Zoo Animal Enrichment Design Challenge
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Zoo Animal Enrichment Design Challenge

Grade 2Science10 days
In the Zoo Animal Enrichment Design Challenge, second graders engage in a hands-on learning experience to design and present innovative enrichment activities for zoo animals. Students begin with a virtual safari to observe animal behaviors and habitats, then conduct research to understand the specific needs of their chosen animal. They apply this knowledge through sketching, modeling, and testing different materials to develop functional enrichment devices tailored to encourage active engagement and well-being of the animals. The project culminates in a presentation where students showcase their designs, reflecting on the learning process and the impact of their work.
ZooAnimal EnrichmentBehavioral NeedsDesign ProcessScience EducationVirtual Safari
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Inquiry Framework

Question Framework

Driving Question

The overarching question that guides the entire project.How can we collaborate with a local zoo to create innovative enrichment activities that cater to the unique behavioral and habitat needs of different animals while ensuring their well-being and active engagement?

Essential Questions

Supporting questions that break down major concepts.
  • What are animal enrichments and why are they important for animals in a zoo?
  • How do different animals have different needs for enrichment?
  • What are the steps involved in designing an enrichment activity for zoo animals?
  • How can we use our understanding of animal behavior and habitats to create better enrichments?
  • How do scientists and zoo keepers work together to ensure that animals are healthy and active in a zoo setting?

Standards & Learning Goals

Learning Goals

By the end of this project, students will be able to:
  • Understand the concept and importance of animal enrichment in zoos.
  • Identify the unique needs and behaviors of different animals to inform enrichment design.
  • Apply principles of engineering design to create tailored enrichment activities for zoo animals.
  • Collaborate with peers and professionals to solve real-world problems in a zoo setting.
  • Reflect on the impact of their designed enrichments on animal well-being and engagement.

Next Generation Science Standards

2-LS4-1
Primary
Make observations of plants and animals to compare the diversity of life in different habitats.Reason: This standard supports the project's focus on understanding animal behavior and habitat needs, critical for designing enrichments.
K-2-ETS1-2
Primary
Develop a simple sketch, drawing, or physical model to illustrate how the shape of an object helps it function as needed to solve a given problem.Reason: Aligns with the project's emphasis on designing enrichment activities that cater to animal needs, mirroring engineering design process.
2-PS1-3
Secondary
Analyze data obtained from testing different materials to determine which materials have the properties that are best suited for an intended purpose.Reason: This standard assists in selecting appropriate materials for creating animal enrichments, focusing on properties and suitability.

Entry Events

Events that will be used to introduce the project to students

Virtual Safari with Enrichment Challenge

Kick off the project with a virtual safari tour of the zoo, where students meet zookeepers and learn about animal behaviors. After the tour, present a challenge where students must brainstorm initial ideas for designing enrichments for the animals they saw, considering different species' needs. This activity ties directly into science standards on animal habitats and adaptations, and sparks creative thinking about real-world issues faced by zoos.
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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

Enrichment Explorer Expedition

Students will embark on a virtual safari to explore different animal habitats within the zoo. They will learn from zookeepers about animal behaviors and observe how enrichment plays a crucial role in their well-being. The goal is to inspire students to think creatively about ways to enhance animal habitats in zoos.

Steps

Here is some basic scaffolding to help students complete the activity.
1. Join the virtual safari to explore the zoo and observe different animals.
2. Listen to zookeepers explain animal behaviors and the purpose of enrichment.
3. Take notes on different animals’ habitats and any existing enrichments.

Final Product

What students will submit as the final product of the activityA list of initial ideas for animal enrichments based on observations and notes from the virtual safari.

Alignment

How this activity aligns with the learning objectives & standardsAligns with NGSS 2-LS4-1 by engaging students in making observations to compare life in different habitats.
Activity 2

Behavioral Needs Detective

Students dive deeper into specific animal needs based on behavior and habitat information collected during the virtual safari. They will research various animals to identify unique requirements that can guide the design of their enrichment activities.

Steps

Here is some basic scaffolding to help students complete the activity.
1. Select an animal from the virtual safari to research further.
2. Use books and online resources to investigate specific behaviors and habitat needs of the chosen animal.
3. Record findings in a behavior and needs chart, focusing on how these can guide enrichment designs.

Final Product

What students will submit as the final product of the activityA completed behavior and needs chart, highlighting specific enrichment requirements for their chosen animal.

Alignment

How this activity aligns with the learning objectives & standardsSupports NGSS 2-LS4-1 by focusing on understanding animal behavior and habitat diversity.
Activity 3

Sketch and Design Station

Students will apply their research to develop sketches and simple models of enrichment devices. They will use principles of the engineering design process to illustrate how each enrichment functions to meet the specific needs of their chosen animal.

Steps

Here is some basic scaffolding to help students complete the activity.
1. Review the behavior and needs chart to identify key enrichment needs.
2. Draft a simple sketch of a potential enrichment device, focusing on function and design.
3. Build a basic model using classroom materials to demonstrate the feasibility of the design.

Final Product

What students will submit as the final product of the activitySketches and physical models showing creative enrichment solutions tailored to animal needs.

Alignment

How this activity aligns with the learning objectives & standardsComplies with NGSS K-2-ETS1-2 by illustrating how design aspects solve problems for animal enrichment needs.
Activity 4

Material Mastermind

Under this activity, students explore different materials to find the most suitable ones for creating their enrichment designs. They will consider properties like durability, safety, and usefulness for animal engagement.

