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Option B: Build simple models using crafting materials (paper, glue, clay, pipe cleaners, etc.) to show look and/or function
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Cam toys (aka automata) use hand-powered mechanisms to create cyclical motions that animate a scene. Students design and create cam toy machines with moving objects/characters that symbolize abstract concepts and represent dynamic situations.
Cams are rotating shapes that push on / rub against mechanical elements to create other motions. One rotating shaft can power many cams, and each can create a different motion in its associated mechanical element. Students decide which of these motions is best for the specific concepts they want to represent. In this project, students design the cams and moving objects in Tinkercad for fabrication on a 3D printer or laser cutter. Backgrounds or other static objects can be designed in Tinkercad and fabricated in a variety of ways for a more elaborate Cam Toy machine.
2. It is recommended that students have an opportunity for at least 2 design-build-improve cycles. When students feel they have to “get it right the first time” they are less willing to take risks and be creative. On the second time through they can fix flaws and adopt successful ideas from classmates.
2. Choose a Direction: Have the students choose a design that meets the criteria of the project. Consider also checking it against the “Thing” Checklist (this checklist can be found in the Resource section of the Lesson).
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We hope you had fun designing and sharing your Cam Toys. What did you make? What materials did you use? We want to see! If you did this in a K-12 classroom, what subject was it in?Send us an email or leave us a comment so we can see what you're making.
The lesson is structured to follow the Engineering Design Process (EDP), a process widely used by designers in any discipline to tackle challenges. While there are many ways that people solve problems, designers often opt to use the EDP because it offers a roadmap for the project journey and will help them work efficiently and effectively. The process requires that the designer first clearly Define the challenge, then Learn about and Explore existing solutions, before beginning the design stage. This understanding of the problem, combined with the Design step requirement of generating at least 3 different ideas, allows for a rich set of creative solutions to draw from in choosing a design direction. The designer is now ready to prototype the solution in the Create step. An important feature of the EDP is the expectation that the designer will build 2 or more prototypes after the direction is set. This is done by cycling through the Create and Observe/Improve steps a few times. It is recommended that students have an opportunity for at least 2 design-build-improve cycles. When students feel they have to “get it right the first time” they are less willing to take risks and be creative. On the second and later times through the cycle, they can fix flaws and adopt successful ideas from classmates. Hopefully, the designer will have an opportunity to Reflect on the product they created and the process they followed, looking for learning habits and insights that will help in future challenges. The Share step involves documentation, publishing, or presenting to affirm the project and inspire others.
Sea breezes on the beach. They are caused by heat rising from warm beach sand and can be shown with up/down motion. The breeze comes in from the ocean to fill the void from the rising air; it is shown with side-to-side motion or rotary motion.
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Challenge: Design and build a Cam Toy with motions and scenery that represent concepts related to the specified topic. Students may work in groups of 2 or 3. A Cam Toy base, rotating shaft, and a few cam designs are provided at this Tinkercad link. The base accommodates 2 motions. Students can modify the models to make smaller or larger machines.
Sketch a front view of the overall Cam Toy idea including the base, the mechanism pieces, characters, and background. It can be helpful to lay it out on graph paper to get the sizes correct.
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1. Play with the Cam Toys! See if others can figure out what they mean before they are explained. Encourage students to share their creations and get feedback from peers.
This design shows the differences in term lengths and includes a non-traditional cam shape - a triangle. In one rotation of the camshaft, the triangle cam will move the House up-down three times while the eccentric circular cam will move the Senate up-down once. The student may express that one rotation of the camshaft represents 6 years.
Reflect: After the design and build time is over, have students reflect on the process and product. This reflection is similar to the one in the “Observe, Improve, Iterate” step but now includes reflection on the process as well.
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Hurricanes. One factor in the creation of a hurricane is warm air rising off the ocean. This is shown with up/down motion. The spinning storm is shown with rotary motion.
Students work together to brainstorm ideas on how to represent the topic they are assigned using the mechanical motions commonly done in automata. Use the inspiration page as a reference and create a design that is simple enough to build while still being complex enough to communicate an idea. Backgrounds, scenery and other static objects can be very helpful in communicating the idea. The design process is most effective when designers create at least 3 different ideas.
Review the motions and mechanisms that are easily implemented in the Cam Toy. Show examples of the 3 motions that are simplest to build (up-down, spin, and side-to-side), An online search using the search term “student automata” will yield many videos. The Cabaret Mechanical Theater group in the UK has been creating fine wooden automata for decades. Their site is https://cabaret.co.uk/
Give the students an opportunity to share their Cam Toy with the class or some other community. Options for sharing include presentation, demonstration, blog or online post, video clip, physical display, family events, and maker fairs, or in the use for which it was intended.
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Creating physical objects can be an engaging and useful way for students to process their learning. Some physical models are directly representative of the academic content, such as a depiction of a sound wave, or a model of a cell. Abstract concepts, like a balance of power, ecological interactions, or societal changes, are also well-suited to modeling. Students practice higher order thinking skills when creating metaphors and symbols for abstract concepts. Coming up with imagery for social, scientific, or other academic concepts pushes the student to research the topic and develop a deeper understanding of it. The addition of motion, as in the Cam Toy activity, can make the project even more engaging and lead to creative, entertaining products.
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Students will choose motions that express physical or abstract concepts. They will design and build a working cam toy that expresses these concepts as a representative model or metaphor.
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4. Give students a chance to record their thoughts and progress as they work through product iteration cycles. This can serve as a formative assessment.
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Have students document their research on the automata, noting mechanisms and features that they found interesting or may be relevant to their topic. Students can keep notes on the things they learned or that intrigued them on an inspiration page such as a blog, Google Docs, a notebook, poster, etc.
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Students 13 and older can learn how to make a digital animation of a mechanical design using Fusion 360 (free for students and teachers):
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