Is This a House for a Hermit Crab?
Overview
Students will use design thinking to build a house for a hermit crab or another animal.
Learning Objectives
Students will:
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Understand design thinking
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Understand empathy
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Be able to have the knowledge of habitats design thinking to create a house for hermit crab or another animal.
Vocabulary
Vocabulary Words:
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Design Thinking: Design thinking is a process for developing solutions to simple and complex problems.
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Empathy: Empathy is to learn and understand; to be in their shoes.
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Define: Define means to identify the issue/problem and solution based on needs and insight.
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Inspiration: Inspiration is your why; source of interest, idea, question.
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Ideate: To ideate/ create means to brainstorm and come up with creative ideas/solutions.
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Prototype: Prototype is a representation of one or more of your ideas; draft or iteration.
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Test: Test means to try your idea/solution for feedback; find out what worked and what didn't.
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Refine: Refine means to fix and then go back to make changes (if necessary).
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Science Vocab
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Living things: Living things are things that are alive.
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Non-living things: Non-living things are things that are not alive
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Surroundings: surroundings are the things that are around where the animal or plant lives
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Survival: Survival is the things that the plant or animal have to have to survive (food, water, shelter, and air)
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Shelter: Shelter is the place that protects the animal when it sleeps or where lives (tree, cave, coral).
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Habitat: A habitat is a place where an animal lives.
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Science Concepts:
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What do animals need to survive? food, air, water, shelter and the ability to adapt to environmental changes
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What happens if an animal or plant's habitat changes and then cannot leave? It can adapt or if it does not adapt, it will die
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Camouflage is when an animal is able to hide from its enemies by blending into its surroundings
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What causes changes to habitats? Weather (season to season), fire and humans (pollution)
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Pre-planning
To prepare for this lesson:
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Some possible items needed:
- Cardboard
- Straws/ Strawbees
- Popsicle sticks
- Pipe cleaners
- Glue/scissors/markers/tape
- Yarn
- Construction paper
- Legos
- Pom poms
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Watch video on Design Thinking.
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The teacher may want to use the Design Thinking template.
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Read, Is this a House For Hermit Crab. Story centers around hermit crab looking for a shell that fits him best.
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Here is a video of the book being read with the illustrations.
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Things to consider:
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Time- this will take around 45 minutes -1 hour. If broken into stations, you could do this for a week.
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Do you want students to work in pairs or groups of three? Groups past three students are not recommended.
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Is this whole group or a station?
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If it is a station, it is recommended that you explain design thinking and lesson as a whole before sending the students to the stations.
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Will you assign an animal, or let students choose or have them design house for a hermit crab.
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How do you want students to share out projects?
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Flipgrid? SeeSaw? Present to class?
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Accommodations
See Accommodations Page and Charts on the 21things4students.net site in the Teacher Resources.
Steps
Directions for this activity:
- Play the video or read the story to the students:
- Discuss Design Thinking
- What is it?
- Talk about the Components of Design thinking.
- The teacher says to the students, "Today, we will be making a home for ____________"
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Show Design Thinking template to the students if they are going to use it.
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Go over the ideas with the students. A good rule of thumb is to create a design thinking example for students as you go.
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Things to consider for animals: habitat, climate
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Decide who you are creating a house for?
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Decide what functions you want for the house.
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Use the design thinking template if applicable
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Assessment Options
Different options for assessing the students:
- Observations
- Check for understanding
- Students can reflect on the project using this document.
- Students can also share out on SEESAW, Google Classroom, Flipgrid or Schoology.
- Design thinking template
MITECS Competencies & ISTE STANDARDS
MITECS: Michigan adopted the "ISTE Standards for Students" called MITECS (Michigan Integrated Technology Competencies for Students) in 2018.
Innovative Designer
4a. Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.
4c. Students develop, test and refine prototypes as part of a cyclical design process.
4d. Students exhibit a tolerance for ambiguity, perseverance and the capacity to work with open-ended problems.
Computational Thinker
5a. Students formulate problem definitions suited for technology-assisted methods such as data analysis, abstract models and algorithmic thinking in exploring and finding solutions.
5d. Students understand how automation works and use algorithmic thinking to develop a sequence of steps to create and test automated solutions.
Devices and Resources
Device: PC, Chromebook, Mac, iPad
Browser: Chrome, Safari, Firefox, Edge, ALL
App, Extension, or Add-on:
Websites:
Is This a House for Hermit Crab video
CONTENT AREA RESOURCES
ELA
- Reflect on Project document
- Story Mapping
Math
Talk about sequential order of story.
Science
Students learn about oceans/ habitats.
Social Studies
Students learn about water pollution.
CREDITS
This task card was created by Courtney Conley, Utica Public Schools. January 2020.