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    12/11/2013

    IT & TECHNOLOGY AREAFOUNDATION YEAR| Alecop

    MONDRAGN-MUHAYIL COE

    PROPOSALS FOR DESIGN AND TECHNOLOGY

    PROJECTS

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    IT & TECHNOLOGY Emphasis: TECHNOLOGY

    TECHNOLOGY AND DESIGN PROJECTS PROPOSALS

    Reference Materials for Teachers

    V1.0 October 2013 Mondragon-Muhayil Asir College of Excellence ~ 3 ~

    1. INTRODUCTIONThis document contains a selection of design and technology

    project proposals that is coherent with the curriculum of the emphasis of

    Technology of the Foundation Year at Mondragon-Muhayil CoE. This

    information is for the teacher using, or teaching team. The projects cover

    the following industrial technology, and curriculum domains:

    Basic product design with basic industrial materials andmanufacturing procedures.

    Mechanical systems and product design. Mechanical and architectural structures with resistant materials. Electromechanical systems and product design, including electrics and

    electronics control systems and renewable energy systems.

    Programmable and automated systems and other technologies ofautomation (pneumatics).

    From every project a brief justification and description is given. The

    projects in general are feasible in the context of classroom and with the

    resources of technology workshop. However, more elaboration is needed

    to plan and adapt the developing of the project ideas. As well, is strongly

    recommended to make the projects selected as a self training exercise,before its implementation. Doing so, the teacher will have more

    resources to manage the project and to assist the students.

    Finally, some introductory points have been included that summarize the

    frameworks for work designing in the technology class context.

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    2. FRAMEWORK FOR DESIGNINGThis section describes some frameworks for designing. Such

    frameworks are general processes that can orientate the design work and

    be useful in developing the project proposals suggested here, and many

    others. Other frameworks are feasible, or adaptations to the ones

    presented here.

    Technology and design

    Technology is about solving practical problems

    through designof products and services.

    Practical problems are those associated with

    satisfying the very diverse human needs that

    manifest in multiple contexts, like worksituations and scenarios of individual or in

    community life. We live in a high technology

    society.

    Designing is concerned with the whole process from identifying the

    problem, through to creating a solutionand then testing and evaluating

    it. This is the organizing idea of your Technology course or emphasis of

    study (area of Technology & IT). Professionals of design are engineers,

    industrial designers and other technologists, though every person facesproblems in their lives and develop creative solutions, applying intuitive

    principles and techniques of design. Obviously, design can be teach and

    practiced in classroom, too.

    Problem solving in technology is above all systematic (a goal oriented

    process that seeks effectiveness and efficiency) and involves applying the

    science that is relevant to the situation, and many other cumulated

    general and specific knowledge. The designers work is a conditioned

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    activity, too. Technical, economical and social constraints compel him to

    develop optimal products, rather than the best products.

    The design process requires the student to consider many factors and

    make a number of decisions. There are many different methods for doing

    this systematically and the one he choose will depend on the nature of

    the problem, the conditions that apply and his experience as a designer.

    In this section, there is a suggestion about three frameworks for

    designing than can help the students solve their particular problem.

    Frameworks

    A framework is based upon a strategy,

    this is to say, a particular way of approaching

    problem solving. Its just a general process

    showing key design activities/phases in a

    logical sequence or arrangement.

    The student can adapt the framework

    chosen, when needed, to suit his own

    particular problem. And other frameworks

    could be equally feasible. However, note that

    they are the same in essence. This is because all of them elaborate on a

    general or basic problem solving process. You can share the

    frameworks with your students.

    Your specific technology course may have a predefined design

    process slightly different to the ones presented here. You should inform

    to your students about the project framework before tackling the design

    tasks. The frameworks presented in the next pages are:

    1. General problem solving framework. Applies to any practical problem.2. General product design framework. Guides a general product design task.3. Detailed product design framework. Identifies key product design tasks.

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    General problem solving framework.

    This framework is broad, simple and shows very little

    detail. It gives simple guidance and applies to any practical

    problem. You can use it to solve easy problems or problems

    where time is very limited. If you are very experienced, this

    framework could work like a simple memory aid.

