvement. Following this a walking tour is a good

way to give students ideas for design opportunities.

Session 2, Activity C

Session 2 : Jump into The Design World II

Ziba Design Activity Mapping

Pre-Activity: Preparation

Activity: Brushing your teeth

Post-Activity: Cleaning up

Assessment:

Cleaning Your Teeth

Session 2, Activity C

Session 2 : Jump into The Design World II

List 10 problems – these may be changed or added to at any stage

Brilliant idea!!!

What problems would YOU like to solve?

Design Opportunities are Everywhere

Session 3: Material Class & Properties

In this session Students learn how to differentiate and select materials based on their properties

Material Classes metals, ceramics, polymers and composites

The Properties of Materials Materials tested for1. Density 2. Ductility vs Brittleness 3. Strength 4. Fatigue5. Electrical Conductivity6. Thermal Conductivity7. Optical Properties

Material Applications What are they used for?

Material Choice What are the best materials to use?

Do Materials Matter? Environmental impact and cost

Session 3: Material Class & Properties

Mass

Volume

Tensile Strength

Electrical Conductivity Test

Checking the values on the Internet

Session 3: Material Class & Properties

Have a range of materials ready: Glass stoppers, corks, wooden and

metal cubes, polystyrene, broken ceramic tiles, plastic spoons,

wooden rulers, etc.

Set up 7 stations. Have the students move around the lab until every test is completed

Make sure that all the results are recorded in the Design Notebook

Discuss and compare the results. Talk about accuracy and why replicates need to be done

After each test discuss design issues – What is the relevance of the particular property and what might the material be used for

Class organisation

Materials Applications

Students are given specific problems to solve and ask themselves questions such as:

Which properties are important?

Which materials have these important properties?

What materials would you use?

Session 3, Activity B

DESIGN PROJECT - WHAT MATERIALS MIGHT BE SUITABLE?

Session 3: Material Class & Properties

Engineering Fundamentals

Sessions

4. Electronic Engineering I

5. Electronic Engineering II

6. Making Machines and Observing Functionality

7. Robotics

8.- 15. PowerPoint Presentation II

Thinking Creatively

Ireland

Education