Force and Motion Game: A First Grade Adventure
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Force and Motion Game: A First Grade Adventure

Grade 1ScienceMathEnglish3 days
In this project, first-grade students design a game that demonstrates the principles of force and motion using pushes and pulls. Students will explore how forces affect the movement of objects, measure the strength of pushes and pulls, and investigate the relationship between object size and motion. The project culminates in the creation of a game manual with clear instructions, followed by playtesting and refinement to ensure a fun and fair gaming experience.
Force and MotionGame DesignPushes and PullsMeasurementFirst GradeEngineering DesignInstruction Writing
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Inquiry Framework

Question Framework

Driving Question

The overarching question that guides the entire project.How can we design a fun and fair game using pushes and pulls to move objects, and explain the rules clearly so everyone can play?

Essential Questions

Supporting questions that break down major concepts.
  • How do forces make things move or stop?
  • What happens when you push or pull something harder?
  • Can you measure how strong a push or pull is?
  • How does the size of an object affect how it moves?
  • What are some ways to describe the movement of an object?
  • How can we use math to measure movement?
  • How can we write clear instructions for playing our game?

Standards & Learning Goals

Learning Goals

By the end of this project, students will be able to:
  • Students will be able to explain that forces cause objects to move or stop.
  • Students will be able to describe how the strength of a push or pull affects an object's movement.
  • Students will be able to measure and compare the strength of different pushes and pulls.
  • Students will be able to explain how the size of an object affects its movement when force is applied.
  • Students will be able to use mathematical concepts to measure and describe the movement of objects.
  • Students will be able to write clear and concise instructions for game play.
  • Students will be able to design a game that incorporates the principles of force and motion in a fair and fun way.
  • Students will be able to test their game and iterate based on feedback, focusing on the game's fairness and enjoyability.
  • Students will be able to communicate the rules and physics concepts behind their game effectively to others.
  • Students will be able to use pushes and pulls to move objects strategically in their game.
  • Students will be able to apply their understanding of forces to solve problems and overcome challenges within the game.
  • Students will be able to collaborate with peers to develop and refine game designs.
  • Students will be able to demonstrate an understanding of net force in the context of their game by changing the movement of an object by applying a net force.
  • Students will be able to describe the motion of an object

Teacher-Provided Standards

C1 P3
Primary
Changing the movement of an object requires a net force to be acting on it.Reason: This standard is directly addressed by the game's mechanics, where players apply forces to move objects.

Common Core Standards

CCSS.Math.Content.1.MD.A.2
Secondary
CCSS.Math.Content.1.MD.A.2 Express the length of an object as a whole number of length units, by laying multiple copies of a shorter object (the length unit) end to end; understand that the length measurement of an object is the number of same-size length units that span it with no gaps or overlaps.Reason: Measuring movement in the game can align with measuring lengths using units.
CCSS.ELA-Literacy.W.1.2
Supporting
CCSS.ELA-Literacy.W.1.2 Write informative/explanatory texts in which they name a topic, supply some facts about the topic, and provide some sense of closure.Reason: Writing game instructions requires explaining the rules and concepts.

Next Generation Science Standards

NGSS 1-PS4-1
Secondary
NGSS 1-PS4-1. Plan and conduct investigations to provide evidence that vibrating materials can make sound and that sound can make materials vibrate.Reason: While not a direct focus, exploring the effects of forces could lead to discussions about vibrations and sound.

Entry Events

Events that will be used to introduce the project to students

Broken Toy Game Challenge

A famous toy company announces it will be giving away a new game to every student, but there's a catch! The game isn't working, and the company needs the students to figure out how to get the main character to move through the game to reach the finish line. Students will explore different ways to apply force to make the character move.
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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

Force Explorers: Push and Pull

Students observe and record how different pushes and pulls affect a stationary object (e.g., a toy car).