    ACTIVITY or DESIGN PHASE DESCRIPTION

    1. INVESTIGATE

    THE PROBLEM SITUATION

    Identify a problem or need. Clarify it. Make some relevant research. Specify the acceptable solution. Put or identify limits.

    (refer back or revise, as needed)

    2. PLAN

    THE SOLUTION (IDEA)

    Formulate one or more coherent and potential solutions. Evaluate ideas against specification and work constraints. Choose the more valuated (optimal) solution. Plan for realization of the solution.

    3. CREATE

    THE SOLUTION (PHYSICAL)

    Follow the plan. Make the solution.

    4. EVALUATE

    THE SOLUTION AND WORK

    Test your solution. Revise the solution, as needed. Evaluate your problem solving work. Communicate and demonstrate the solution.

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    General product design framework

    ACTIVITY or DESIGN PHASE DESCRIPTION

    1. DESIGN BRIEF

    From starting points: Given design briefs Contexts & identifying needs Evaluating existing productsTo:

    Design brief

    I consider the starting point of my work design: Ive been given a Briefthat tells me what I have to do. I work in a Contextwhere a specific problem is posed. I need investigate peoplesNeedsin a more general context. I work in re-designing or improving an Existing Product.

    I work accordingly analyzingand clarifying the problem situation.I identify basic attributes of the solution, and constraints.

    I write a design briefthat synthesize the problem and the type ofsolution. The brief is open ended letting place to creativity.

    (refer back or revise, as needed)

    2. DESIGN PROPOSAL

    Product specification Product ideas Evaluating ideas Choosing optimal product idea.

    I identify solution criteria. Function, aesthetics, security andothers.

    I make specific researchorientated by the brief design andcriteria. I analyze existing products or solutions.

    I identify product limits. I write a detailed product specification. I generate product ideasthat are coherent with product

    specification. I use sources of inspiration and graphics. I recordand present my ideas.

    I evaluateideas against product specification and work limits. I choosethe better. This will be my Design Proposal.

    3. PLANNING AND MAKING

    Developing idea Product planning Resource and action planning Making

    I developthe chosen idea. I make more research and explorefeasible solutions to function, size and shape, materials,appearance, safety and others attributes of my product idea. Imake decisions about solution details.

    I modeland represent my product or solution. I do realistic work. I make working drawingsand part lists. I planresources, actions and sequence for developing. Finally, I makea product prototype or a fully functional model.

    4. EVALUATING

    Final product test and evaluation Other peoples evaluation Improving product Reporting and communicating

    I test the product in the laboratory. I design essays. I use thespecification. I record and use data in evaluation.

    I test the product in real. I get consumers/owners evaluation. I improvemy finished product based on data. I reflectabout the design work executed and extract conclusions. I write the report, and I go public.

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    Detailed product design framework.

    ACTIVITY or DESIGN PHASE DESCRIPTION

    1. IDENTIFY PROBLEM OR NEED Consider starting point of the project design. Identify the situation problem.

    2. ANALYSE THE SITUATION

    Analyze the problem and clarify elements: who, why, what/how. Investigate general needs. Investigate existing products. Identify general attributes of the solution and constraints.

    3. WRITE A DESIGN BRIEF Write a design brief. Or, make annotations to a given design brief.

    4. CARRY OUT RESEARCH Establish coherent criteria: functions, aesthetics, materials, etc. Sources of information. Research into topics. Compare products. Identify product and design limits.

    5. WRITE A SPECIFICATION Specify requirements aligned to criteria. Elaborate a specification.

    6. WORK OUT PRODUCT IDEAS Generate realistic/feasible ideas aligned to specification. Brainstorming. Inspiration. More research. Present ideas.

    7. EVALUATE IDEAS AND SELECT Evaluate proposed ideas against the specification and constraints. Selection of the optimal solution. Justify design proposal.

    8. DEVELOP PRODUCT IDEA Develop and refine the design proposal. Model the solution. Determine or refine solution.

    9. PLAN FOR MAKING Do working drawings from which the product can be made.

    Plan activities and resources and organize realization.

