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TE Activity: Paper Drop Design Competition

Contributed by: Center for Pre-College Programs, at the New Jersey Institute of Technology

Summary

Using paper, paper clips and tape, student teams design flying devices to (1) stay in the air as long as possible and (2) land as close as possible to a given target. Student teams will use the engineering design process to guide them through the initial conception, evaluation, testing and re-design stages. The activity culminates with a classroom competition and scoring to determine how each team's design performed.

Engineering Connection

Like this activity, engineers are often given a design objective and criteria. They then use the engineering design process to develop the best solution to meet the objective.


Contents

  1. Learning Objectives
  2. Materials
  3. Introduction/Motivation
  4. Procedure
  5. Attachments
  6. Safety Issues
  7. Troubleshooting Tips
  8. Investigating Questions
  9. Assessment
  10. Extensions
  11. Activity Scaling
  12. References

Grade Level: 7 (4-12) Group Size: 3
Time Required: 60 minutes
Activity Dependency :None
Expendable Cost Per Group : US$ .50
Keywords: engineering design process, innovation, invention
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Related Curriculum :

subject areas Physical Science

Educational Standards :    

  •   Colorado Science
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Learning Objectives (Return to Contents)

After this lesson, students should be able to:

  • Design and construct a flying device that meets specific requirements
  • Describe the components of the engineering design process and cite specific examples of each component
  • Describe how they evaluated design trade-offs in the creation of the device.

Materials List (Return to Contents)

Each group needs:

  • Three sheets of 8.5 x 11 inch paper
  • Adhesive tape
  • One 3 x 5 inch index card
  • Four paper clips
  • A pair of scissors

Introduction/Motivation (Return to Contents)

Engineering teams develop important solutions that help society. Whether it is an artificial heart, a way to provide power to a remote village, or a technology to clean up an oil spill, engineering teams use their math and science background and the engineering design process to design solutions to these and other important problems. Today, your team will use the same engineering design process to design a flying device (actually a falling device) to meet two criteria. First, your device must stay in the air as long as possible and a minimum of two seconds. Second, your device must land as close as possible to a given target, but no more than one meter away. Your materials are limited to paper, adhesive tape, index card material and paper clips. Your team will have plenty of time to build and test various possible solutions. You will conduct experiments and collect data to evaluate your designs, and you will make modifications to improve your design. Your final design will be tested and scored, and compared to the results of other engineering teams. 70 percent of your score will be based on flying time and 30 percent of your score will be based on how close it lands to a given target.


Background

The engineering design process serves as the framework for the student teams to complete this activity. The attached handout (see Attachments below) explains the design process and provides some examples. We recommend that you review this handout with your students before beginning. We recommend that you have students develop a conceptual design on paper (with sketches and dimensions, etc) before allowing them to begin constructing their first device. The most important aspect of this activity is the team process of testing, re-design, and re-testing by student teams. We recommend you provide ample time for this important process, and that you require teams to record their trial data and observations throughout this process.

The competition can be held anywhere that a flying device can be dropped from at least six feet in height. This could be simply someone standing on a chair in a classroom, or dropping the devices from an alcove with an opening to a lower floor. (In the latter case, the minimum length of time that the device should remain airborne should be increased.) One member of each team will go to the takeoff point and drop the device over a target on the floor. The time will be recorded from when the device is dropped until it hits the ground. Then the distance will be measured from the device to the target. Each team will perform two drop runs, and the teams may modify their devices between runs. Any changes should be documented by the student teams. The times and distances will be analyzed for each team, and the run which meets the minimum time in the air and maximum distance criteria will be used for the competition. If more than one run meets the performance criteria, the run with the longest time in the air will be used.

The most common approach is for teams to drop devices directly above a target on the floor; however, it should be stated that teams do not have to start directly above the target. Teams may seek to increase the flying time by beginning somewhere other than directly above the target.

Before the Activity

Gather the required materials and make copies of the handouts.