Steps

Here is some basic scaffolding to help students complete the activity.
1. Gather various small objects (toy car, ball, etc.).
2. Experiment by pushing and pulling each object with different strengths.
3. Record observations on a chart: Object, Push Strength (light, medium, hard), Pull Strength (light, medium, hard), Result (Start, Stop, Speed Change).

Final Product

What students will submit as the final product of the activityA chart with observations on how force affects movement (start, stop, speed).

Alignment

How this activity aligns with the learning objectives & standardsAddresses Learning Goal 1 (Forces cause movement/stopping) and Standard C1 P3 (Net force changes movement).
Activity 2

Measuring Motion: Block-by-Block

Students use non-standard units (e.g., blocks) to measure how far an object moves with different pushes. They'll explore how harder pushes result in greater distances.

Steps

Here is some basic scaffolding to help students complete the activity.
1. Set up a starting line and choose a consistent pushing object (e.g., toy car).
2. Push the object with light, medium, and hard force.
3. Measure the distance traveled from the starting line using blocks laid end-to-end.
4. Record push strength and distance (in blocks) in a log.

Final Product

What students will submit as the final product of the activityA measurement log comparing push strength to distance traveled, using blocks as the measurement unit.

Alignment

How this activity aligns with the learning objectives & standardsAddresses Learning Goal 2 (Strength affects movement), Learning Goal 3 (Measuring pushes/pulls), and Standard CCSS.Math.Content.1.MD.A.2 (Measuring lengths).
Activity 3

Size Matters: Object Size and Motion

Students compare how different-sized objects move when pushed with the same force. They will observe that larger objects require more force to move the same distance.

Steps

Here is some basic scaffolding to help students complete the activity.
1. Select objects of varying sizes but similar shape (e.g., small, medium, large toy cars).
2. Apply a consistent 'medium' push to each object.
3. Measure the distance each object travels.
4. Record object size and distance traveled in a report, noting any patterns.

Final Product

What students will submit as the final product of the activityA comparative report on how object size affects movement distance with the same push force.

Alignment

How this activity aligns with the learning objectives & standardsAddresses Learning Goal 4 (Size affects movement) and Standard C1 P3 (Net force changes movement).
Activity 4

Game Manual: Force in Action

Students create a simple instruction manual for their force and motion game, explaining how different actions (pushes and pulls) affect the game pieces.

Steps

Here is some basic scaffolding to help students complete the activity.
1. Brainstorm the key actions in their game that involve pushes and pulls.
2. Write simple, clear instructions for each action, e.g., 'Push the car to make it go.'
3. Draw pictures to illustrate each instruction.
4. Combine instructions and pictures into a manual.

Final Product

What students will submit as the final product of the activityA short instruction manual with pictures and simple sentences explaining the game's rules and how to play, focusing on how to move objects.

Alignment

How this activity aligns with the learning objectives & standardsAddresses Learning Goals 6 & 9 (Clear instructions & Communication), Standard CCSS.ELA-Literacy.W.1.2 (Informative texts).
Activity 5

Game Refinement: Force Feedback

Students refine their game design based on playtesting and feedback, focusing on fairness and engagement. They collaborate to adjust force levels, object sizes, and game rules to ensure balanced gameplay.

Steps

Here is some basic scaffolding to help students complete the activity.
1. Playtest the initial game design with peers.
2. Gather feedback on game fairness, fun, and ease of understanding.
3. Collaborate to identify areas for improvement (e.g., force levels too high/low, objects too hard to move).
4. Adjust the game rules, object sizes, or force application methods to address feedback.
5. Re-test the game and gather further feedback.
6. Write a reflection on how they applied their knowledge of forces to improve the game's design.

Final Product

What students will submit as the final product of the activityA final, refined version of their force and motion game, incorporating feedback and demonstrating a clear understanding of how forces affect the game's outcome. A reflection on the design process and how they applied their understanding of forces to improve the game.