    10. MAKE Follow planning and control realization work. Obtain the product solution in the form or a prototype or model.

    11. TEST Decide product test. Design essays and instruments. Prepare. Test to see if the product works and how well it works. Data.

    12. EVALUATE How does the product meet the brief? How can be improved? How did I/we tackle the problem? What was well / bad? Lessons.

    13. COMMUNICATE Write the project report and present results (to client/people/class).

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    3. DESIGN FOLDER LAYOUTEveryone concerned by a design activity, such an industrial company

    with a design department or a contractor who pays for an engineering

    solution, expects to be informed about the results of this creative work.

    Of course, the final product and the demonstration of its functionality are

    the better evidences about the designers (or teams) work.

    Like designers acting in the context of the

    classroom and the environment of school, from

    the students are expected to show their

    realizations once finished the design project,

    be these final products or models, and how well

    they appear, work and respond to the validated

    design brief. Students will be evaluated

    accordingly.

    In the real context the product demonstration is

    always completed with extensive documentation. Frequently, this

    information is collected in a design folderand presented in a structured

    fashion that makes easier find justifications, ideas, research, drawings,

    evaluations and many other data generated during the project.

    This information has a number of uses. For example, the final product

    needs to be precisely and formally described (working drawings), for

    others can reproduce it, maybe in a subsequent phase of mass production(this is the frequent case of an industrial company). In addition, may be

    relevant to support the product demonstration in evaluation data

    (product tests, data and so on) and, always, to inform others about the

    project development: the need, research done, the alternative design

    proposals, the decisions taken, problems raised during work,

    accountability (use of resources), lessons learned, etc.

    All this information provides a better understanding of the product and

    process, and gives better evidence of the designers performance

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    involved in the key activity areas of the design project (creativity, for

    example).

    Similarly, from the students are expected to

    present an adapted design or project

    report. In the context of classroom, above

    all, this report is going to provide evidence

    of their ability to analyze, design, plan, carry

    out practical work, evaluate andcommunicate.

    This information turns to be essential in

    evaluating their design work (and your

    progress in the subject matter) in a more comprehensive manner.

    This section contains a model of project report.

    Structure of the project report.

    What should a project report contain and how should be organized? This

    depends upon the type of course design & technology you are following.

    The teacher should inform the students about what is exactly required,

    since the framework of design adopted can have an influence in the

    report and its organization.

    The layout shown below is comprehensive, can be provided to thestudent and may help they organize the report work, so it can form a

    piece of effective communication. Remember, that not all design project

    reports will need to contain every point in the layout presented here.

    As suggested, the report should begin with a title page upon whichidentify the project and the team/student designer. The second page lists

    the contents of the report. All pages should be named, numbered and

    different sections identified.

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    The presentation or aspect of the

    report is important, but rough

    sketches should be included since

    this stuff is evidence of designers

    thoughts.

    Like a basic principle, do not admit

    anything in the report, like

    researches, without explainingtheir value to the design work.

    In contrast, the student/team can

    include in the folder any valued

    thing in the context of his/their

    particular work, like letters

    written and received, surveys

    designed, statistics and data,

    photographs, etc.

    The presentation format is not so

    relevant. A design report could be

    an electronic file, but, more probably, will be a printed notebook since

    part of the handmade work will be integrated or annexed. Mixed formats

    are equally feasible. Inform to your students.

    DESIGN FOLDER LAYOUT

    1. TITLE PAGE.Your names, title of project, school and year.2. Contents page.Table of contents, with sections and page numbers3. Design brief.The situation, justification of design, brief, constraints4. Investigation.Analysis, research data, important criteria and limits5. Specification.Detailed product specification.6. Design proposal.Ideas and their evaluation. Preferred idea7. Development.Development of chosen idea. Modeling.8. Working drawings.Working drawings, part lists.9. Planning.Activities and resources planning.10. Realization.Include evidences: photos, sketches, etc.11. Testing.Describe tests and data.12. Evaluation.Product evaluation. Describe how can be improved.13. Task.Include report diary, if used. Account of problems orincidents, its effects on design and lessons learned.

