CONTENT-DRIVEN DESIGN CHALLENGE UNIT PLAN CONTEXT FOR LEARNING Title Grade Core Content Area Corresponding Curriculum Unit Design Challenge Placement Design Challenge Duration Design Challenge Lens Probability Design Challenge 7th Mathematics CMP3: What Do You Expect? Post Unit/ End of Unit 7 Days Content: The focus will be on extending and applying previously learned skills centered on probability and cultural acceptance. Rationale for Design Challenge While working on the “What Do You Expect” Connected Math unit, students were introduced to the concepts of probability. Throughout the unit the students have conducted several simulations and experimental and theoretical probabilities, analyzed fair and unfair games/ events, and drew diagrams to show the sample space. This design challenge will provide students with the opportunity to apply these skills in a way that is more appealing to their interests in the real world. This unit is an excellent iSTeM experience for students because it allows for the intentional integration of content , addresses standards from multiple constituent STEM subjects, and provides opportunities for raising students’ awareness about different cultural background and the relevance of probability outside of the classroom. Lastly, this design challenge also combines subject areas outside of the STEM field (social studies and geography). Design Challenge Background and Problem Statement Background/Scenario: Toys “R” Us is interested in creating a new game to sell to people who come from all over the world. That means, that this game will be sold in locations all over the United States and, hopefully, in other countries. The company is aware of how diverse our country is and would like to make people who come from different countries feel welcomed and accepted. At the same time, they want to enhance learning. Games make learning fun, don’t they? So, why not combine both concepts? Problem Statement: This year’s topic is probability, therefore Toys “R” Us is looking for help from all of you, the middle school students who have completed the probability unit, to design and build this new game. Your job, as a group, is to design and create a game that can be used to study and practice skills and concepts from the probability unit while also being culturally responsive. The game you design must give all players a fair chance of © 2013 by RePPrISE. All rights reserved. www.inclusive iSTeM.com winning and be influenced by the cultural backgrounds of those designing the game. LEARNING OUTCOMES Big Ideas/Enduring Understandings: Probability is used in the real world, even within games. Probability can be used to solve real world problems. Design is a process that is multi step and requires revision and redesign. The engineering design process can be used to solve real world problems and create new technologies. CONTENT AREA Learning Objectives (Students will know and be able to…) Essential Questions and Understandings Students will be able to… Determine if a game is fair using laws of probability Write probability questions and answers Students will know... Probability is a way to analyze possible outcomes. Theoretical probability versus experimental probability. PROCESS Independent Learner Objectives CORRESPONDING STANDARDS (Students will know and be able to…) Tech Essential Questions & Understandings Students will be able to… Math Standards: Apply a design process to solve a 7.SP.5 - Understand that the given problem. probability of a chance event is a number between 0 and 1 that Brainstorm as a group problemexpresses the likelihood of the solving design process in which each event occurring. Larger person in the group presents his or numbers indicate greater her ideas in an open forum. likelihood. A probability near Make two-dimensional and threeindicates an unlikely event, a dimensional representations of the probability around 1/2 designed solution. indicates an event that is Test and evaluate the design in neither unlikely nor likely, and relation to pre-established a probability near 1 indicates a requirements, such as criteria and likely event. constraints, and refine as needed. 7.SP.6 - Approximate the probability of a chance event by Students will know... collecting data on the chance Design is a creative planning process process that produces it and that leads to useful products and observing its long-run relative systems. frequency, and predict the Requirements for design are made up approximate relative frequency of criteria and constraints. © 2013 by RePPrISE. All rights reserved. www.inclusive iSTeM.com The steps of the design process. given the probability. For example, when rolling a number cube 600 times, predict that a 3 or 6 would be rolled roughly 200 times, but probably not exactly 200 times. 7.SP.7 - Develop a probability model and use it to find probabilities of events. Compare probabilities from a model to observed frequencies; if the agreement is not good, explain possible sources of the discrepancy. a. Develop a uniform probability model by assigning equal probability to all outcomes, and use the model to determine probabilities of events. For example, if a student is selected at random from a class, find the probability that Jane will be selected and the probability that a girl will be selected. b. Develop a probability model (which may not be uniform) by observing frequencies in data generated from a chance process. For example, find the approximate probability that a spinning penny will land heads up or that a tossed paper cup will land open-end down. Do the outcomes for the spinning penny appear to be equally likely based on the observed © 2013 by RePPrISE. All rights reserved. www.inclusive iSTeM.com frequencies? 