Fidget Benefits: Designing Tools for Student Well-being
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Fidget Benefits: Designing Tools for Student Well-being

Grade 11HealthPsychology10 days
In the 'Fidget Benefits: Designing Tools for Student Well-being' project, 11th-grade students explore the role of fidgets and manipulatives in promoting mental wellness among school-aged children. Through a series of creative and analytical activities like the Mystery Box Challenge, Fidget Design Hackathon, and Impact Evaluation Study, students research, design, and assess the effectiveness of fidgets tailored for different age groups, particularly focusing on their impact on focus and anxiety. The project encourages students to integrate health, psychology, and engineering principles to innovate engaging mental health tools and culminates in a presentation showcasing their designs and findings.
FidgetsMental HealthDesignEvaluationChildrenFocusAnxiety
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Inquiry Framework

Question Framework

Driving Question

The overarching question that guides the entire project.How can we, as mental navigators, design, evaluate, and scale effective fidgets that support the mental wellness of school-aged children, ensuring they promote focus and reduce anxiety while being engaging and suitable for different age groups?

Essential Questions

Supporting questions that break down major concepts.
  • What are manipulatives and fidgets, and how do they support mental health in children?
  • How can fidgets be designed and scaled appropriately for different age groups, particularly for middle and elementary school students?
  • In what ways do manipulatives and fidgets contribute to the mental wellness of school-aged children?
  • How can students evaluate the effectiveness of different fidgets in promoting mental health?
  • What considerations should be taken into account when designing fidgets to ensure they are engaging and beneficial for children?
  • How can we measure the impact of fidgets on focus, anxiety, and overall mental health in children?

Standards & Learning Goals

Learning Goals

By the end of this project, students will be able to:
  • Understand the definition and use of manipulatives and fidgets in supporting mental health in children.
  • Assess the effectiveness of various fidgets in promoting mental health by conducting experiments and analyses.
  • Design and scale fidgets for different age groups, ensuring they meet age-appropriate mental health needs.
  • Communicate findings and designs clearly through research-backed presentations and reports.
  • Apply social-emotional learning skills to identify mental health needs and create solutions that foster well-being among children.

Common Core Standards

CCSS.ELA-LITERACY.CCRA.R.8
Primary
Delineate and evaluate the argument and specific claims in a text, including the validity of the reasoning as well as the relevance and sufficiency of the evidence.Reason: Students will need to evaluate the arguments and claims of various sources on the benefits of fidgets for mental health, requiring them to assess the relevance and validity of the information they study.
CCSS.ELA-LITERACY.CCRA.W.2
Primary
Write informative/explanatory texts to examine and convey complex ideas, concepts, and information clearly and accurately through the effective selection, organization, and analysis of content.Reason: Students will be expected to create explanatory materials on how manipulatives support mental health, requiring them to write detailed and well-organized materials based on their research and findings.

NGSS

NGSS.HS-ETS1-2
Primary
Design a solution to a complex real-world problem by breaking it down into smaller, more manageable problems that can be solved through engineering.Reason: In designing fidgets, students will address real-world problems related to mental health and will need to break down these challenges into smaller, engineering-focused tasks.

Social-Emotional Learning Standards

SEL.9-12.7.1
Secondary
Identify and articulate a range of emotions experienced in different situations and the causes of those emotions.Reason: The project explores mental health, requiring students to understand and discuss various emotions that school-aged children may experience and the role of fidgets in managing these emotions.
SEL.9-12.5.2
Supporting
Apply strategies for building personal and community well-being.Reason: Students will apply their understanding of mental wellness strategies, including designing fidgets, to support community well-being among children.

Entry Events

Events that will be used to introduce the project to students

The Mystery Box Challenge

Present a sealed, mysterious box containing an assortment of fidgets and manipulatives. Challenge students to infer their purpose and potential benefits solely based on observation and tactile exploration, sparking curiosity about the unseen mental health benefits locked within each item.

Interactive Role-Play: Mental Navigator Adventure

Students participate in an interactive role-play as mental navigators, where they explore imagined scenarios where children use fidgets in real-time. They'll navigate through each scenario's challenges, observing how different fidgets impact emotional regulation, encouraging deep inquiry into their utility in schools.

Fidget Design Hackathon

Launch the project with a fidget design hackathon where students brainstorm and prototype their own fidget designs. Provide different materials and encourage them to consider the needs of different age groups, fostering a hands-on approach to understanding and innovation in mental health tools.
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Portfolio Activities

Portfolio Activities

These activities progressively build towards your learning goals, with each submission contributing to the student's final portfolio.
Activity 1

Fidget Exploration Detective

Students will begin their journey by understanding the basic concept of fidgets and manipulatives. They will explore various types of fidgets, discovering how each type functions and its potential mental health benefits for children.

Steps

Here is some basic scaffolding to help students complete the activity.
1. Introduce students to different fidgets from the Mystery Box Challenge and allow them to explore each one by sight and touch.
2. Research the general benefits of using fidgets for mental health, focusing on current literature and online resources.
3. Create a summary document outlining the types of fidgets, their uses, and potential benefits for mental health.