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    4. DESIGN PROPOSALS. BASICPRODUCT DESIGN.

    The first six design projects proposals included in this section have to do

    with the basic practice of industrial product design.

    All these projects require the students create (total o partially) and makebasic products or parts of clear and practical value, using the more

    frequent industrial materials (wood, plastics, metals), applying

    representative and basic manufacturing procedures and using dedicated

    and general tools and machine-tools. Most projects ideas provide

    opportunity to use software tools, too, like CAD software.

    While a relevant focus is put in making or manufacturing the products,

    the real value of these projects ideas is practicing the complete cycle of

    design, from the situation problem to evaluation of the final product andreporting, through research, specify a design proposal and modeling a

    solution. With this experience, the student will be better prepared to

    apply more advanced technological and design knowledge and to

    practice design in other contexts, like those of designing pluri-technical

    products.

    The six projects ideas include here are:

    Project 1. Phone Holder. Basic wood or plastic made product. Stylish, is relevant. Project 2. Discs Holder. Basic wood made product, or mixed. Function and appearance. Project 3. Lectern. Basic wood made product. Include some kind of mechanical adjusting. Project 4. Dissection, packing and tiling puzzles. Wood made and style. Project 5. Funny clock. Thermo-Plastic made product. Include assembling of external part. Project 6. Metal working. Ideas for metal made simple and practical products.

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    Project 1, Phone Holder

    BRIEF

    (Context/Design problem) 98% of KSA 16-18 year olds own mobile

    phones. These phones are becoming more advanced rapidly, like the

    smartphones, serving not only as a phone but as text service, camera,

    music and radio player, games console and alarm clock.

    (Design brief) Design and make a novelty phone holder to place

    beside one's bed to facilitate the phones be used as an alarm clock.

    This artifact should be designed to suit the majority of phones, as

    people regularly change model, and its design should reflect a part

    of youngs (boy or girl) life/personality.

    Key considerations and basic specification, from analysis of brief:

    The phone holder must be an original, new and interesting design. It must be suitable for being placed beside a bed. It must assist the use of the phone as an alarm clock. It must be able to hold the majority of phone types. The design must reflect a part of the userspersonality or life.CONSTRAINTS/LIMITS OF THE PROJECT AND DESIGN WORK

    Time: Two weeks (15 to 20 hours of dedicated design work). Cost: cost of materials below 75 SAR (15) Materials and means: Use predominantly wood or plastics, with the

    (hand)work and tools required that is feasible and available in

    technology classroom. Consult the teacher in case of special materials

    (high quality wood, etc.) and manufacturing.

    Skills: basic work wood/plastic procedures. Others relevant conditions:

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    REMARKABLE ACTIVITIES IN THE DESIGN PROJECT

    Do brief analysis and constraints analysis. Do relevant research. Investigate existing solutions. Develop design ideas, evaluate and select a design proposal. Realization of the chosen idea. Modeling, as needed. Plan. Evaluation of the product and work. Reporting of the work design.

    PRODUCT/SOLUTION ILUSTRATION

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    Project 2, Discs holder

    BRIEF

    (Context/Design problem) Many people own a collection of CDs and/or

    DVDs. Particularly, young people and students work, play or enjoy today

    with data and software, music, movies and games discs, all under the

    CD/DVD box standard(s). A basis need exists in keeping and classifying

    these recurrent objects, at home or analogous context. Probably this is

    your case, too.

    (Design brief) Design and make a storage unit to hold at least ten

    CD/DVDs boxes. The unit should be lightweight, stylish and

    designed so that discs will be easily accessible.

    Key considerations and basic specification, from analysis of brief:

    The storage unit must be able to contain at least ten CDs/DVDsstandard boxes.

    It must be light. It must look appealing and fashionable. The CDs/DVDs must be easy to access from the storage unit.CONSTRAINTS/LIMITS OF THE PROJECT AND DESIGN WORK

    Time: Two weeks (15 to 20 hours of dedicated design work). Cost: cost of materials below 100 SAR (20) Materials and means: Use predominantly wood, plastics or metals,

    with the (hand)work and tools required that is feasible and available

    in technology classroom. Consult the teacher in case of special

    materials (high quality wood or plastic, etc.) and manufacturing.