7.SP.8 - Find probabilities of compound events using organized lists, tables, tree diagrams, and simulation. a. Understand that, just as with simple events, the probability of a compound event is the fraction of outcomes in the sample space for which the compound event occurs. b. Represent sample spaces for compound events using methods such as organized lists, tables and tree diagrams. For an event described in everyday language (e.g., “rolling double sixes”), identify the outcomes in the sample space which compose the event. c. Design and use a simulation to generate frequencies for compound events. For example, use random digits as a simulation tool to approximate the answer to the question: If 40% of donors have type A blood, what is the probability that it will take at least 4 donors to find one with type A blood? Technology Standards: Standard 8: Students will develop an understanding of the attributes of design Standard 9. Students will develop an understanding of © 2013 by RePPrISE. All rights reserved. www.inclusive iSTeM.com engineering design. Standard 10. Students will develop an understanding of the role of troubleshooting, research and development, invention and innovation, and experimentation in problem solving Standard 11. Students will develop the abilities to apply the design process. ASSESSMENT DIAGNOSTIC Pre-test Previous Quiz or Test Universal Screening/District Common Assessment Summative assessment from a previous activity Mind Map Anticipation Guide Previous self-assessment Conference/Interview Survey/Questionnaire FORMATIVE SUMMATIVE Individual: Signaled Response (e.g., whiteboard, traffic light card, thumbs up/middle/down, etc.) Observation + Anecdotal notes Differentiated Quiz, Entry, or Exit Ticket Journal entry/Response log/Inventor’s notebook Graphic organizer (venn, t-chart, map) Plan, Sketch, or Diagram Portfolio artifact (sketch, morph chart, etc.) Peer-Assisted: Analyze anonymous peer work Think-Pair-Share Peer/Self Assessment Give one-Get one Peer conference (includes structured documentation) Small Group: Criteria development Paper-Based: State assessments District benchmark or interim assessments End-of-unit or chapter tests End-of-term or semester exams Final Portfolio Report Poster Data Display Brochure/Pamphlet Survey Self Assessment Performance-Based: Multi-media presentation Oral Presentation Performance/Demonstration Model/Prototype Working Model/Prototype System/Machine © 2013 by RePPrISE. All rights reserved. www.inclusive iSTeM.com Heads together Ambassadors Model development Practice presentation Panel Discussion Exhibition of Products Video Website Whole Group: Question and Answer Sessions (with charted documentation) Agreement circles © 2013 by RePPrISE. All rights reserved. www.inclusive iSTeM.com DESIGN BRIEF Background & Problem Statement Background/Scenario: Toys “R” Us is interested in creating a new game to sell to people who come from all over the world. That means, that this game will be sold in locations all over the United States and, hopefully, in other countries. The company is aware of how diverse our country is and would like to make people who come from different countries feel welcomed and accepted. At the same time, they want to enhance learning. Games make learning fun, don’t they? So, why not combine both concepts? Problem Statement: Criteria This year’s topic is probability, therefore Toys “R” Us is looking for help from all of you, the middle school students who have completed the probability unit, to design and build this new game. Your job, as a group, is to design and create a game that can be used to study and practice skills and concepts from the probability unit while also being culturally responsive. The game you design must give all players a fair chance of winning and be influenced by the cultural backgrounds of those designing the game. A viable solution to the problem must meet the following requirements: Designing the game: It can be any game that can be sold at Toy’s “R” Us. The game must include precise rules and directions. Your game must have a name. The game must be able to be played during class time. Must be inspired or influences by the cultural backgrounds of the group members. There must be a winner of the game. Once you have invented a new game as an idea and sketch, you must make the game functional: It must be played without any glitches. You must make the game using the materials and tools provided. It must have an appealing look that is inspired by the cultural backgrounds of the group. Probability: Theoretical probability – each player playing the game must have a fair chance of winning. Your game must include at least 20 questions based on the skills and concepts from the probability unit and their answers. © 2013 by RePPrISE. All rights reserved. www.inclusive iSTeM.com Constraints Materials Tools/ Machines o Construction Paper – small & large o Paper Clips, Push Pins, etc. o Recycled Materials (cardboard, paper towel rolls, etc.) o Glitter, Pipe Cleaners o Paint o Wood – recycled/non-recycled o Stickers o Etc. Student Deliverables Understand the Problem Research & Brainstorm o o o o o Scissors o Rulers o Hole punch o Hammer o Pliers o Sandpaper o Hand saw o Exacto razor o Scroll saw o Hot glue gun o Hot wire foam cutter o Hand drill Understanding the Design Brief Rules and Procedures Research topics Brainstorm ideas Other o At least 4 students per group o Each group member is responsible for his or her work. o Each group is responsible for maintaining a clean and safe work environment. o Teacher and other adults will be available to answer questions and provide assistance. Design & Build o Rough Sketches o Final