<?xml version="1.0" encoding="UTF-8"?>
<tem xmlns="http://www.teachengineering.org/tem/elements/1.0/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.teachengineering.org/tem/elements/1.0/ http://www.teachengineering.org/schemas/tem.xsd"><identifier>http://www.teachengineering.org/view_lesson.php?url=collection/cub_/lessons/cub_lifescience/cub_lifescience_lesson03.xml</identifier><docType>lesson</docType><format>text/xml</format><language/><title>Copycat Engineers</title><creator>Integrated Teaching and Learning Program, </creator><keywords><keyword>biomimicry</keyword><keyword>nanopore</keyword><keyword>fish</keyword><keyword>spider</keyword><keyword>copying nature</keyword><keyword>cell</keyword></keywords><vocabulary><word>Biomimicry</word><word>Venom</word></vocabulary><summary>This lesson introduces students to the idea of biomimicry — or looking to nature for engineering ideas. Biomimicry involves solving human problems by mimicking natural solutions, and it works well because the solutions exist naturally. There are numerous examples of useful applications of biomimicry, and in this lesson we look at a few fun examples.</summary><engrConnection>
		
			
				Engineers design products that are essential to our health, happiness, and safety. To meet these human needs, engineers often look to nature for examples of efficient design solutions. Throughout nature, there are many creative solutions that can inspire effective, elegant design ideas. 
			
		
	</engrConnection><learningObjectives><learningObjective>List products or devices that are based on examples from nature.</learningObjective><learningObjective> Explain why engineers might want to copy ideas from nature in their designs.</learningObjective></learningObjectives><timeRequired unit="minutes">10</timeRequired><publisher>TeachEngineering.org</publisher><contributors><contributor>Glen Sirakavit</contributor><contributor>Megan Podlogar</contributor><contributor>Karen King</contributor><contributor>Janet Yowell</contributor></contributors><references><reference>http://www.biomimicryinstitute.org</reference><reference>http://abcnews.go.com/Technology/Story?id=98115&amp;page=1</reference><reference>http://www.nsf.gov/discoveries/disc_summ.jsp?cntn_id=100676&amp;org=NSF</reference><reference>http://quest.nasa.gov/ltc/nps/images/shark.jpg</reference></references><eduStandards><eduStandard><id>S114173E</id><locale>International_Technology_Education_Association-ITEA_STL_Standards</locale><type>Technology</type><description>E. Design is a creative planning process that leads to useful products and systems.
</description><lowgrade>6</lowgrade><highgrade>8</highgrade></eduStandard><eduStandard><id>S114174C</id><locale>International_Technology_Education_Association-ITEA_STL_Standards</locale><type>Technology</type><description>G. Brainstorming is a group problem-solving design process in which each person in the
group presents his or her ideas in an open forum.
</description><lowgrade>6</lowgrade><highgrade>8</highgrade></eduStandard></eduStandards><geoCoverage>United States</geoCoverage><rights>Copyright 2012 - Integrated Teaching and Learning Program, College of Engineering, University of Colorado at Boulder</rights><rights>http://www.teachengineering.org/policy_ipp.php</rights><isPartOf>http://www.teachengineering.org/</isPartOf><created type="W3CDTF">2010-07-30</created><gradeLevel lowerbound="6" upperbound="8">7</gradeLevel><audience>Teacher</audience></tem>

