Defining a Design Problem

5th Grade ScienceEngineering Design5 pages

About this worksheet

These 5-page guided notes teach 5th grade students to define a design problem, following NGSS 3-5-ETS1-1. Blanks cover needs and wants, problem statements, and the difference between criteria and constraints such as cost, time, and materials. A worked lunchbox example sets out the goals and limits. Students then practice on two scenarios, muddy playground shoes and squirrels raiding a bird feeder, and finish by defining a problem of their own.

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Curriculum objectives covered

3-5-ETS1-1

โ€œDefine a simple design problem reflecting a need or a want that includes specified criteria for success and constraints on materials, time, or cost.โ€

Every section, from the need or want in Section 1 to the criteria and constraints students set for the squirrel feeder and their own problem.

What's inside this worksheet

Section 1: Identifying a Need or a Want

Three blanks separate needs from wants and introduce the design problem statement.

Section 2: Measuring Success with Criteria and Constraints

Blanks define criteria and constraints and list cost, time, and materials as common limits. In the lunchbox example, the key fills in 5 hours cold, under $10, and no glass.

Section 3: Guided Practice Scenarios

Scenario A asks for a problem statement about mud tracked into class, with a percent and a 24-inch space to fill in. In Scenario B, students set one criterion and one constraint for a feeder the squirrels keep emptying.

Section 4: Define Your Own Problem

Students pick a problem at home or in class, write a problem statement, and fill a two-column table of criteria and constraints.

How teachers use it

Teaching criteria and constraints

Work through Sections 1 and 2 with the class, then let pairs do Section 3. The lunchbox example gives them one full model before they try alone.

Before a build project

Section 4 leads straight into a build. Approve each problem statement before students start, since a vague statement leads to a vague design.

Stuck students

The key includes a model problem about markers rolling off the art table, with criteria like holding at least 20 markers. Share it with a student who cannot pick a problem.

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