sketch and rationale o Finished game Test & Redesign o Reflection and Redesign o Play your own game. Present o All documents from the Design Challenge (Completed Portfolio) o Playing games created by other groups. (Rating games from other groups) © 2013 by RePPrISE. All rights reserved. www.inclusive iSTeM.com Plan for Instructional Delivery Step One: Understand the Problem Pacing: 1 period (42 minutes) Engage/Explore (Before) Explain/Elaborate (During) Evaluate/Extend (After) Lesson 1: Day 1 Lesson 1: “Engineering Design Process” Lesson 1: Students will be: o Given a sheet of rules and procedures o Placed in cooperative groups o Reviewing the engineering design process. Students will: o Review the rules and procedures for the duration of the design challenge. o Review the engineering design process using the Think-Pair-Share. First students will independently work on the worksheet. Following, they will turn to a partner to share and discuss their answers. Teachers will: o Provide positive and corrective feedback. o Reveal the engineering design process poster that will be in the classroom for the remainder of the year. Lesson 2: Day 1 Students will be given the design brief and the “Understanding the Design Brief” worksheet. Lesson 2: “Understanding the Design Brief” Students will: o Use the scripted cooperation method to read and discuss the design brief A student will read a section of the design brief to the class. One member from each group will summarize what was just read. The student who summarizes will rotate as each section of the design brief is read out loud to the class. o Complete the Understanding the Design Brief worksheet and compare answers with their group members. Students will complete their engineering design process worksheet in order to move on to “Understanding the Design Brief” Lesson 2: “Understanding the Design Brief” Teachers will: o Facilitate the activity and guide students as needed. o Review the Understanding Design Brief once all groups have completed the worksheet. Students will complete their “Understanding the Design Brief” worksheet in order to move on to Research and Brainstorm step of the design process. © 2013 by RePPrISE. All rights reserved. www.inclusive iSTeM.com Ensure Access: Elements of Universal Design Provide Multiple Means of Representation 3.1 Activate or supply background knowledge Provide Multiple Means of Action and Expression 5.2 Use multiple tools for construction and composition Provide Multiple Means of Engagement 8.1 Heighten salience of goals and objectives Individual Modifications/Accommodations Modifications: Individual modifications will be based on student IEPs and needs. Accommodations: Individual accommodations will be based on student IEPs and needs. Co-Teaching Strategies Parallel Teaching Alternative Teaching Station Teaching Team Teaching One Teach/One Observe One Teach/One Assist NOTES: Step Two: Research & Brainstorm Pacing: 4 periods (168 Minutes) Engage/Explore (Before) Explain/Elaborate (During) Evaluate/Extend (After) Lesson 1: Day 1 Lesson 1: “Research” Lesson 1: Teachers will review the Understanding Design Students will: o Conduct research that will guide students to think of ideas for their game. o Collaborate with one another to determine what to research. o Complete the research and Brainstorm worksheet. Teachers will: o Circulate and monitor students’ activity. o Provide guided questioning as needed. Brief once all groups have completed the worksheet. Students will begin the research step of the design challenge. Lesson 2: Day 2 Students will be given the brainstorm worksheet, “How to Play the Game” Lesson 3: Day 2/3 Students will be given the “All About Probability” worksheet. Lesson 2: “Brainstorm: How to Play the Game” Part 1 Students will: o Collaborate with one another in order to create the rules and directions for their games. First they will work with a partner to discuss the directions. Secondly, they will Students will: o Gather all materials and clean their desks. o Complete an exit slip. In your own words, what is the problem you need to solve? How does this design challenge relate to the probability unit we have just completed? What is the next step of the © 2013 by RePPrISE. All rights reserved. www.inclusive iSTeM.com come together as a group to make a final copy of the rules and directions. Lesson 3: “Brainstorm: All About Probability” Part 2 Students will: o Individually create/ develop 5 questions based on probability that will be incorporated in their games. o Collaboratively edit their questions and choose the final 20 questions. engineering design process? As a homework assignment, each student is accountable for bringing in at least two materials and/or tools that will be needed for their game and for completing the “Research and Brainstorm” worksheet. Lesson 2: Teachers will: o Circulate and monitor students’ activity. o Check and review students’ directions. Students need to complete this worksheet before moving on to part 2 of the brainstorming. Lesson 3: Teachers will: o Circulate and monitor students’ activity. o Check and review students’ questions as they complete them and return to students for corrections Students will correct their “All About Probability” worksheet in order to begin designing their games. © 2013 by RePPrISE. All rights reserved. www.inclusive iSTeM.com Ensure Access: Elements of Universal Design Provide Multiple Means of Representation 3.2 Highlight patterns, critical features, big ideas, and relationships Provide Multiple Means of Action and Expression 6.2 Support planning and strategy development Multiple Means of Engagement 8.3 Foster collaboration and communication Individual Modifications/Accommodations