With the Students

  1. Divide the class into teams of 3-4 students each.
  2. Read the Introduction/Motivation to the class and explain the scoring system to be used during final grading. See Assessment section for scoring system.
  3. Explain that a report and/or presentation is required and will be graded. See the assessment section for suggested reporting components. Students should be mindful of these requirements as they proceed through the design process.
  4. The process by which teams proceed from first conceptual design (on paper) to their final design is fairly open ended. The instructor should informally monitor the student teams, occasionally pointing out how their actions correspond to the engineering design process. Give each group about 30 minutes to complete their first design. (This time may be varied depending on the length of class periods or other constraints.)
  5. Hold the first round of the competition. The teacher should stand on a chair (or hold the device over an opening to a lower floor) and drop each device, one at a time, and the students should record the time it takes the device to fall and the distance of the device from the intended target.
  6. Allow student groups to meet again and make any modifications they wish to their devices, and then hold the second round of the competition in the same way as the first round is held.
  7. Examine the times and distances for each team's runs and note which runs meet the minimum time and maximum distance criteria. If any team meets the criteria in both runs, select the run with the maximum time for that team. Calculate team scores as described below and determine the overall score for each team.

Safety Issues (Return to Contents)

  • Don't fall off the chair (or over the balcony!), and watch out for paper cuts.

Troubleshooting Tips (Return to Contents)

  • Drop the devices as far away from walls as possible. Devices that contact walls may not perform as designed.

Investigating Questions (Return to Contents)

Did your device perform as you expected? What changes did you make in your design between runs, and why?

  1. Evaluate the performance of each team's flying device against the specified minimum criteria and against the performance of other teams' devices using the scoring system described below.
  2. Grade a report (and/or oral presentation) submitted by each team. The report should include sketches of the originally proposed device, any modified devices, and the final design. The report should describe the steps of the engineering design process within the context of their flying device design. Students should report on the modifications made in their design, the rationale for their modifications, and the resulting impact of the modifications (e.g., flight time, distance from target).

Scoring System

The scoring for this competition emphasizes flight time over accuracy. The length of time before reaching the ground comprises 70% of the overall score, and the distance from the target accounts for the other 30% of the score. The scores are scaled by the slowest and fastest times or closest and farthest distances. The formula for calculating the time portion of the score, a maximum of 70 points, is as follows.

The equation for calculating the time portion of the score with a maximum of 70 points.

To illustrate how this works, consider three teams with total times of 4, 8, and 11 seconds. The formula becomes:

An example of the equation for calculating the time portion of the score using the total times of 4, 8, and 11 seconds.

For the 8 second team, this score would be:

A continuation of the example in image 2, using 8 seconds as your team's time, with 4 seconds and 11 seconds as the longest and shortest times.

The longest time always earns 70 points and the shortest time receives 0 points. Other times earn varying numbers of points; the closer they are to the maximum time, the greater the number of points they earn. The distance scores are calculated in a similar manner with 30 points maximum, using the following formula.

The equation for calculating the distance portion of the score with a maximum of 30 points.

Activity Extensions (Return to Contents)

Run the activity again, but have the distance count for 70% of the score and the time count for only 30% of the score. Compare the designs developed for the two competitions and discuss how the different criteria influence the design.

Activity Scaling (Return to Contents)

  • For lower grades, the percentages may be difficult for students to understand. Instead, use a fixed scale. For example, the device with the longest time in the air would score 70 points, the next longest 60 points, and so on. Scale the scores for distance from the target in a similar manner.
  • For upper grades, tell students to try to anticipate potential changes in conditions when they design their devices. After students have completed their designs but before they drop them, a simple fan can be positioned to blow across the drop zone. Other "unknowns" are possible.

J. Carpinelli, M. Feknous, and M. Sosnowski, FED 101 - Freshman Engineering Design, Electrical and Computer Engineering Module, New Jersey Institute of Technology, Newark, NJ, 2004-2007.

Other Related Information (Return to Contents)

The authors thank Prof. Stephen Tricamo, who developed the original version of the paper drop competition, for his advice in the preparation of this module. Partial funding for the initial development of this exercise was provided by the National Science Foundation through the Gateway Engineering Education Coalition. Any opinions, findings and conclusions or recommendations expressed in this material are those of the authors and do not necessarily reflect the views of the National Science Foundation.

Contributors

John Carpinelli, Howard Kimmel, Ronald Rockland

Copyright

© 2006-2007 by New Jersey Institute of Technology
All Rights Reserved

Supporting Program (Return to Contents)

Center for Pre-College Programs, at the New Jersey Institute of Technology

Last Modified: September 26, 2008
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