DIRECTIONS: Divide class into flight squadrons (3 to 4 students per squadron). Have each student construct a 757 glider and write their name on the wing. Present glider challenges to squadrons. Explain to students the object of each event and how it is scored. Extra points can be obtained by completing a glider extension activity. Students should be encouraged to conduct some experimentation (i.e., add weight; reshape wing or tail) on their gliders in order to maximize the performance for the different objectives of each challenge. Rotate squadrons through the challenges keeping score on a squadron’s scoresheet. Debrief afterwards to discuss glider designs, experimentations, and outcomes.
CHALLENGE #1 --
Spot Landing Set-up: Tape off a large circle, 7 meters in diameter. Create a bull’s-eye ring with 3 circles, equally spaced from each other, inside the circle (5, 3, and 1 meter). Label circles (A, B, C, D) with A being the center ring. Give a point value to each circle with A being the largest point value and D being the smallest point value. Indicate the launching zone with another piece of masking tape 4 meters from the edge of outer circle. (You may wish to try a glider unmodified to see how far it can go and use the distance as a baseline for making adjustments.)
Playing rules: Object is to make modifications to the glider to improve its performance with the goal of launching the glider towards the circle and touching down inside circle A (the bull’s-eye).
Scoring: Points are determined by the spot the glider first “touches down” in the target area, not where it finally comes to rest. After each squadron member has landed their glider and determined the point score, the squadron’s combined points are entered on the score sheet.
CHALLENGE #1 --
Spot Landing Set-up: Tape off a large circle, 7 meters in diameter. Create a bull’s-eye ring with 3 circles, equally spaced from each other, inside the circle (5, 3, and 1 meter). Label circles (A, B, C, D) with A being the center ring. Give a point value to each circle with A being the largest point value and D being the smallest point value. Indicate the launching zone with another piece of masking tape 4 meters from the edge of outer circle. (You may wish to try a glider unmodified to see how far it can go and use the distance as a baseline for making adjustments.)
Playing rules: Object is to make modifications to the glider to improve its performance with the goal of launching the glider towards the circle and touching down inside circle A (the bull’s-eye).
Scoring: Points are determined by the spot the glider first “touches down” in the target area, not where it finally comes to rest. After each squadron member has landed their glider and determined the point score, the squadron’s combined points are entered on the score sheet.