    Mixed materials are also allowed.

    Skills: basic work wood/plastic procedures.

    Others relevant conditions:

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    REMARKABLE ACTIVITIES IN THE DESIGN PROJECT

    Do brief analysis and constraints analysis. Do relevant research. Investigate existing solutions. Develop design ideas, evaluate and select a design proposal. Realization of the chosen idea. Modeling, as needed. Plan. Evaluation of the product and work. Reporting of the work design.

    PRODUCT/SOLUTION ILUSTRATION

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    Project 3, Lectern

    BRIEF

    (Context/Design problem) In our information society and knowledge

    economy many people, kids and young students included, work with

    documents they have to read or explain for others, study, copy, show, use

    as supporting information, etc. Many people realize these activities while

    seated, standing or even lying, in such distant contexts as home, work

    and public spaces, or in bed. Sometimes, their posture is forced and, some

    persons suffer pain in back or have some kind of disability. The most,

    simply seek a comfortable activity. Help this people to do their work

    more comfortable, when, where and how they have to.

    (Design brief) Design and make a lectern (or more general book

    stand) to hold at least a standard sized A4 document wide open, and

    other printed documents, like books, sized below. The unit should

    be lightweight, stylish, portable and small, or foldable. In addition,

    the product will be designed so that documents will be easily kept

    open and its contents comfortably accessed.

    Key considerations and basic specification, from analysis of brief:

    The lectern (book stand/holder) will be able to keep openeddocuments and books, of different sizes and its contents easily

    accessed.

    It must be light. It must look appealing. It must be small/portable. Preferably, it must be foldable.CONSTRAINTS/LIMITS OF THE PROJECT AND DESIGN WORK

    Time: Two weeks (15 to 20 hours of dedicated design work).

    Cost: cost of materials below 100 SAR (

    20)

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    Materials and means: Use predominantly wood, with the (hand)workand tools required that is feasible and available in technology

    classroom. Consult the teacher in case of special materials (high

    quality wood) and manufacturing. Other materials are also allowed.

    Skills: basic work wood/plastic procedures. Develop simplemechanical solutions.

    Others relevant conditions:

    REMARKABLE ACTIVITIES IN THE DESIGN PROJECT

    Do brief analysis and constraints analysis. Do relevant research. Investigate existing solutions. Develop design ideas, evaluate and select a design proposal. Realization of the chosen idea. Modeling, as needed. Plan. Evaluation of the product and work. Reporting of the work design.

    PRODUCT/SOLUTION ILUSTRATION

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    Project 4, Dissection, packing and

    tiling puzzles.

    BRIEF

    (Context/Design problem)People need play and playing has a number of

    uses: they entertain, serve like vehicle to social communication and

    learning, and even its used in medical therapies. And so, people use

    games, accordingly to their purpose, preferences (like individual play or

    competition), age and condition and level of difficulty or challenge. Other

    condition is the context (play while travelling, for example). And one

    more is the game like a decoration or artistic product. At the present,

    there is an impressive amount of games that come for different cultures,

    and many of them are evolutionary and present many variations. There

    are a number of classifications of games. One basic type is puzzles, which

    exists in many subclasses, like dissection, packing and tiling puzzles.

    Put in simple words, a puzzle is a problem or an enigma that tests the

    ingenuity of the solver. In a general puzzle, one is intended to put

    together pieces (tiles, for example) in a logical way in order to come up

    with the desired solution. In rigor, they represent a mathematical

    problem, so puzzles are a kind of what is called recreational mathematics.

    Puzzles are usually used alone. However, they allow simple forms of

    competition, like solving the puzzle against the clock. Puzzles come in

    many types. For example, some of them work in the three dimensions

    while many others work simply in the plane (on a specific board or not).

    The first, sometimes, involve a sophisticated mechanical system. Some

    types of puzzles are:

    Tangram T-Cube Soma Cube.

