This is one of the activities performed during the Erasmus+ project STEAM like Leonardo.
It is a mission-based approach whose main aim is to design a catapult.
This catapult has to throw a tennis ball in a basket placed at 1.5 m distance, and over a wall of 1 m height placed at half of the distance.
This final task implies 2 previous stages:
1. Theoretical part: students choose a role they will like to perform according to their skills.
They have to search, to identify and to decode the information in order to achieve their sub-task: engineer, historian, physicist, narrator, technician.
It is designed a presentation of the 5 roles connected to STEAM:
2. Practical part: students design collaboratively the catapult and show the result in a short film: https://youtu.be/8Zlwahwp3E0
Audience and Educational Framework
1. Stage one
Theoretical stage – 4 h
Students work in pairs/groups to design theoretical presentations about their assigned missions: narrators, historians, physicists, engineers and technicians.
International pairs or groups choose the appropriate digital tool to design collaboratively their research work.
The students choose their roles according to their skills and interest.
The result can be seen here.
<iframe src="https://prezi.com/p/6ampvk36uytl/embed/" id="iframe_container" frameborder="0" webkitallowfullscreen="" mozallowfullscreen="" allowfullscreen="" allow="autoplay; fullscreen" height="315" width="560"></iframe>
Practical stage – 6 hours
Local team design a catapult to accomplish the challenge: “to make the ball land a basket in a hoop about 30 cm diameter and about 30 cm in height. The hoop has to be located at a distance of 1.5m of distance and it will be necessary for the shot to overcome an obstacle of 1m in height placed just in the middle.”
Ø Searching for and selecting accurate data having a specific learning purpose
Ø Designing educational presentation according to the mission assigned using various online tools
Ø Working collaboratively to design a presentation on a specific topic
Ø Incorporating the missions results into a common educational presentation
(where and how the practice was implemented)
The key competencies are assessed:
-social skills – ability to communicate effectively to design collaboratively an educational product – number of educational product designed collaboratively
-English skills – ability to use English effectively to convey accurately the information – language accuracy and appropriateness of information designed by the students
-ICT skills – ability to use a digital tool to present appropriately the result of collaboration – quality of the educational products, features of designed products, interactive elements
-STEAM approach involvement – identifying accurate solutions to difficulties raised using critical thinking and making decision appropriately.
Using information from STEAM related subjects to design the catapult – accomplishing the challenge.
Educational material/resources (file/URL) accompanying the practice
It can be seen on youtube.