Alignment

How this activity aligns with the learning objectives & standardsAddresses Learning Goals 7, 8, 10, 11, 12, & 13 (Game design, testing, collaboration, strategic movement, problem-solving, collaboration, net force) and Standard C1 P3 (Net force changes movement).
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Rubric & Reflection

Portfolio Rubric

Grading criteria for assessing the overall project portfolio

Force and Motion Game Rubric

Category 1

Force Observation

Assesses students' ability to observe, record, and explain the effects of pushes and pulls on objects.
Criterion 1

Observation & Explanation

Accuracy of observations and explanations of how pushes and pulls affect object movement (starting, stopping, speed changes).

Exemplary
4 Points

Provides thorough and accurate observations, clearly explaining how different push and pull strengths consistently affect object movement in predictable ways. Shows advanced understanding of cause-and-effect.

Proficient
3 Points

Provides accurate observations and explanations of how different push and pull strengths affect object movement. Demonstrates a good understanding of cause-and-effect.

Developing
2 Points

Provides some observations, but explanations of how push and pull strengths affect object movement are basic or inconsistent. Shows emerging understanding of cause-and-effect.

Beginning
1 Points

Provides limited and inaccurate observations. Struggles to explain how push and pull strengths affect object movement. Demonstrates minimal understanding of cause-and-effect.

Criterion 2

Data Recording & Organization

Clarity and organization of the observation chart. Completeness of recorded data.

Exemplary
4 Points

Chart is exceptionally clear, well-organized, and easy to read. All data points are thoroughly recorded and presented in a logical manner. Demonstrates exceptional attention to detail.

Proficient
3 Points

Chart is clear, well-organized, and easy to read. Most data points are accurately recorded. Demonstrates good attention to detail.

Developing
2 Points

Chart is somewhat organized, but may be difficult to read in places. Some data points may be missing or incomplete. Shows some attention to detail.

Beginning
1 Points

Chart is disorganized and difficult to read. Many data points are missing or inaccurate. Demonstrates minimal attention to detail.

Category 2

Measuring Motion

Assesses students' ability to measure distance using non-standard units, understand the relationship between force and distance, and record data effectively.
Criterion 1

Measurement Accuracy

Accuracy of measurements using blocks as units. Understanding that consistent measurement techniques yield reliable results.

Exemplary
4 Points

Measurements are exceptionally accurate and consistent, demonstrating a deep understanding of using blocks as standardized units. Clearly explains the importance of consistent measurement for reliable results.

Proficient
3 Points

Measurements are mostly accurate and consistent. Understands and applies the concept of using blocks as units to measure distance.

Developing
2 Points

Measurements are sometimes inaccurate or inconsistent. Shows a basic understanding of using blocks as units, but struggles with consistent application.

Beginning
1 Points

Measurements are largely inaccurate and inconsistent. Struggles to use blocks as units to measure distance. Demonstrates minimal understanding of the measurement process.

Criterion 2

Force & Distance Relationship

Relationship between push strength and distance traveled. Ability to explain how increased force results in increased distance.

Exemplary
4 Points

Clearly articulates the relationship between push strength and distance traveled, providing insightful explanations of how increased force consistently results in increased distance. Connects these observations to real-world examples of force and motion.

Proficient
3 Points

Accurately describes the relationship between push strength and distance traveled. Explains how harder pushes generally result in greater distances.

Developing
2 Points

Shows a basic understanding that harder pushes result in greater distances, but explanations may be incomplete or lack detail. Struggles to articulate the relationship consistently.

Beginning
1 Points

Demonstrates little to no understanding of the relationship between push strength and distance traveled. Unable to explain how force affects distance.

Criterion 3

Data Presentation

Organization and clarity of the measurement log. Completeness of data recorded (push strength and distance).

Exemplary
4 Points

Measurement log is exceptionally well-organized, clear, and easy to understand. All data is meticulously recorded and presented logically. Demonstrates exceptional attention to detail and data presentation.