    Pentominoes

    http://en.wikipedia.org/wiki/Problemhttp://en.wikipedia.org/wiki/Ingenuityhttp://en.wikipedia.org/wiki/Ingenuityhttp://en.wikipedia.org/wiki/Problem
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    Packing problems. Bedland Cube between many others and variations (seeWikipedia).(Design brief) Design and make a table top game in the form of a

    puzzle, with its box and accompanying instructions book. The unit

    should be small, portable and stylish. In addition, the product

    should be chosen and developed taking into account a potential

    young or adult user.

    Key considerations and basic specification, from analysis of brief:

    The game will be a puzzle and the complete product will include a boxand a printed instructions book.

    It must be lightweight and small. Appropriate for entertainment whiletravelling and in other causal contexts.

    It must look appealing. It will be oriented to young people, and this will determine choice and

    aesthetics.

    CONSTRAINTS/LIMITS OF THE PROJECT AND DESIGN WORK

    Time: Two weeks (15 to 20 hours of dedicated design work). Cost: cost of materials below 100 SAR (20) Materials and means: Use predominantly wood or plastics, with the

    (hand)work and tools required that is feasible and available in

    technology classroom. Consult the teacher in case of special materials(high quality wood or plastics) and manufacturing. Other materials,

    and mixed materials are also allowed.

    Skills: basic work wood/plastic procedures. Graphic design softwareand text edition software.

    Others relevant conditions:REMARKABLE ACTIVITIES IN THE DESIGN PROJECT

    http://en.wikipedia.org/wiki/Recreational_mathematicshttp://en.wikipedia.org/wiki/Recreational_mathematicshttp://en.wikipedia.org/wiki/Recreational_mathematics
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    Do brief analysis and constraints analysis. Do relevant research. Investigate existing solutions. Develop design ideas, evaluate and select a design proposal. Realization of the chosen idea. Modeling, as needed. Plan. Evaluation of the product and work. Reporting of the work design.

    PRODUCT/SOLUTION ILUSTRATION

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    Project 5, Funny clock.

    A basic design project that implies working with thermoplastics. It

    applies vacuum forming techniques. The project can be adapted to be

    more attractive to young students, and it can be made more challenging if

    making the mould is also a requirement.

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    Project 6, Metal working

    BRIEF

    (Context/Design problem)Many consumer goods and parts are made of

    metals. Metal is a basic industrial material, very diversified and whose

    transformation implies well defined manufacturing procedures and the

    use of specific tools and machine-tools. However, handmade metal

    products require high skilled professionals, too. This project provides a

    chance of organizing some basic manufacturing practice around the

    design of simple metal objects, though motivating for young students.

    The manufacturing processes are manual and include basic techniques

    like these: marking, cutting, filing, drilling, joining/assembling, cold

    forming and others, as required. These techniques can be expanded

    introducing machine-tools with more advanced projects.

    (Design brief) Make the product or part given by your teacher in

    working drawings and other documents, like parts list and sheets

    process, eventually completing its design. The product is metal

    made with materials, tools and operations pre-specified.

    Key considerations are referred to manufacturing techniques in the

    specific projects, like this:

    Marking out - the tools required and the development of psycho-motor skills required to control the related equipment.

    Drilling - Punching in preparation to drill, the safety precautionsinvolved in working with the Pillar drill, work holding methods,

    drilling speeds and the action of drilling.

    Shaping - The development of skills related to filing. Finishing - Draw filing, cleaning and the protection of metals. Marking out - using a protractor. Drilling - recognizing the need to complete this step before shaping

    the piece.

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    Rapid waste removal methods - the introduction of the Hack saw,cutting on the waste side of the line and the related theory.

    Filing - developing upon the pupils experience of filing to date withthe need to file an angle across a piece.

    Assembly methods - the introduction of assembly using Pop Rivets. Drilling - Countersinking and its uses/advantages. The cold forming of Aluminum - using Hammer and Vice and a

    bending machine.

    Assembly methods - the introduction of assembly using Pop Rivets. Others, according to specific product or products manufactured.CONSTRAINTS/LIMITS OF THE PROJECT AND DESIGN WORK

    These projects are mainly teacher-directed, attending the relevance of

    manipulation materials and tools, and a precise sequence of

    manufacturing operations required to obtain quality products. A more

    complex product can be manufactured assigning parts to the class design

    groups.

