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Day 1 & 2. Agenda  Logistics  About the Class  About Me  About You.

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Presentation on theme: "Day 1 & 2. Agenda  Logistics  About the Class  About Me  About You."— Presentation transcript:

1 Day 1 & 2

2 Agenda  Logistics  About the Class  About Me  About You

3 Logistics  Are you in the right room? Design and Applied Engineering II: Honors Robotics Mr. Randt Room E-111 / E-108

4 Logistics  Right Seat? Take Attendance Seating Chart ○ For attendance purposes ○ During specified lab time, sit wherever works best for the project

5 About the Class  Rules Be On Time Be Prepared ○ 1 subject notebook Be Respectful Be Flexible Be Safe Do your work the best you can!

6 About the Class  Specific Rules Do not go back into the lab area without consent. There may be an abundance of projects, do not touch stuff that is not yours. No phones, I-pods, etc. They will be mine No food, gum, or drinks Bathroom usage

7 About the Class  Overview The Technological/Engineering Design Process The Systems Approach to Problem Solving Team Work Brainstorming 3D & Phyical Modeling Structural Systems Mechanisms/Mechanics Electric Motors Various Kinds of Sensors Basic Programming

8 About the Class  Grading

9 About Me  Graduated Neshaminy 2003  Attended Millersville University - Dec 09  Started teaching at Palisades HS 10 FIRST Robotics Team Mentor  Moved to NHS in 2011 JV Girls Lax coach  New course @ HS this year!

10 About You  Tell us all a little bit about you! What do you like to do.. Hobbies, Interests Summer Vacations? Favorite Music or Movies?

11 Important Terms #1  Technology Technological Artifacts or Items ○ Cars, computers, phones, band saw etc. The study of change… or, The process of human beings using resources to solve problems to satisfy our wants and needs.

12 Important Term #2  Engineering Solving real world, human made problems. The practical application of science and math to solve problems.

13 Important Term #3  Design A roadmap or a strategic approach for someone to achieve a unique expectation. To plan and fashion the form and structure of an object. ○ How will the object function? ○ What is its purpose? ○ Who is the intended user or who will buy it?

14 What is all this talk about STeM?  Developed by: National Science Foundation 98’ to develop a common language for “Technology & Engineering Education”  Science, Technology, Engineering, & Math

15 STeM  Science Referrers to the natural world around us.  Technology Human made world.  Engineering Solving real human made problems. ○ E- Vocational/trade ○ e- Problem solving  Math Numerical relationships/patterns.

16 21 st Century Skills  Communicaion  Collaboration  Problem Solving  Innovation/Creativity  Media Fluency  Global Awareness  Digital & Global Citizen

17 The Design Loop 1. Identify the Problem 2. Research the Problem 3. Generate Solutions 4. Select the Best Solution 5. Plan it, Model it, Make it 6. Test it and Grade it 8. Redesign 7. Communicate your Solution

18 Identify the Problem  The process of designing begins when there is a need.  Wherever there are people there are problems needing solutions. In some cases the designer may have to invent a product. (An example might be a game for blind persons. )

19 Identify the Problem  At other times the designer may change an existing design. (If the handle of a pot becomes too hot to touch, it must be redesigned.)  Designers also improve existing products. They make the product work even better. (Could the chair in the waiting room of a bus or train station be altered so that waiting seems shorter?)

20 Research the Problem  Function: A functional object must solve the problem described in the design brief. The basic question to ask is: "What, exactly, is the use of the article?"  Appearance: How will the object look? The shape, color, and texture should make the object attractive.

21 Research the Problem  Materials: What materials are available to you? You should think about the cost of these materials. Are they affordable? Do they have the right physical properties, such as strength, rigidity, color, and durability?  Construction: Will it be hard to make? Consider what methods you will need to cut, shape, form, join, and finish the material.  Safety: The object you design must be safe to use. It should not cause accidents.

22 Generate Solutions  You should produce a number of solutions. This process is known as brainstorming. It is very important that you write down every idea on paper as it occurs to you. This will help you remember and describe them more clearly. Do not be critical. Try to think of lots of ideas, even some wild ones. The more ideas you have, the more likely you are to end up with a good solution. It is also easier to discuss your ideas with other people if you have a drawing. These first sketches do not have to be very detailed or accurate. They should be made quickly.

23 Select the Best Solution  You may find that you like several of the solutions. Eventually, you must choose one. Usually, careful comparison with the original design brief will help you to select the best.  You must also consider: You're own skills. The materials available. Time needed to build each solution. Cost of each solution.

24 Select the Best Solution  Deciding among the several possible solutions is not always easy. Then it helps to summarize the design requirements and solutions and put the summary in a chart. Which would you choose? In cases like this, let it be the one you like best.

25 Model the Solution  A model is a full-size or small-scale simulation of an object. Architects, engineers, and most designers use models.  Models are one more step in communicating an idea. It is far easier to understand an idea when seen in three- dimensional form. A scale model is used when designing objects that are very large.

26 Model the Solution  A prototype is the first working version of the designer's solution. It is generally full-size and often handmade. For a simple object such as a pencil holder, the designer probably would not make a model. He or she may go directly to a prototype.

27 Testing and Evaluating  Testing and evaluating answers three basic questions: Does it work? Does it meet the design brief? Will modifications improve the solution?

28 Communicating the Solution  Designers and engineers communicate their solutions through physical, verbal, graphic or mathematical means. Demonstrations of operations along with an oral presentation of how a problem was solved using a design process are just one example of how to communicate the solution.

29 Upcoming Schedule


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