Simple Machines Amusement Park
Simple Machines Amusement Park
Learners take on the role of amusement park engineers tasked with designing a new ride, game, or machine for an amusement park. Their creation might be inspired by something familiar, such as a roller coaster, Ferris wheel, pinball game, claw machine, or food vendor, but learners are encouraged to give their design an original twist.
Working in pairs, learners move through the design cycle to create a working prototype that demonstrates how simple machines can be combined to create a more complex machine. The emphasis is not on creating a polished model where every imagined feature works. Instead, learners need to clearly understand the simple machines within their design, intentionally incorporate them into their blueprint and prototype, and be able to explain how they help the machine function. Learners continually test, troubleshoot, and redesign their prototype before pitching their finished concept to the amusement park's "Board of Directors."
Science: Machines are devices that transfer force and energy.
ADST: Designs can be improved with prototyping and testing.
Properties of simple machines and their force effects: lever, wedge, inclined plane, wheel and axle, pully, screw.
Machines: constructed combinations of simple machines form complex machines.
Science:
Make observations in familiar or unfamiliar contexts.
Identify questions to answer or problems to solve through scientific inquiry.
Use equipment and materials safely, identifying potential risks.
Demonstrate an openness to new ideas and consideration of alternatives.
Co-operatively design projects.
Transfer and apply learning to new situations.
Generate and introduce new or refined ideas when problem solving.
Communicate ideas, explanations, and processes in a variety of ways.
ADST
Identify key features or user requirements.
Identify the main objective for the design and any constraints.
Generate potential ideas and add to others' ideas.
Screen ideas against the objective and constraints.
Outline a general plan, identifying tools and materials.
Construct a first version of the product, making changes to tools, materials, and procedures as needed.
Record iterations of prototyping.
Test the product.
Gather peer feedback and inspiration.
Make changes and test again, repeating until satisfied with the product.
Construct the final product, incorporating planned changes.
Demonstrate their product and describe their process.
Technology: Projector, Student iPads/Chromebooks
Services: Google Classroom, Seesaw, Canva, Google Docs
Materials: Grid Paper, Rulers, Craft & Building Supplies
👉 Note: We can help build your confidence with all of these skills before and during the project!
Seesaw: Assigning reflection templates, supporting student reflection in Seesaw.
👉 Note: Just like the teacher skills, we can help build students' confidence with all of these skills before and during the project!
None!
Introduce the challenge by examining familiar amusement park rides, ideally using images or videos from a local park such as Playland. As a class, students identify the simple machines they can see or infer within each attraction and discuss how multiple simple machines work together to make the larger ride function.
The goal is to shift students from seeing a roller coaster, Ferris wheel, or other attraction as one machine to recognizing it as a complex machine made from many interacting components.
Before students design their own attraction, introduce the purpose of blueprints by examining several real examples. Students then reverse-engineer the design of an object they already have: their water bottle.
Using rulers and grid paper, students measure and sketch their bottle, label its dimensions and features, and, where appropriate, draw individual components such as the lid, handle, or straw. This helps students recognize how much information a useful blueprint needs to communicate before they are asked to create one for an invention that does not yet exist.
Students work in pairs to choose an amusement park ride, game, food machine, or other attraction to design. They create a detailed blueprint showing how their prototype will work, clearly label important components, and identify the simple machines incorporated into the design.
Before construction begins, each blueprint is reviewed by the teacher or Classmate team member acting as the amusement park's Board of Directors. Students should be able to explain what their machine does, how its simple machines contribute to its operation, and what they intend to demonstrate through their physical prototype before receiving approval to build.
Students construct their prototype using primarily recycled materials. Throughout the build, they continually test mechanisms, troubleshoot problems, revisit their blueprint, and modify their design as they discover what does and does not work.
The finished prototype does not need to make every imagined feature fully functional. However, students should physically represent important features and ensure that the prototype contains enough working components to demonstrate the core mechanics of their invention and their understanding of simple and complex machines.
A midway Classmate visit is particularly useful during this phase for checking in with groups, asking students to explain their mechanisms, and providing feedback while there is still time to make meaningful changes.
On the final day, groups pitch their attraction to the amusement park's Board of Directors in hopes of having it approved for the park. Using their prototype and any optional supporting materials, students explain what they created, demonstrate its working features, identify the simple machines incorporated into the design, and explain how those machines work together.
Students should also be prepared to distinguish between features demonstrated physically in their prototype and features that would exist in a full-scale version. The pitch provides an authentic opportunity for the teacher or Classmate team member to ask follow-up questions and assess whether students can clearly explain the Science and design thinking behind their creation.