    Time: One week (10 to 15 hours of dedicated design work). Cost: cost of materials below 75 SAR (15) Materials and means: Metals: steel, aluminum, cooper/bronze,

    standard elements of assembly and others. Hand tools for metal

    working. CAD 2D/3D.

    Skills: basic work procedures with metals. CAD software: edition andbasic operations.

    Others relevant conditions:REMARKABLE ACTIVITIES IN THE DESIGN PROJECT

    Interpret working drawings and analyze manufacturing requirementsof the product demanded.

    Represent the product in 2D or 3D. Complete or modify design in afeasible manner.

    Prepare tools and safe equipment.

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    Make, check and revise. Evaluation of the product and work. Reporting of the work design.

    ILUSTRATION OF PRODUCT IDEAS FOR METALWORKING

    The KEY TAGis a great introductory project to the subject ofmetalworking. While introducing the pupils to many of the keybench skills that are involved in the subject it also introducesthe Pillar drill and the related topic of machine safety.

    The PAINT SCRAPERintroduces assembly methods to thepupils while continuing to develop their practical skills range.It should take no more than three double lessons (6 to 9hours) to complete and it can be used at in the home.

    The COAT HANGERintroduces bending methods to the pupilsas well as countersinking. Follows the Paint Scraper projectand it continues showing the uses of pop rivets for assembly.

    The CAM AND FOLLOWERintroduces the Centre Lathe topupils as well as the topic of mechanisms.

    AIRPLANE. With a key focus on design (the pupils can create and represent their own plane designs), the pupils will be

    challenged when creating, modeling and realizing the stand on which the plane rests.

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    5. DESIGN PROPOSALS.MECHANICAL SYSTEMS AND

    STRUCTURES.

    The first six

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    Project 7, Mystery mechanisms

    THIS IS THE DESIGN CHALLENGE

    (PROBLEM) POSED TO STUDENTS

    AND THIS IS THE CONCEPT SOLUTION,

    FOR THE TEACHER

    Key:

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    BRIEF

    (Context/Design problem) Machines and mechanisms are all around us.

    Machines lets generate work that manifest in useful movements and

    forces. All machines are open systems that transform one inputmechanical (or other form of) energy in a useful output mechanical

    energy. Look at the challenges presented to you. Can you figure out how

    the mechanisms have to be constructed to get the desired input and

    output?

    All of them can be solved using knowledge about leversand, eventually,

    basic principles of movement transformation and machines. Choose one

    or wait your assignment from the teacher.

    (Design brief)In each of these challenges, your task is, first, to create

    a simple cardboard mechanism which has the same input and

    output motions as are shown in the diagram assigned to you (or

    chosen). This is your (functional) model. Second, apply the

    discovered solution in creating a simple mechanical toy or

    demonstrative object. Be imaginative!!

    (Key considerations and conditions) To make each one you will have

    available simple construction materials (cardboard), tools (scissors, hole

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    punch, etc.) and supplementary

    materials (fast fasten or fixing

    components). In addition you will have

    access to some examples and source of

    inspirations.

    Cue: look at the motion you need at the

    input relative to the output (same direction or opposite), and ask yourself

    which of the three lever classes provides this relationship. Apply or getthe knowledge required. Use the examples or models provided to you by

    the teacher.

    You will have to manufacture almost everything. Cut some strips of thin

    cardboard for the links, and a square or nearly square rectangular piece

    for the base. Use paper fasteners to make two kinds of pivots:

    A floating pivot connects two links together, but does not attachthem to the base. Floating pivots are used to attach input andoutput tabs to levers.

    A fixed pivotattaches a lever to the base. A fixed pivot is also calleda fulcrum. Study this concept and principles from your reference

    materials (simple machines and mechanisms lessons).

    Remenber:

    Analyze your assigned problem.

    Acquire or refresh relevant knowledge about levers. Solve your problem and model your mechanical solution. Invent your application toy and make it. Go public! Evaluate your product.

