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Grades
4-8
-
3
Hours

Cleaning The Oceans Engineering Design Challenge

Science
STE(A)M
Design Challenge
Students will explore the environmental issue of plastic pollution in oceans and apply the engineering design process to create a prototype for a device that helps remove plastic waste from water. Thi

Concepts at a Glance

  • Understand the impact of plastic pollution on marine ecosystems.
  • Learn about current methods and technologies for cleaning plastic from the ocean.
  • Use the engineering design process to brainstorm, design, and prototype a plastic-cleaning device.

Curriculum Connections

7

Science

  • First People’s knowledge of changes in biodiversity over time
  • Evidence of climate change over geological time and the recent impacts of humans
    • Change in climate affects: the interconnectedness of plants and animals and their environment.
    • e.g., changes to harvesting dates, changes to schedules due to early/later ripening and runs, lowered water levels in creeks, rivers and lakes, change in humidity impacts the ability to preserve salmon, etc.

8

Science

  • The relationship of micro-organisms with living things.
  • Microorganisms are key to nutrient recycling in eco-systems as they act as.

9

Science

  • Matter cycles within biotic and abiotic components of ecosystems.
  • Human impacts on sources and sinks (e.g., climate change, deforestation, agriculture, etc.)
  • Bioaccumulation and biomagnification.
  • Sustainability of systems
  • A systems approach to sustainability sees all matter and energy as interconnected and existing in dynamic equilibrium.

Materials

Activity Instructions

  1. Brainstorming and Planning (20 minutes):
    • In small groups, students brainstorm ideas for a device that can remove plastic from the ocean.
    • Students sketch their designs and identify the materials and mechanisms their prototype will use.
  2. Prototype Creation (30-40 minutes):
    • Students build their prototypes using materials like recycled items, straws, pipe cleaners, string, and small motors (optional).
    • Ensure students follow the design cycle: build, test, improve.
  3. Testing and Iteration (20 minutes):
    • Students test their prototypes in a small tub of water containing floating plastic pieces (e.g., bottle caps, straws).
    • Groups analyze what works and what can be improved, then make adjustments to their designs.

Worksheets

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Lesson Plan

Download Lesson Plan