Proficient
3 Points

Measurement log is well-organized, clear, and easy to understand. All relevant data is accurately recorded.

Developing
2 Points

Measurement log is somewhat organized, but may be difficult to follow. Some data may be missing or unclear. Shows some attention to detail.

Beginning
1 Points

Measurement log is disorganized and difficult to understand. Significant amounts of data are missing or inaccurate. Demonstrates minimal attention to detail.

Category 3

Object Size & Motion

Assesses students' ability to investigate and explain how object size affects motion when the same force is applied.
Criterion 1

Size & Distance Explanation

Explanation of how object size affects the distance traveled when the same force is applied.

Exemplary
4 Points

Provides a comprehensive and insightful explanation of how object size affects distance traveled, including consideration of factors like mass and inertia. Connects observations to scientific principles with advanced reasoning.

Proficient
3 Points

Accurately explains that larger objects travel less distance than smaller objects when pushed with the same force. Connects object size to motion with clear reasoning.

Developing
2 Points

Shows a basic understanding that object size affects distance, but explanations are incomplete or lack detail. Reasoning about the connection between size and motion is emerging.

Beginning
1 Points

Demonstrates little to no understanding of how object size affects the distance traveled. Unable to connect object size and motion. Lacks reasoning skills.

Criterion 2

Measurement Accuracy

Accuracy of measurements of distance traveled by different-sized objects.

Exemplary
4 Points

Measurements are exceptionally accurate and precise, demonstrating a strong understanding of measurement techniques. Pays meticulous attention to detail.

Proficient
3 Points

Measurements are accurate and demonstrate a good understanding of measurement techniques.

Developing
2 Points

Measurements are somewhat accurate, but may contain inconsistencies. Shows a basic understanding of measurement techniques.

Beginning
1 Points

Measurements are inaccurate and lack consistency. Demonstrates minimal understanding of measurement techniques.

Criterion 3

Report Quality

Clarity, completeness, and organization of the comparative report. Identification of clear patterns relating object size and distance.

Exemplary
4 Points

Report is exceptionally clear, well-organized, and insightful. Presents data in a compelling way that highlights patterns and relationships. Demonstrates exceptional analytical skills.

Proficient
3 Points

Report is clear, well-organized, and complete. Identifies clear patterns relating object size and distance traveled.

Developing
2 Points

Report is somewhat organized, but may lack clarity or completeness. Identifies some patterns, but may not be clearly articulated.

Beginning
1 Points

Report is disorganized, incomplete, and lacks clarity. Fails to identify clear patterns relating object size and distance traveled.

Category 4

Game Manual

Assesses students' ability to create clear and concise instructions for their force and motion game, using both written explanations and illustrations.
Criterion 1

Instruction Clarity

Clarity and conciseness of instructions. Use of simple language appropriate for the target audience (peers).

Exemplary
4 Points

Instructions are exceptionally clear, concise, and easy to understand. Uses precise language and avoids jargon. Tailored to the target audience with exceptional skill.

Proficient
3 Points

Instructions are clear, concise, and easy to understand. Uses simple language appropriate for peers.

Developing
2 Points

Instructions are generally understandable, but may be wordy or lack clarity in places. Language is mostly appropriate for peers.

Beginning
1 Points

Instructions are difficult to understand due to lack of clarity or inappropriate language. Fails to communicate effectively to peers.

Criterion 2

Illustration Quality

Effectiveness of illustrations in supporting and clarifying the written instructions.

Exemplary
4 Points

Illustrations are exceptionally clear, engaging, and effectively enhance the understanding of the written instructions. Demonstrates artistic skill and attention to detail. Elevates the overall quality of the manual.

Proficient
3 Points

Illustrations are clear and effectively support the written instructions. Enhance the understanding of the game rules.

Developing
2 Points

Illustrations are present, but may not always clearly support the written instructions. Some illustrations may be confusing or irrelevant.

