Let’s invent a world 2030 (LS-ME-709)
In line with the Sustainable Development Goals, the UN’s set of proposals to transform the world by 2030, we will delve into the world of design and inventions.
In this Europeana Learning Scenario we will explore solutions to different challenges, just as people who work in engineering do. After we have fully immersed ourselves in the design process to solve various challenges, we can now come up with our own project. Using the tools we have learned, such as identify a need, design, build and test, we will choose a problem in our community, relate it to an SDG and start developing our proposal to invent a world 2030.
Ping Pong Fly
The participants are going to do their first engineering and invention challenge. First of all, they will define the need: to design a device that can throw a ping pong ball and hit a target. Then, it is time to brainstorming, designing, building , trying and redesigning if needed. We are introducing the Design process, explaining that these are the steps that engineers and inventors use to create ideas and solve problems.
Time to design
The educator will introduce this activity explaining that the participants will decide on some Sustainable Development Goals they would like to work on. Each group uploads 5 images related to inventions, that can be found on the Europeana website to create their own Europeana Inventions Exhibition.
Then, we ask them to choose three goals. Are they interested in using engineering and invention to help people get nutritious food to eat? Do they want to help build safe cities, solve health problems, find ways to conserve energy or protect the environment? Ask what engineering solutions we could design and build to solve this problem. What type of device could solve this problem? Encourage them to think of engineering design ideas, practical devices that they could design and build.
The educator will introduce this activity explaining that the challenge is to design a device to help to catch a bag that hangs higher than you can reach. Then, he/she points to the Surprise Bags placed on the ceiling or wall. The prizes are inside the bags.
All in all, the implementation was a breath of fresh air for the students, the teacherr and, of course, the museum educators. All of us who participated felt that, in addition to learning, we were free to imagine, create, explore and have fun.
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CC BY 4.0: the featured image used to illustrate this article has been found on Europeana and has been provided by the Wellcome Collection.
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