Simple Machines


Standards

Idaho State Standards

Here are correlations to the Idaho State Language and Math standards and to the Idaho State Science Standards. For more information about the overall standards, see the complete Idaho Content Standards for Science, the Next Generation Science Standards, and the alignment between Idaho and NGSS Science Standards. You may also access the Idaho English Language Arts/Literacy Standards and Mathematics Standards.

Language

First Grade

ELA/Literacy 1.RS.IP.1

With support, conduct simple research tasks to take some action or make informal presentations by identifying information from classroom experiences or provided sources (including read-alouds) and organizing information, recorded in words or pictures, using graphic organizers or other aids.

Suggested Lesson

Select a simple machine group and then go on a treasure hunt to find as many common items as you can that fit that category. List or draw them.

Third Grade

ELA/Literacy 3.W.RW.3

Write informational texts that introduce the topic, develop the focus with facts and details, and provide a concluding statement.

Suggested Lesson

Invent a gadget using one or more simple machines. Using this writing prompt and process, write a description of your invention. 

Fourth Grade

ELA/Literacy 4.ODC.OC.1

Engage in collaborative discussions about grade-level topics and texts with peers by carrying out assigned roles; making comments that build on and link to others’ remarks; clarifying or following up on information; and reviewing key ideas expressed and explaining one’s understanding.

Suggested Lesson

Within a small group, predict how many simple machines will be found in the classroom or the school environment. Hunt for them and record your findings.  In your group, discuss which simple machines were found, which are used most often at school, and which was most difficult to locate. You may want to use this worksheet with suggested answers

Fifth Grade

ELA/Inquiry 5.RS.IP.1

Conduct short research tasks to take some action or share findings orally or in writing by formulating research questions; gathering relevant and reliable information from primary and secondary sources as appropriate; paraphrasing and quoting ideas and information; and respecting copyright guidelines for use of that information and any images.

Suggested Lesson

Research the life of Leonardo da Vinci and write about one of his inventions.

Math

Kindergarten

Math K.CC.B.4

Understand the relationship between numbers and quantities; connect counting to cardinality.

Suggested Lesson

Count the number of a given simple machine found in the pictures of a read-aloud story. For example: How many wheels can we find in the book Wheels on The Bus?

First Grade

Math 1.MD.A.1

Order three objects by length; compare the lengths of two objects indirectly by using a third object.

Suggested Lesson

Lay out several levers. Compare their length and place in order by length. Discuss how comparatively high an object could be lifted using each lever. Add a fulcrum and continue the discussion.

Second Grade

Math 2.MD.A.1

Measure the length of an object by selecting and using appropriate tools such as rulers, yardsticks, meter sticks, and measuring tapes.

Suggested Lesson

Measure the distance that a wheel travels in one turn. Calculate how many turns that wheel will make over a given distance.

Fourth Grade

Math 4.G.A.1

Draw points, lines, line segments, rays, angles (right, acute, obtuse), and perpendicular and parallel lines. Identify these in two-dimensional figures.

Suggested Lesson

Using points, lines, segments, rays and angles, design a simple Rube Goldberg path using simple classroom objects such as string, pencils, rulers, books, etc.

Science

Kindergarten

Physical Sciences K.PS.1.1

With guidance and support, plan and conduct an investigation to compare the effects of different strengths or different directions of pushes and pulls on the motion of an object.

Supporting Content

Pushes and pulls can have different strengths and directions. Pushing or pulling on an object can change the speed or direction of its motion and can start or stop it. A bigger push or pull makes things speed up or slow down more quickly.

Physical Sciences K.PS.1.2

With guidance and support, analyze data to determine if a design solution works as intended to change the motion of an object with a push or a pull.

Supporting Content

A situation that people want to change or create can be approached as a problem to be solved through engineering. Such problems may have many acceptable solutions.  Examples of problems requiring a solution could include having a marble or other object move a certain distance, follow a particular path, and knock down other objects. Examples of solutions could include tools such as a ramp to increase the speed of the object and a
structure that would cause an object such as a marble or ball to turn.

Second Grade

Physical Sciences 2.PS.1.2

Analyze data obtained from testing different materials to determine which materials have the properties that are best suited for an intended purpose.

Supporting Content

Examples of properties could include strength, flexibility, hardness, texture, and absorbency.  Different properties are suited to different purposes.

Third Grade

Physical Sciences 3.PS.1.1

Plan and conduct an investigation to provide evidence of the effects of balanced and unbalanced forces on the motion of an object.

Supporting Content

Each force acts on one particular object and has both strength and a direction. An object at rest typically has multiple forces acting on it, but they add to give zero net force on the object. Forces that do not sum to zero can cause changes in the object's speed or direction of motion.

Physical Sciences 3.PS.1.2

Make observations and/or measurements of an object's motion to provide evidence that a pattern can be used to predict future motion.

Supporting Content

Force applied to an object can alter the position and motion of that object: revolve, rotate, float, sink, fall, and at rest. The patterns of an object's motion in various situations can be observed and measured; when that past motion exhibits a regular pattern, future motion can be predicted from it. Examples of motion with a predictable pattern could include a child swinging in a swing, a ball rolling back and forth in a bowl, and two children on a see-saw.

Sixth Grade - Middle School

Physical Sciences MS.PS.2.2

Plan and conduct an investigation to provide evidence that the change in an object’s motion depends on the sum of the forces on the object and the mass of the object.

Supporting Content

The motion of an object is determined by the sum of the forces acting on it; if the total force on the object is not zero, its motion will change. The greater the mass of the object, the greater the force needed to achieve the same change in motion. For any given object, a larger force causes a larger change in motion.

Information and Communication Technology

Third - Fifth Grades

ICT.3-5.4.a

Students explore and practice how a design process works to generate ideas, consider solutions, plan to solve a problem or create innovative products that are shared with others.

ICT.3-5.4.b; ICT.3-5.4.c

Students use digital and nondigital tools to plan and manage a design process. Students engage in a cyclical design process to develop prototypes and reflect on the role that trial and error plays.

Kindergarten - Second Grade

ICT.K-2.4.a

With guidance from an educator, students ask questions, suggest solutions, test ideas to solve problems and share their learning.

ICT.K-2.4.b; ICT.K-2.4c

Students use age-appropriate digital and nondigital tools to design something and are aware of the step-by-step process of designing. Students use a design process to develop ideas or creations, and they test their design and redesign if necessary.

Sixth - Eighth Grades

ICT.6-8.4.a

Students engage in a design process and employ it to generate ideas, create innovative products or solve authentic problems.

ICT.6-8.4b; ICT.6-8.4c

Students select and use digital tools to support a design process and expand their understanding to identify constraints and trade-offs and to weigh risks. Students engage in a design process to develop, test and revise prototypes, embracing the cyclical process of trial and error and understanding problems or setbacks as potential opportunities for improvement.