Learning Goals & Products

Learning Goals

1

Students will be able to investigate how kicks and rolls change a ball’s motion by collecting observational evidence about speed, distance, direction, sound, and shape change.

2

Students will be able to explain how contact forces transfer energy from a foot or surface to a ball during collisions using evidence from classroom investigations.

3

Students will be able to compare how stronger and weaker kicks affect a ball’s distance and speed across different surfaces.

4

Students will be able to empathize with younger players by observing and interviewing them about what makes a game safe, fun, and inclusive.

5

Students will be able to define a user-centered problem for an inclusive kick-and-roll game using evidence from partner observations, interviews, and class tests.

6

Students will be able to prototype and refine a simple inclusive ball game or game kit that helps younger children explore force and motion safely.

7

Students will be able to justify design decisions with scientific evidence and user feedback after testing their game ideas with peers and community partners.

Products

individual

User Interview Notes and Tested Mini-Game Prototype

Each student creates a simple interview/observation record from work with a younger player and a low-tech mini-game prototype that shows one improvement based on feedback. The product demonstrates how direct user evidence informed a science-based design idea.

team

Inclusive Kick-and-Roll Game Kit and Motion Festival Board

Teams create a shared problem statement, a revised inclusive game kit, and a display board for the Motion Makers Festival. The team product shows how individual research and prototypes were combined into a tested solution for younger children and community partners.

Rubric

No rubric has been generated yet.