Rube-Goldberg-Project

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Rube Goldberg Project
Sometimes designing a silly, round-about way to do something can enable one to better understand the inner
details of the more practical, direct solution. Whenever a machine is made too complicated to do a simple job, it
is called a “Rube Goldberg”. Rube Goldberg’s award winning cartoons satirized machines and gadgets. These
cartoons combined simple machines and common household items to create complex and wacky contraptions
that accomplished mundane and trivial tasks. His inventions became so widely known that Webster’s
Dictionary added “Rube Goldberg” to its listing, defining it as “accomplishing by complex, roundabout means
what seemingly could be done simply.”
Look at the picture: Professor Butts and the Self-Operating Napkin.
The "Self-Operating Napkin" is activated when soup spoon (A) is raised to mouth, pulling string (B) and thereby
jerking ladle (C), which throws cracker (D) past parrot (E). Parrot jumps after cracker and perch (F) tilts, upsetting
seeds (G) into pail (H). Extra weight in pail pulls cord (I), which opens and lights automatic cigar lighter (J), setting off
skyrocket (K) which causes sickle (L) to cut string (M) and allow pendulum with attached napkin to swing back and
forth, thereby wiping chin.
In this activity, you will design and build a Rube Goldberg machine. The machines that you build are different
from the machines people are used to seeing. A good Rube Goldberg machine incorporates the everyday
machines people are used to seeing and connects them in ways that may seem idiotic or ingenious. It is your
mission to construct a machine that uses at least 6 individual steps/stages to complete an identified task. Some
examples of possible tasks are:
 Staple at least two pieces of paper together
 Pour a cup of water
 Ring a bell
 Zip a zipper
Your machine may take some time to put together. You will have 3 weeks of in-class time to plan and build this
machine. Some materials I will have in the classroom, but you can use whatever materials you and your group
will need to construct the machine. You are limited to “safe” things. No electric or flammable items are
permitted. Here are a few ideas:
*cardboard *wood toys *magnets *straws *paper clips *string *coins *toothpicks *marbles
*nuts and bolts *plastic containers *plastic tubing *hook/eye bolts *Q-tips
*Any recyclable item available in the classroom or members of your team bring in
*toy cars (Limited to one per group) *golf ball (Limited to two per group)
*ping pong ball (Limited to two per group) *marbles (Limited to two per group) *dominoes
*popsicle sticks *Plastic utensils (forks, spoons, knives) *rubber bands (Limited to two per group)
*string (check for availability) *Styrofoam/paper bowls *masking tape (or other types of tape)
*toilet paper rolls and egg carton pieces *Lego’s *Lincoln Logs *Jenga blocks *other wooden blocks
*springs *thread spools *tinker toys
**If your team thinks of something else that they would like, please talk with your teacher
The following items are NOT permitted:
 Electronics, batteries, dangerous chemicals, and other unsafe items
 Power tools other than glue guns are not to be brought to school
 You may not use more than one part of the game “Mousetrap”
 Points will be subtracted if there is not diversity in your building materials (for example, your entire
machine should not be built from Legos)
Rube Goldberg Project Guidelines
GUIDELINES FOR BUILDING YOUR MACHINES:
1. Your machine must fit inside a space 2 feet by 2feet. The size restriction is because the machines must
be small enough to be stored in the classroom.
2. A Rube Goldberg Machine is designed such that a single action starts the machine, such as pressing a
button, letting go of a marble, cutting a string, removing a barrier, etc. No other additional human
actions are required once your machine has started.
3. Your machine must have a minimum of six connected steps/stages, and must include:
 One object that must raise at least 35 cm by your machine
 At least three of the six simple machines (lever, screw, gear or wheel and axle, pulley,
inclined plane, wedge). For a machine to count, it must do WORK (move something up or
forward)
 DEFINITION OF A STEP: A single step is defined as a transfer of energy, or 1 cause
through 1 effect.
o EXAMPLES OF STEPS:
 1. Ball rolls down a ramp and springs a mousetrap
 2. The mousetrap pulls a string causing a scissors to cut
 3. The scissors cut a cord, causing a weight to fall
 4. Weight drops on tin foil, causing light bulb to turn on.
 Your machine should run smoothly all the way through. You will be penalized
5 points
 EACH TIME you interact with your machine after its initial start, for up to 15
points lost.
