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.
Young scholars 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.
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.

New Review Dispenser Designs

After reading about the history of tape dispensers, learners compare and contrast different dispenser designs. Next, teams work within budgetary and time constraints to design a better dispenser. When finished, each engineer reflects on the experience and answers some evaluation questions. 
Students attempt to design and build the most stable "earthquke resistant" structure. They create model buildings and test them on a shake table to see which design holds up the best.
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.
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 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.
Students become familiar with the fundamentals of graphic design to develop a logo. In this logo design lesson, students generate their own two logos using their own name and a personal hobby as inspiration. Students select their preferred font, color, and image to include in their design; students then compare and contrast the two logos and their features.
Students design book covers. In this graphic design lesson, students are introduced to designing book covers. Students develop skills on how to promote their designs to clients. Students then create their own book covers.
Students, after researching the history and foundation of Renaissance rose windows, access ArtEmboss to create an original window design. They employ a basic metalworking technique utilizing a soft metal. The design created incorporates the design elements of line, form, pattern, color, balance and unity.
Students evaluate an article about design criticism. In this price and value in design lesson, students debate the role that price and value play in design based on specified statements. Students read and respond to articles about celebrity footwear and clothing. Then students analyze fashion according to the design analysis handout. Lastly students write a paragraph highlighting their understanding of the role of price and value in design.
Students analyze, critique, and evaluate information from various sources and learn about the design process. In this design lesson plan, students critique work submitted to People's Design Award and create a design of their own to present to the class.
Students design a bag that they would personally use to carry needed items to school. In this bag design lesson, students observe real bags and assess needs and wants for a new bag. Students brainstorm design solutions and render their bag model in a contour line drawing. Students critique the drawings and decide which are most successful.
Young scholars design a new logo for their school. In this graphic design lesson, students learn the fundamentals of logo design and how to incorporate the needs of the client in design development. Young scholars design a new school logo that incorporates the school name and mascot. After this logo is created, students are challenged to rework the logo to include a special theme.
Students raise their design awareness about construction considerations for large public facilities including safety, accessibility, funding, construction materials, and space, use geometry and other mathematical skills to calculate size and scale of imaginary sports stadium, and construct scale model of their design using recycled materials.
After taking in background information on teeth, marble, eggshell, and fluoride, chemistry aces design an experiment. Their goal is to demonstrate whether or not fluoride has a similar effect on marble or eggshell as it does on tooth enamel. Although there are chemical reactions involved in the activity, the intent is to provide practice designing and revising a scientific inquiry. What makes this instructional activity stand out is the unique topic and the well-written instructor notes and student directions.
Second graders experiment to find if pollinators have color preferences.  In this plant and bug lesson plan, 2nd graders gather information about how flowers pollinate. Students participate in a pollination experiment using the scientific method.  Students  review the steps of a scientific investigation.
Students develop an awareness of environmental print, such as signs, logos, brand names, and other print and non-print items that the children see and read in their neighborhood each day. They then engage in active problem solving as they create a design for a symbol that tells something about their identity.

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Experimental Design