Modifications: Individual modifications will be based on student IEPs and needs. Accommodations: Individual accommodations will be based on student IEPs and needs. Co-Teaching Strategies Parallel Teaching Alternative Teaching Station Teaching Team Teaching One Teach/One Observe One Teach/One Assist NOTES: Step Three: Design & Build Pacing: Designing - 3 Periods ( 126 Minutes) Building – 3 periods (126 Minutes) Engage/Explore (Before) Explain/Elaborate (During) Evaluate/Extend (After) Lesson 1: Day 3 Lesson 1: “Design Process” Part 1 Lesson 1: Students will be given the worksheets to individually design their games. Students will: o Individually design a sketch and layout of all components of their games that align with the rules and directions that were previously written. As a homework assignment students will complete their sketches in order to combine with their group the next day. Lesson 2: Day 4 Students will be given one sheet for a final sketch and rationale. Lesson 3: Day 5/6 Students will be able to use the material and tools to begin building their games. Lesson 2: “Design Process” Part 2 Students will: o As a group students will combine aspects from each individual design and create one final sketch and rational as to why this is their final sketch for their game. Lesson 2: Teachers will: o Circulate and monitor students’ activity. o Check and review students’ final sketches and rationales. Students will not be able to begin the building process until the design process is © 2013 by RePPrISE. All rights reserved. www.inclusive iSTeM.com Lesson 3: “Building” completed. Students will build their games as a group using their final sketch as a guide and the materials and tools that are available in the classroom. Lesson 3: Teachers will circulate and monitor students’ activity and assist with building when necessary. Ensure Access: Elements of Universal Design Provide Multiple Means of Representation 1.1 Offer ways of customizing the display of information Provide Multiple Means of Action and Expression 6.3 Facilitate managing information and resources Provide Multiple Means of Engagement 7.2 Optimize relevance, value, and authenticity Individual Modifications/Accommodations Modifications: Individual modifications will be based on student IEPs and needs. Accommodations: Individual accommodations will be based on student IEPs and needs. Co-Teaching Strategies Parallel Teaching Alternative Teaching Station Teaching Team Teaching One Teach/One Observe One Teach/One Assist NOTES: Step Four: Test & Redesign Pacing: 1-2 periods (42-84 minutes) Engage/Explore (Before) Explain/Elaborate (During) Evaluate/Extend (After) Lesson 1: Lesson 1: “Testing: Rating Your Own Game” Lesson 1: Students will be given a “Rating Your Own Game” worksheet in order to make sure their games and rules follow all criteria and specifications. Students will: o Play their own games. o Make sure that their game aligns with the rules and criteria and specifications of the design challenge. Teachers will circulate and monitor students’ activity and assist when necessary. Lesson 2: Students must complete the testing © 2013 by RePPrISE. All rights reserved. www.inclusive iSTeM.com o Students will be given “Redesigning: What Would You Change” worksheet to determine how to make their solution to better and rate their group partners. Rate their games ( complete the testing worksheet) Lesson 2: “Redesigning: What Would You Change” Students will: o Individually completing the worksheet based of their time spent playing the game. o Comment on what they would change and why. o Rate their group members. portion before moving on to the redesign. Lesson 2: Teachers will circulate and monitor students’ activity and assist when necessary. Ensure Access: Elements of Universal Design Provide Multiple Means of Representation 3.4 Maximize transfer and generalization Provide Multiple Means of Action and Expression 6.4 Enhance capacity for monitoring progress Provide Multiple Means of Engagement 9.3 Develop self-assessment and reflection Individual Modifications/Accommodations Modifications: Individual modifications will be based on student IEPs and needs. Accommodations: Individual accommodations will be based on student IEPs and needs. Co-Teaching Strategies Parallel Teaching Alternative Teaching Station Teaching Team Teaching One Teach/One Observe One Teach/One Assist NOTES: Step Five: Present/ Final Portfolio Pacing: 1-2 periods (42-84 Minutes) Engage/Explore (Before) Explain/Elaborate (During) Evaluate/Extend (After) © 2013 by RePPrISE. All rights reserved. www.inclusive iSTeM.com Lesson 1: Lesson 1: Present/ Final Portfolio Lesson 1: Students will gather all material for the final portfolio and play other groups games. Students will: o Gather all their materials and worksheets and combine them to make one group portfolio. o Play other groups games and rate their games like previously done with their own game. Teachers will collect all final portfolios and join in on playing games. Ensure Access: Elements of Universal Design Provide Multiple Means of Representation 3.4 Maximize transfer and generalization Provide Multiple Means of Action and Expression 6.4 Enhance capacity for monitoring progress Provide Multiple Means of Engagement 9.3 Develop self-assessment and reflection Individual Modifications/Accommodations Modifications: Individual modifications will be based on student IEPs and needs. Accommodations: Individual accommodations will be based on student IEPs and needs. Co-Teaching Strategies Parallel Teaching Alternative Teaching Station Teaching Team Teaching One Teach/One Observe One Teach/One Assist NOTES: © 2013 by RePPrISE. All rights reserved. www.inclusive iSTeM.com