Beginning
1 Points

Illustrations are missing, unclear, or do not support the written instructions. Detracts from the overall understanding of the manual.

Criterion 3

Completeness

Completeness of the manual in covering all key actions involving pushes and pulls in the game.

Exemplary
4 Points

Manual is exceptionally thorough, covering all key actions with meticulous detail. Demonstrates a comprehensive understanding of the game's mechanics. Anticipates potential questions from players.

Proficient
3 Points

Manual covers all key actions involving pushes and pulls in the game. Provides sufficient information for players to understand how to play.

Developing
2 Points

Manual covers most key actions, but may be missing some details or explanations. Leaves some ambiguity for players.

Beginning
1 Points

Manual is incomplete and fails to cover key actions involving pushes and pulls in the game. Players will struggle to understand how to play.

Category 5

Game Refinement

Assesses students' ability to refine their game based on feedback, focusing on fairness, engagement, and the application of physics knowledge.
Criterion 1

Feedback Incorporation

Extent to which feedback from playtesting is incorporated into the refined game design. Specificity of changes made based on feedback.

Exemplary
4 Points

Demonstrates a deep and nuanced understanding of the feedback received, making significant and insightful changes that dramatically improve the game's fairness, fun, and clarity. Articulates the rationale behind each change with exceptional clarity and precision.

Proficient
3 Points

Incorporates feedback effectively to improve the game's design. Makes specific changes to address issues related to fairness, fun, and ease of understanding.

Developing
2 Points

Incorporates some feedback, but changes may be superficial or not fully address the issues raised during playtesting. Demonstrates some awareness of the feedback received.

Beginning
1 Points

Fails to incorporate feedback or makes changes that are unrelated to the feedback received. Demonstrates minimal awareness of the feedback provided.

Criterion 2

Game Design Quality

Quality of the refined game design in terms of fairness, engagement, and clarity of rules.

Exemplary
4 Points

Game design is exceptionally well-balanced, engaging, and easy to understand. Demonstrates a mastery of game design principles and a deep understanding of the target audience. The game is both challenging and rewarding.

Proficient
3 Points

Game design is fair, engaging, and the rules are clear. The game is enjoyable and promotes learning about force and motion.

Developing
2 Points

Game design has some elements of fairness and engagement, but may have some imbalances or unclear rules. The game is playable, but may not be consistently enjoyable.

Beginning
1 Points

Game design is unfair, unengaging, and the rules are unclear. The game is difficult to play and does not effectively promote learning.

Criterion 3

Design Reflection

Depth of reflection on the design process. Explanation of how knowledge of forces was applied to improve the game.

Exemplary
4 Points

Provides a profound and insightful reflection on the design process, demonstrating a deep understanding of how forces influence game mechanics and player experience. Articulates the connections between physics concepts and game design choices with exceptional clarity and sophistication.

Proficient
3 Points

Reflects thoughtfully on the design process and explains how knowledge of forces was applied to improve the game. Provides clear examples of how physics concepts influenced design choices.

Developing
2 Points

Provides a basic reflection on the design process, but explanations of how knowledge of forces was applied are limited or superficial. Demonstrates some awareness of the connection between physics and game design.

Beginning
1 Points

Fails to reflect on the design process or explain how knowledge of forces was applied to improve the game. Demonstrates minimal understanding of the relationship between physics and game design.

Reflection Prompts

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

How did testing and feedback change your game? Give specific examples of how you improved the game based on what you learned.

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Question 2

What was the most challenging part of designing a fair and fun game using forces? How did you overcome this challenge?

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Question 3

How does your game show that pushes and pulls can change the movement of objects? Explain using examples from your game.

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Question 4

If you could keep working on this game, what is one thing you would change or add to make it even better? Why?

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Question 5

On a scale of 1 to 5, with 1 being 'not fun at all' and 5 being 'very fun,' how fun was it to design this game?

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