Animated October Adventures: Engineering Animal Needs
Inquiry Framework
Question Framework
Driving Question
The overarching question that guides the entire project.How can we use the engineering design process to create an "October Adventure" animation that shows how a bat or spider uses its body parts to survive?Essential Questions
Supporting questions that break down major concepts.- What do bats and spiders need to survive, and which body parts do they use to meet those needs?
- How can we use the "Plan" step of the engineering design process to sketch out our animal's story?
- How does testing our animation help us find problems and improve our final project?
- How can we use technology to show others how an animal moves and lives in its habitat?
Standards & Learning Goals
Learning Goals
By the end of this project, students will be able to:- Students will define the "problem" of how to visually represent animal movement and needs through animation.
- Students will develop a storyboard or sketch as a model to plan the sequence and function of their animation before building.
- Students will construct a functional animation (prototype) using digital tools or stop-motion techniques.
- Students will test their animations and use feedback or observation to identify specific areas for improvement.
- Students will explain how their final animation successfully meets the goal of showing a bat or spider's survival behavior.
Next Generation Science Standards (NGSS)
CSTA K-12 Computer Science Standards
Entry Events
Events that will be used to introduce the project to studentsThe Glitched October Adventure
Students enter to find a 'broken' animation on the screen where a bat or spider is frozen mid-air, unable to reach its food. The teacher explains that the 'magic of movement' has been lost, and the class must use engineering and coding to help these animals survive their October hunt.Portfolio Activities
Portfolio Activities
These activities progressively build towards your learning goals, with each submission contributing to the student's final portfolio.Mission: Survival Specs
In this activity, students act as 'Wildlife Engineers' to solve the mystery of the 'Glitched October Adventure.' After seeing the frozen animation, students must research their chosen animal (bat or spider) to determine what it needs to survive and what body parts help it move. They will define the 'problem' as a lack of movement and food, and brainstorm how their animation will solve this.Steps
Here is some basic scaffolding to help students complete the activity.Final Product
What students will submit as the final product of the activityA 'Survival Profile' page featuring a drawing of their animal with at least three labeled body parts (e.g., wings, fangs, silk spinners) and a written 'Problem Statement' explaining what their animation needs to show.Alignment
How this activity aligns with the learning objectives & standardsAligns with NGSS K-2-ETS1-1 (Ask questions, make observations, and gather information to define a simple problem). By identifying what the animal needs to 'unfreeze' the glitch, students are defining the design problem.The Action Blueprint
Before touching the tablets or cameras, students must create a 'Map of Movement.' This is a storyboard where students plan the sequence of their animation. They will sketch out the 'Start,' 'Middle' (The Action), and 'End' (Success!) of their animal’s adventure, ensuring they show how the body parts they identified in Activity 1 will actually function.Steps
Here is some basic scaffolding to help students complete the activity.Final Product
What students will submit as the final product of the activityA 3-frame storyboard (The Blueprint) that shows the step-by-step plan for the animation's sequence.Alignment
How this activity aligns with the learning objectives & standardsAligns with NGSS K-2-ETS1-2 (Develop a simple sketch or drawing to illustrate how the shape of an object helps it function). This activity focuses on planning the 'function' of the animation through modeling on paper.Animators in Action
It is time to build! Students will take their 'Action Blueprint' and move into their chosen medium (ScratchJr, Scratch, or Stop Motion). They will design their backgrounds and characters, then use coding blocks or frame-by-frame movements to bring their animal to life. The focus is on translating their paper plan into a working digital prototype.Steps
Here is some basic scaffolding to help students complete the activity.Final Product
What students will submit as the final product of the activityA draft animation (Version 1.0) that shows the animal moving across the screen toward a goal.Alignment