Steps

Here is some basic scaffolding to help students complete the activity.
1. List potential materials that can be used for the enrichment model.
2. Test materials to evaluate properties such as strength, texture, and safety.
3. Analyze which materials would best suit the enrichment purpose and record findings.

Final Product

What students will submit as the final product of the activityA material selection report detailing the best materials for the enrichment design based on tested properties.

Alignment

How this activity aligns with the learning objectives & standardsAligns with NGSS 2-PS1-3 by analyzing material properties to determine suitability for intended use.
Activity 5

Enrichment Innovators Showcase

Students present their final enrichment designs to the class and possibly zoo staff. They will reflect on their design process, material choices, and the potential impact on animal well-being and engagement.

Steps

Here is some basic scaffolding to help students complete the activity.
1. Prepare a presentation on your enrichment design, including sketches, models, and material choices.
2. Explain how your design meets the behavioral and engagement needs of the chosen animal.
3. Reflect on the learning process and improvements made during the project.

Final Product

What students will submit as the final product of the activityA comprehensive presentation showcasing the final enrichment design, including insights on impact and the design journey.

Alignment

How this activity aligns with the learning objectives & standardsReinforces NGSS standards by culminating in a presentation of applied science and engineering skills in real-world contexts.
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Rubric & Reflection

Portfolio Rubric

Grading criteria for assessing the overall project portfolio

Zoo Animal Enrichment Design Rubric

Category 1

Observation and Research

Assesses students' abilities to make observations and conduct research to understand animal behaviors and habitat needs.
Criterion 1

Animal Observation Notes

Evaluates the quality and detail of observations made about animal behaviors and habitats during the virtual safari.

Exemplary
4 Points

Notes are comprehensive, capturing detailed observations of various animal behaviors and habitats during the virtual safari.

Proficient
3 Points

Notes are thorough, capturing key observations of animal behaviors and habitats.

Developing
2 Points

Notes are basic, capturing some observations of animal behaviors and habitats, but lack detail.

Beginning
1 Points

Notes are incomplete, missing significant observations of animal behaviors and habitats.

Criterion 2

Research and Analysis

Assesses the depth and accuracy of research conducted on chosen animals’ behaviors and needs.

Exemplary
4 Points

Research is thorough and highly accurate, providing in-depth analysis of animal behaviors and environmental needs.

Proficient
3 Points

Research is accurate and provides detailed information on animal behaviors and needs.

Developing
2 Points

Research provides some information on animal behaviors and needs but lacks depth.

Beginning
1 Points

Research is minimal and lacks essential details on animal behaviors and needs.

Category 2

Design and Creativity

Evaluates the student's ability to creatively apply knowledge to design enrichment solutions.
Criterion 1

Enrichment Sketch and Model

Measures the creativity, functionality, and alignment of sketches and models with animal needs.

Exemplary
4 Points

Solutions are highly creative, functional, and demonstrate excellent alignment with the specific needs of the animal.

Proficient
3 Points

Solutions are creative, functional, and align well with the animal's needs.

Developing
2 Points

Solutions show some creativity and functionality, with partial alignment to the animal's needs.

Beginning
1 Points

Solutions lack creativity and functionality with minimal alignment to the animal's needs.

Category 3

Material Analysis

Assesses students’ understanding of material properties related to their enrichment prototypes.
Criterion 1

Material Selection and Justification

Evaluates the rationale and testing process behind choosing materials for the enrichment model.

Exemplary
4 Points

Material choices are well-justified with comprehensive testing and clear rationale demonstrating suitability.

Proficient
3 Points

Material choices are justified with good rationale and testing.

Developing
2 Points

Material choices are somewhat justified with basic testing.

Beginning
1 Points

Material choices are unjustified and lack evidence of testing.

Category 4

Presentation and Reflection

Evaluates the effectiveness of the final presentation and reflection on the learning process.
Criterion 1

Presentation Clarity and Engagement

Measures the clarity, organization, and engagement level of the final presentation.

Exemplary
4 Points

Presentation is clear, well-organized, highly engaging, and thoroughly covers all aspects of the enrichment project.

Proficient
3 Points

Presentation is clear, organized, engaging, and covers most aspects of the enrichment project.

Developing
2 Points

Presentation covers some aspects of the project but lacks clarity or engagement.

Beginning
1 Points

Presentation lacks clear organization, engagement, and omits key project aspects.

Criterion 2

Reflection and Learning

Assesses the depth of reflection on learning outcomes and project improvements.

Exemplary
4 Points

Reflection demonstrates deep insights into learning outcomes and offers thoughtful ideas for project improvement.

Proficient
3 Points

Reflection shows clear insights into learning outcomes and suggests reasonable project improvements.

Developing
2 Points

Reflection highlights some learning outcomes with limited suggestions for improvement.

Beginning
1 Points

Reflection lacks depth and provides minimal insight into learning outcomes or improvements.

Reflection Prompts

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

Reflect on the journey of collaborating with a local zoo to create an enrichment activity. What were the most rewarding and challenging aspects of this experience?

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Question 2

On a scale from 1 to 5, how effectively do you think your enrichment design met the unique needs of the animal you chose?

Scale
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Question 3

What is one thing you learned about animal behavior and enrichment that surprised you?

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Question 4

If you could improve one aspect of your enrichment design or process, what would it be and why?

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Question 5

Which steps of the project did you find most enjoyable and why?

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