Final Product

What students will submit as the final product of the activityA comprehensive summary document detailing various fidgets, their uses, and mental health benefits.

Alignment

How this activity aligns with the learning objectives & standardsAligns with SEL.9-12.7.1 (Identifying and articulating emotions) and begins exploration of CCSS.ELA-LITERACY.CCRA.R.8 (Evaluating sources on mental health benefits).
Activity 2

Fidget Functionality Analysis

In this activity, students will dive into the technical aspects of fidgets, analyzing their design elements, materials used, and understanding why certain fidgets are effective for particular age groups or mental health needs.

Steps

Here is some basic scaffolding to help students complete the activity.
1. Select a set of fidgets from the summary document and categorize them based on design, materials, and intended use.
2. Evaluate each fidget by analyzing case studies and research articles on their usage and effectiveness.
3. Prepare a report discussing the strengths and weaknesses of these fidgets in meeting mental health needs.

Final Product

What students will submit as the final product of the activityAn analytical report on the effectiveness and design intricacies of different fidgets.

Alignment

How this activity aligns with the learning objectives & standardsCovers NGSS.HS-ETS1-2 (Breaking down design problems) and further engages with CCSS.ELA-LITERACY.CCRA.R.8 (Evaluating evidence and claims).
Activity 3

Scaled Fidget Design Challenge

Students will focus on designing their own fidgets. Using previously gained insights, they will create prototypes that address the mental health needs of different age groups, particularly middle and elementary school students.

Steps

Here is some basic scaffolding to help students complete the activity.
1. Brainstorm ideas for fidget designs suitable for specific age groups using collaborative strategies.
2. Create design sketches and select appropriate materials, considering safety and age-appropriateness.
3. Construct prototypes of these designs using available materials and tools.

Final Product

What students will submit as the final product of the activityPhysical prototypes of fidget designs tailored for different age groups.

Alignment

How this activity aligns with the learning objectives & standardsAligns with NGSS.HS-ETS1-2 (Designing a solution to a real-world problem).
Activity 4

Impact Evaluation Study

Conduct a study to evaluate the impact of the designed fidgets on focus, anxiety, and overall mental health in children. This activity involves collecting data from trials and analyzing it to draw meaningful conclusions.

Steps

Here is some basic scaffolding to help students complete the activity.
1. Develop evaluation metrics to measure the impact of the prototypes on mental health aspects like focus and anxiety.
2. Conduct trials with the prototypes in controlled environments, noting observations and participant feedback.
3. Analyze the collected data to assess which designs make a significant impact.

Final Product

What students will submit as the final product of the activityA detailed evaluation report specifying the impact of different fidget designs on children’s mental health.

Alignment

How this activity aligns with the learning objectives & standardsIntegrates CCSS.ELA-LITERACY.CCRA.W.2 (Writing explanatory texts) with SEL.9-12.5.2 (Applying strategies for community well-being).
Activity 5

Fidget Implementation Presentation

Create engaging presentations to showcase findings, designs, and data from previous activities, educating peers and stakeholders about the mental health benefits of fidgets.

Steps

Here is some basic scaffolding to help students complete the activity.
1. Summarize key findings from previous activities, including research, design, and evaluations.
2. Organize information into a coherent presentation format.
3. Prepare and deliver the presentation to an audience, highlighting the journey from exploration to implementation.

Final Product

What students will submit as the final product of the activityA polished presentation that educates audiences on the impact of fidgets and shares designed solutions.

Alignment

How this activity aligns with the learning objectives & standardsCompletes activities with CCSS.ELA-LITERACY.CCRA.W.2 (Writing and conveying information) and reinforces SEL standards by demonstrating community well-being applications.
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Rubric & Reflection

Portfolio Rubric

Grading criteria for assessing the overall project portfolio

Fidget Design and Evaluation Rubric

Category 1

Research and Understanding

Evaluation of students' ability to research and understand the mental health benefits of fidgets, including source evaluation and synthesis of information.
Criterion 1

Source Evaluation

Assessment of students' ability to evaluate the credibility and relevance of information regarding fidgets and mental health.

Exemplary
4 Points

Thoroughly evaluates multiple sources, providing clear, insightful assessments of credibility and relevance; integrates this analysis seamlessly into their work.

Proficient
3 Points

Evaluates sources effectively, recognizing most relevant and credible information with clear integration into their findings.

Developing
2 Points

Shows some ability to evaluate sources, but may inconsistently assess credibility and relevance, with partial integration into work.

Beginning
1 Points

Struggles to evaluate sources for credibility and relevance, providing limited analysis and integration.

Criterion 2

Conceptual Understanding

Evaluation of students' understanding of how fidgets support mental health and their ability to articulate this in written and verbal formats.

Exemplary
4 Points

Demonstrates deep understanding of the mental health support offered by fidgets and articulates these insights clearly and convincingly in both written and verbal forms.

