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Activity (Hands-On)Grades 6 - 8

Biomimicry: Echolocation in Robotics

A drawing shows a bat, whale and submarine using sound waves to detect obstacles or food.Engineers are inspired by nature, such as the echolocation abilities of bats and marine animals.

Students use ultrasonic sensors and LEGO© MINDSTORMS© EV3 robots to emulate how bats use echolocation to detect obstacles. They measure the robot's reaction times as it senses objects at two distances and with different sensor threshold values, and again after making adjustments to optimize its effectiveness. Like engineers, they gather and graph data to analyze a given design (from the tutorial) and make modifications to the sensor placement and/or threshold values in order to improve the robot's performance (iterative design). Students see how problem solving with biomimicry design is directly related to understanding and making observations of nature.

For many engineers, nature can provide inspiration and ideas for solving problems efficiently. In addition, the evaluation of designs and the numerous iterations of redesign are important components to creating good engineering solutions. Using data analysis to determine adjustments to improve a design occurs continuously throughout the alpha design process, and then even in beta design processes, threshold values are adjusted to maximize efficiency. Biomimicry examples include adhesives inspired by gecko feet, tumbleweeds that inspired a futuristic Mars Lander, and fabric fasteners, such as Velcro©, inspired by the clinging hooks of plant seeds.

After this activity, students should be able to:

  • Describe how a bat or submarine uses sonar to avoid obstacles and/or detect prey.
  • Create prototypes to model how sonar works.
  • Evaluate prototype strengths and weaknesses and use this information to redesign better versions.

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