Experimental Design Teacher Resources

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Learners evaluate a hypothetical experimental design and attempt to improve upon it. In this scientific method lesson, students are presented with an experiment and are instructed to determine its flaws. They conduct their own experiment using common materials and the scientific method.
Second graders ask questions and design an experiment to explore different spinners in "The Leap Frog" board game. They conduct their experiment, collect information and interpret the results using a graph.
Students explore the concepts that enable them to design and conduct sound scientific experiments. They critique a faulty experiment and become familiar with some of the criteria of a good experiment. They conduct their own experiment.
Students write a headline that captures the most important aspects of the People's Design Award. In this design lesson, students are introduced to The People's Design Award and collaborate to create a headline for a newspaper article. Students then explore the website in a scavenger hunt and create their own scavenger hunt.
Young scholars explain the importance of having a control when setting up an experiment.
Students determine the amount of sugar in various types of gum. They chew a piece of gum until it loses its flavor and leave it to dry in order to weigh it and determine the amount of mass lost, and describe an experiment to determine whether sugarless gum loses as much mass after chewing as regular gum does.
Students explore the active layer above permafrost and investigate various factors on the insulation value of the active layer.  In this energy transfer lesson, students conduct and experiment to determine the effects of snow cover, vegetation, and/or soil moisture on the insulation value of permafrost. 
Sixth graders design experiments to compare the amount of bacteria in river water to the amount in purified tap water. They explore how water purification removes bacteria and pollution from the water. Students examine the steps of the scientific method through their experimentation and analysis.
Students recognize dependent and independent variables in an experiment by practicing manipulation of variables; students practice designing experiments that contain the two types of variables.
Students explore a computer-aided design program. Students chart out roller coaster design, computer graphics and architecture. Students focus on understanding the connections between mathematics, science, technology and innovation.
Students design new insights into work tied into athletes. Students design a sports bag for athletes. Students investigate varied sports. They interview people involved in varied sports. Students engage in active problem solving as they create a new design.
Let everyone bring out their inner Stan Lee, and practice creating visually-pleasing comic strips that represent and liven up their stories, essays, personal experiences, and the personality of the creator.   
Students explore the advent of neuromarketing as a means to assess the effects of certain brands on the brain activity of prospective buyers. They design their own experiments that test the power of certain brands on a sample population.
Students discuss the design of experiments to determine how much and how fast rotifers feed and design experiments with a lab partner and in small collaborative groups. They then collect data from experiments and present results of experiments to the class.
Students observe and describe a chemical reaction. In this chemistry lesson plan, students record observations of the materials they will be using, then follow a written procedure to perform the experiment in a baggie and record their observations. Students brainstorm ideas to design new experiments to text variables, then perform the experiments.
Students combine the skills and concepts that they have developed to ask a simple question which can be answered on a Petri plate. They ask questions and design experiments for verification through collaboration with their classmates.
High schoolers work to create a design that will protect an egg from being dropped from a one story floor. They test their prototype after it is completed. They write clear instructions and link aspects of the design process to the scientific method.
What if you had a design problem you wanted to solve, but were unable to draw because you were unable to see? Teach your learners with visual impairments that they can use Wikki Stix®, a braille ruler, Legos®, and Constructo Straws to discuss, plan, and create a tactile layout of their design solution. This is a wonderful idea that can be used in so many different ways.
Students extend their understanding of floating, sinking, density, and buoyancy and apply it to the design and testing of ships. students discover that most ships are constructed very similarly-whether they are schooners or destroyers.
Art students are going to love designing and creating their own monuments. They discuss the purpose and power found in the carving of Mount Rushmore, then consider how and who they would like to immortalize through the sculptural process. They use any mediums available in the art room to create a copy or interpretation of Mount Rushmore; they explain their process to the class. 

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