4. Your project must have a minimum running time of 10 seconds, and a maximum run time of 3 minutes.
5. Your machine must have a theme. EX: a favorite movie, animal, a room in your house,
something science related, etc.
Extra Credit: Up to 15 points of extra credit may be awarded for projects that exceed the
requirements by using all six simple machines and/or an exceptional theme that goes above and
beyond
GUIDELINES FOR PRESENTING YOUR MACHINES:
If your machine fails to work on its first graded attempt, you are allowed one free restart, which
must occur within five minutes of the first run.
Each group will do a PowerPoint or Video presentation to the class of their device
AFTER they run the machine. Your presentation should include:
A. Machine Strategy – 10 pts
1. Discuss how you came up with your ideas.
2. How did your ideas change during the project?
B. Machine Design – 10 pts (use photos!)
1. What are the energy transfers (steps)?
2. What simple machines are used?
C. Team Strategy and Accomplishments – 10 pts
1. What were the different jobs on your team?
2. Did you work together well? How did you solve differences of opinion?
3. What is each member most proud of?
Deadlines/Due Dates
Monday, February 3rd at the end of class – Cartoon in Rube Goldberg Style –
Diagram/drawing and written explanation of machine is due.
Tuesday, February 18th at the end of class - Rube Goldberg machine should be complete.
What Makes a Good Rube Goldberg Machine?
* The machine works. A Rube Goldberg Machine is designed such that a single action starts the
machine running (pressing a button, letting go of a marble, cutting a string, removing a barrier,
etc.), and no other human actions are required.
* Rube Goldberg Machines have a unifying theme. Examples of good themes include the Wizard
of Oz, Star Trek, food, farm equipment, gardening, sports, etc.
* No group is penalized for having electrically or chemically powered steps, however
mechanical steps are more in the spirit of Rube Goldberg’s machines.
* It has clearly visible steps. On many machines, it is hard to follow all the steps. Teachers
appreciate machines that are laid out so that as many of the steps as possible are clearly visible in
linear sequence. (A hits B, B triggers C, C cuts D, etc.)
* Rube Goldberg Machines make you smile. The best machines use common objects in ways
you would not expect, for example
RUBE GOLDBERG PROJECT GRADING SCORESHEET
Group:
Rube Goldberg Cartoon Grade
Cartoon is clearly drawn with steps of machine clearly numbered/identified
Written explanation clearly identifies the end task, each step includes
cause/effect, simple machines and their relationship to the steps are identified
SUBTOTAL:
_________ (10 pts.)
_________ (15 pts.)
_________ (25 pts.)
Rube Goldberg Machine Grade
Meets size requirements (2 feet x 2 feet)
Machine completes specified task
Meets time requirements (10 sec-5 min)
Machine has at least 6 distinct steps (5 pts. each)
At least three simple machines are clearly represented and directly involved
(5 pts. each)
An object is elevated at least 35 cm by your machine
Has a theme
Extra Credit:
Project includes more than 3 types of simple machines
Theme goes above and beyond – exceptional!
SUBTOTAL:
_________ ( 5 pts.)
_________ (10 pts.)
_________ ( 5 pts.)
_________ (30 pts.)
_________ (15 pts.)
_________ ( 5 pts.)
_________ ( 5 pts.)
_________ (+10 max)
_________ (+ 5 max)
_________ (75 pts.)
Presentation
A. Machine Strategy
_________ (10 pts.)
1. Discuss how you came up with your ideas.
2. How did your ideas change during the project?
B. Machine Design – (use photos!)
_________ ( 10 pts.)
1. What are the energy transfers (steps)?
2. What simple machines are used?
C. Team Strategy and Accomplishments
_________ (10 pts.)
1. What were the different jobs on your team?
2. Did you work together well? How did you solve differences of opinion?
3. What is each member most proud of?
D. Quality of Presentation
_________ (20 pts.)
1. Quality of PowerPoint/keynote – 10 pts
2. Quality of accompanying verbal presentation – 10 pts
SUBTOTAL:
_________ (50 pts.)
TOTAL:
_________ (150 pts.)
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