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    SAMPLE APP. TOY 1.

    The Kiss(Mechanism C)

    SAMPLE APP. TOY 2

    Raspberry Face(Mechanism B)

    SAMPLE APP. TOY 3

    Acrobat(Mechanism C)

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    Project 8, Simple mechanical toy

    This is an approach to a simple project in the domain of mechanisms.

    1. THIS IS THE BASIC SITUATION OR PROBLEM.Mechanical toys are a source of interest to children and for many

    other persons. The mechanisms involved and their ingenious effectscan provide differing levels of interest, motivation or challenge.

    Investigate solutions to produce useful mechanical movement

    and design and make a toy that uses, at least, one chosen

    mechanism.

    Limitations:

    You will be given the required material for the project but will haveto follow an orthographic drawing in order to make the mechanical

    toy. Your background design will be shaped from wood pieces of 3mm

    (MDF)

    The mechanical toy must be aesthetically pleasing and workcorrectly.

    2. THESE ARE TYPICAL LEARNING OBJECTIVES ASSOCIATEDWhen you have completed this project you will have:

    Used systematic techniques, like mind mapping, to identify theimportant parts of the problem.

    Researched mechanisms. Developed design ideas to solve the situation and been able to give

    logical reasons for selecting your design proposal.

    Followed an orthographic drawing to make your own toymechanism.

    Evaluated your design to see if it meets the specification. Self evaluated the project and your work as a whole.

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    Gone public and used peer assessment to evaluate your design.3.APPROACH TO A MARK SCHEME FOR EVALUATING THE PROJECT

    4.APPROACH TO AN INITIAL INVESTIGATION OF THE PROBLEMThis process and associated template

    opposite is used to help decide what product

    you will eventually make, or what problem

    you intend to solve. Use this sheet to record

    your mindmapping session in a spider

    diagram. The spider diagram has

    Mechanisms as the centre theme. Work from

    the centre asking yourself, Who, Where,

    When, What, and Why. You should use a line

    to link each idea to the topic.

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    5.APPROACH TO DESIGN BRIEF(Sample Situation)A local arts and craftsfair is taking place in the town in a few weeks time. A local

    craftsman is looking for ideas for mobile mechanical toys that he could make to sell at the fair.

    (Design Brief) the student writes

    6.APPROACH TO RESEARCH AND SPECIFICATION.(Sample of supportive information given to students)The student can study and select CAMS, CRANKS, PULLEYS

    and many other simple mechanisms for his project.

    Based on study of mechanisms and design brief, he can write a more detailed specification:

    Specification of the mechanical toy.7.APPROACHING CONCEPT SOLUTION AND USE OF GRAPHICS.

    (Sample of sketching a solution. This represent relevant practice for students)

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    8.APPROACH TO FEASIBLE PRODUCT IDEAS AND SELECTION OFDESIGN PROPOSAL.

    (The student sketching and refining one o more solutions.)

    TEMPLATE DESIGN 2

    Whichever design idea you choose, it needs to be

    developed further. Develop means to gradually

    improve a design in order to produce the bestquality product. You should add colour to your

    sketches and continue to annotate each of the

    drawings.. The use of arrows is a

    good way of showing how the

    mechanism will work.

    TEMPLATE DESIGN 1

    (Instructions) Design ideas are your initial

    thoughts on paper, in the form of rough sketches.

    Present a range of realistic and imaginative designideas to achieve marks at a high level. It is

    important to analyse everything that you design.

    Always refer to your specification list to see if any

    of your ideas fulfill your aims. You should use

    annotated sketches to help illustrate your ideas.

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    9.APPROACH TO FINAL DESIGN AND MODELLING(The student selects his design and develops the solution through modeling it using appropriate and inexpensive

    materials, like cardboard and so on. Use the model to refine the design. Following, represent and describe the

    product, and plans for making: parts, materials, activities and tools, team, time, etc. )

    10. APPROACH TO MAKING THE DESIGN PROPOSAL(The student makes the product, following their plan. Here are some samples)

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    11. APPROACH TO EVALUATION.(Finally, the student evaluates his product, gather information generated and complete his report)