How this activity aligns with the learning objectives & standardsAligns with CSTA 1A-AP-15 (Plan and develop an artifact that includes symbols or graphics to represent information). This is the 'Create' phase where students use symbols (coding blocks) or graphics (stop-motion frames) to build their model.The Great Bug-Fix & Premiere
In the final stage, students participate in a 'Peer Review Premiere.' They watch their draft animation, identify one 'glitch' or area to make the movement more realistic, and fix it. After the final polish, students share their work and explain how their animation shows the animal meeting its needs using its body parts.Steps
Here is some basic scaffolding to help students complete the activity.Final Product
What students will submit as the final product of the activityThe 'Grand Finale' Animation and a short recorded or written reflection explaining: 'My animal used its [body part] to [action] so it could [need].'Alignment
How this activity aligns with the learning objectives & standardsAligns with NGSS K-2-ETS1-3 (Analyze data from tests of two objects to compare strengths and weaknesses). By comparing their 'draft' to their 'final,' students engage in the 'Improve' step of the engineering design process.Rubric & Reflection
Portfolio Rubric
Grading criteria for assessing the overall project portfolioAnimate an October Adventure Rubric
Wildlife Engineering Research
The 'Define' phase of the Engineering Design Process, focusing on identifying animal needs and survival body parts.Problem Definition & Research
Measures the student's ability to identify animal needs, research body parts, and define the engineering problem (the 'glitch').
Exemplary
4 PointsIdentifies more than 3 body parts with precise labels; independently completes the problem statement with a sophisticated understanding of survival needs.
Proficient
3 PointsIdentifies 3 body parts with clear labels; accurately completes the problem statement explaining why the animal is 'stuck.'
Developing
2 PointsIdentifies 1-2 body parts; completes the problem statement with teacher support or provides a basic explanation.
Beginning
1 PointsStruggles to identify body parts or labels; cannot define why the 'glitched' animal needs to move to survive.
Planning and Storyboarding
The 'Plan' phase, where students use sketches to model how the shape of their animal helps it function in the animation.Action Blueprint (Modeling)
Evaluates the quality and sequence of the 3-frame storyboard used to plan the animation.
Exemplary
4 PointsStoryboard is highly detailed with clear directional arrows and shows a logical, creative progression from habitat to survival goal.
Proficient
3 PointsStoryboard includes 3 distinct frames (Start, Action, Goal) that clearly map out the intended animation sequence.
Developing
2 PointsStoryboard is missing one frame or the sequence of movement is difficult to follow without explanation.
Beginning
1 PointsStoryboard is incomplete or does not show a clear plan for movement or the animal's goal.
Digital Animation Creation
The 'Create' phase, focusing on computational thinking and the technical application of animation tools.Iterative Development
Assesses the student's ability to use ScratchJr, Scratch, or Stop Motion tools to translate their plan into a working digital model.
Exemplary
4 PointsAnimation is smooth and perfectly matches the blueprint; uses advanced features (like multiple coding blocks or many frames) to show realistic movement.
Proficient
3 PointsAnimation successfully shows the animal moving across the screen to reach its goal; digital output aligns with the paper storyboard.
Developing
2 PointsAnimation is functional but contains 'glitches' (e.g., animal doesn't reach the goal) or deviates significantly from the plan.
Beginning
1 PointsAnimation does not play or show movement; student struggled to use the basic functions of the chosen tool.
Improvement and Communication
The 'Improve' and 'Share' phases, emphasizing data analysis from tests and communicating scientific findings.Testing and Scientific Explanation
Measures the student's ability to test their work, fix errors, and explain the science behind their animal's movement.
Exemplary
4 PointsIndependently identifies and fixes multiple glitches; provides a deep explanation connecting specific body parts to survival behaviors.
Proficient
3 PointsIdentifies one specific glitch and improves the animation; clearly explains how the animal used its body part to meet a need.
Developing
2 PointsIdentifies a problem but needs help fixing it; provides a basic explanation of the animal's actions.
Beginning
1 PointsDoes not change or improve the animation after testing; cannot explain how the animal's movement helps it survive.