Proficient
3 Points

Shows clear understanding of the mental health benefits of fidgets, effectively articulating ideas in written and verbal formats.

Developing
2 Points

Shows basic understanding of fidget benefits with some communication clarity issues in written and verbal formats.

Beginning
1 Points

Shows limited understanding and struggles to articulate ideas both in writing and orally.

Category 2

Design and Innovation

Assessment of students' ability to design and innovate new fidgets that are effective and suitable for the mental health needs of children.
Criterion 1

Creativity and Design

Evaluation of students' creativity in designing fidgets that are innovative and appropriate for different age groups.

Exemplary
4 Points

Designs highly innovative and well-thought-out fidgets that are perfectly suited to the needs of specific age groups, showing exceptional creativity.

Proficient
3 Points

Designs creative and thoughtful fidgets that are appropriate for age-specific needs, with evident innovation.

Developing
2 Points

Shows emerging creativity in fidget design with some appropriateness to age-specific needs, though inconsistencies may exist.

Beginning
1 Points

Designs show limited creativity and lack appropriateness for age-specific needs.

Criterion 2

Prototyping and Engineering

Assessment of students' skills in building prototypes of their fidget designs and problem-solving during the engineering process.

Exemplary
4 Points

Builds fully functional prototypes with innovative engineering solutions, demonstrating excellent problem-solving throughout the process.

Proficient
3 Points

Builds functional prototypes, showing competent engineering and problem-solving skills.

Developing
2 Points

Attempts to build prototypes with some functionality; displays basic problem-solving and engineering skills.

Beginning
1 Points

Struggles with prototyping and engineering, with frequent issues in functionality and problem-solving.

Category 3

Analysis and Evaluation

Evaluation of students' ability to analyze data from fidget trials and evaluate the impact on children's mental health.
Criterion 1

Data Analysis

Assessment of students' skills in analyzing data collected from fidget trials to draw meaningful conclusions.

Exemplary
4 Points

Analyzes data comprehensively with thoughtful interpretation, drawing insightful conclusions that are strongly backed by evidence.

Proficient
3 Points

Analyzes data effectively, drawing logical conclusions supported by evidence.

Developing
2 Points

Attempts to analyze data with some level of interpretation, but conclusions may lack strong evidence or logical connections.

Beginning
1 Points

Struggles to analyze data effectively, with conclusions that lack support and clarity.

Criterion 2

Impact Evaluation

Assessment of students' ability to evaluate the impact of their designs on focus, anxiety, and overall mental health in children.

Exemplary
4 Points

Evaluates impact thoroughly with detailed, insightful analysis, leading to clear understanding of the designs’ effectiveness.

Proficient
3 Points

Evaluates impact with clear analysis, providing adequate understanding of the designs’ effectiveness.

Developing
2 Points

Provides limited impact evaluation with some analysis, requiring further development for clarity and effectiveness understanding.

Beginning
1 Points

Struggles with impact evaluation, showing limited analysis and unclear conclusions.

Category 4

Presentation and Communication

Evaluation of students' ability to present their findings and designs clearly and effectively to an audience.
Criterion 1

Clarity and Organization

Assessment of how clearly and logically students present their findings and designs.

Exemplary
4 Points

Presents information and designs clearly, logically, and engagingly, with excellent organization and flow of content.

Proficient
3 Points

Presents information clearly and logically, with good organization and reasonable engagement.

Developing
2 Points

Attempts to present information clearly, but organizational issues or lack of clarity may hinder effectiveness.

Beginning
1 Points

Struggles to present information clearly and logically, with poor organization and engagement.

Criterion 2

Engagement and Delivery

Evaluation of students' engagement with their audience and delivery of their presentation.

Exemplary
4 Points

Engages audience exceptionally, with enthusiastic, clear, and poised delivery, generating interest throughout.

Proficient
3 Points

Engages audience well with clear and competent delivery, maintaining interest.

Developing
2 Points

Shows effort to engage audience, but may struggle with delivery and maintaining interest consistently.

Beginning
1 Points

Struggles to engage audience, with unclear delivery that fails to hold interest.

Reflection Prompts

End-of-project reflection questions to get students to think about their learning
Question 1

Reflect on your learning experience as a mental navigator: How have your perspectives on mental health and the role of fidgets evolved throughout this project?

Text
Required
Question 2

How effective do you believe fidgets are in addressing mental health issues among children, based on your research and prototyping experience?

Scale
Required
Question 3

What was the most challenging aspect of designing and evaluating fidgets, and how did you overcome these challenges?

Text
Optional
Question 4

During the project, which skills do you feel you developed the most, and why? Choose the option that best fits your experience.

Multiple choice
Required
Options
Research Skills
Creative Design
Data Analysis
Presentation and Communication
Emotional Intelligence
Question 5

Reflecting on the entire project, how likely are you to apply the knowledge and skills gained in this project to future endeavors or in your personal life?

Scale
Required