BP Challenges and the curriculum

BP Challenges have a place in the wider curriculum of a school. They
can provide a context for developing a wide range of skills, attitudes
and personal attributes; in particular, BP Challenges can:
- simulate aspects of problem solving in the 'adult world': working
to constraints of materials, time, knowledge, technology, money, etc.;
producing the solution under pressure; selecting the best design;
refining the design; working as a team; utilising individual's talents
effectively; 'marketing' an idea or product to others and to possible
clients; producing a design to meet specifications, etc.
- give a greater understanding of the need to develop and refine a
design and practise the skills required
- assist the development of important attitudes and personal
attributes, such as: setting goals, focusing on results, time
management, recognising priorities, reflective problem solving,
necessity for research, optimism that things will work, team and social
skills, tolerance of others, ability to work under pressure (and cope
with frustration!), risk taking, independence, clarity of thought,
taking responsibility for actions and decisions, able to turn
'failures' into successall things a super-person needs to have!
Challenges and your curriculum goals
Individual Challenges can easily be incorporated into your class
programme. Because they involve a team approach, are great fun and
encourage students to take control of the development process, there is
usually high student motivation. They make great starting points!
You could select Challenges from the Library section which are
appropriate to your current topic goals, or you could adapt them or
make up your own (see the section 'Developing new Challenges').
To use Challenges effectively it is important to identify goals you
want to achieve. A team problem-solving approach provides several
opportunities to make learning more effective and, in particular, an
opportunity to foster cooperative learning.
Identify specific goals you want your students to achieve in a group
problem-solving situation, especially one structured with constraints
and specified performance goals as in a Challenge. Some of the goals
that Challenges could be used to attain are:
- identify and focus on problem goals, evaluating the processes and
steps for their contribution towards achieving the goals
- recognise similarities to previously experienced problems and
draw on the skills and knowledge gained from that (and be aware that it
could also limit them looking for new solutions)
- recognise the implications of constraints of rules, time,
materials, tools, etc., so viable solutions can be quickly recognised
- use a problem-solving 'organiser' (a design process)
intelligently to provide a framework for efficiently developing a
'solution'
- transfer existing skills and knowledge to a new situation, which
allows them to practise them further and enhance recall and
understanding
- locate and select useful information related to the problem
- manage time and resources within the constraints imposed to reach
a viable solution
- gain skills in identifying and appreciating the various roles of
individuals in a group (those with ideas, who manage procedures and
materials, who encourage others, are negotiators, researchers,
designers, assessors, etc.), how they can take different roles in
different situations, and which roles best suit them
- become aware of their individual learning modes
- be receptive to new ideas from others and negotiate how their own
and others ideas will be developed
- learn to work in a team and to experience the synergy arising
from effective team work
- rely on each other and ensure each member of the team plays their
part
- be supportive and encouraging of each other because, when
'brainstorming' and thinking of 'what if' situations, they need to be
as creative as possible, which means seemingly 'impossible' ideas as
well as 'sensible' ideas have to be generated; this level of
risk-taking is essential if the best ideas are to arise
- develop more complex thinking skills, especially as they have to
consider several variables simultaneously.
As the teacher you will need to have relevant sources of information
available (summaries of basic information are included in the Challenge
Notes section).
Encourage teams to record the development of their design,
especially performance data. This encourages the development of ideas,
especially if they record why a particular design didn't work. This
develops the essential attitude of a willingness to learn from
mistakes, helps free them from fear of making mistakes, and gives them
the self-confidence required to 'have a go'.
Challenges encourage the transfer of skills and knowledge to new
situations. Remind your students of the ideas and skills they already
have which will be useful to the problem (this is not telling them the
solutions!) and after the BP Challenge event, identify the successful
ideas to reinforce their achievement and to nurture confidence. The
inability to transfer skills and knowledge to new situations is a
common problem, especially between curriculum areas.
More authenticity in your Challenges
BP Challenges deliberately use cheap, simple and readily obtained
materials because problem solving skills do not need to be practised in
a high-technology or expensive environment. However, a weakness in this
approach is that student perceptions could be limited to this situation
and they may not develop knowledge of the properties and applications
of materials used in similar 'adult world' contexts. Consequently, you
may wish to challenge your students to learn more about some aspects of
technology by widening the range of materials or by requiring them to
include a wider range of functions in a Challenge; for example:
Materials: In place of cardboard use plastic sheets of
various types, from 1–2 mm styrene sheet to the 'corrugated cardboard'
type plastic sheet commonly used for notices. These can still be cut by
snips and can be easily folded and taped or glued (using a hot glue
gun), but their greater rigidity provides a greater range of solutions.
In-class Challenges could include water and safe chemicals (e.g. 'After
30 seconds your device is to drop 10 g of baking soda into a container
containing 80 ml of vinegar')
Fastenings: Sticky tape is generally specified because of its
low cost, but you may prefer to use hot-glue guns and staplers for some
Challenges. (The use of cyanoacrylate 'wonder glues' is not
recommended because of their ability to bond flesh and the consequent
potential for injury in the heat of competition.)
Electric and electronic circuits: Adding a simple circuit,
with battery, lamp and switch, is a fun way of teaching simple
circuitry and you could add this requirement to many Challenges
(remember to add to the materials list: enamelled copper wire and
sandpaper (or plastic coated wire), battery, lamp, aluminium foil). For
example: include a 'leaning indicator' on the tower Challenges, or on
one of the crane Challenges, where the light goes on (or off) when the
tower leans past a specified angle (include a marble or Plasticine for
a weight); add a 'strain indicator' to a bridge or stretcher, where a
light comes on at a specified sag point. You could replace the light
with a small buzzer. (These would require modifying those Challenges to
include testing to the 'triggering point'.)
Modifying existing BP Challenges
You don't need to invent new Challenges to achieve specific learning
goals, just change the conditions, materials or tasks. For example:
The various towers: Knowledge of electric circuits are an
important outcome in science and technology. Specify that a lamp must
be mounted on the tower and add a battery and enamelled wire (it's
cheap and rigid, but remember to add sandpaper to remove the enamel).
You could go further and ask that the lamp flash if the tower is
bumped, or you may want to include a few electronic components and
demand the making of a 'flasher' unit.
The 'Rubber band racer' type of event provides opportunities
for a wide range of other tasks. You could specify that it must be the
car achieving fastest acceleration over 1m (which will pose interesting
problems in measuring it!); or that it must carry a lamp which must
remain glowing over the entire race; or have a siren circuit which must
sound when it stops; or must stop after travelling exactly 2.5m (being
allowed a ±5cm stopping zone); etc.
The 'Water tower' Challenge allows other challenging
opportunities, such as having a small water turbine which must raise a
given weight as high as possible on the quantity of water given. You
would of course have to provide PVC tubing and fittings, the string and
Lego® parts or straws and pins used to lift the weight, and the
container to collect the 'used' water. This could then be related to
rope water pumps used in several cultures.
Even very simple Challenges such as the 'Rescue 111' challenge
can have interesting additions, such as requiring that the pole also
form a sound emanating device, requiring participants to call up it or
make sound producing devices. A sound level meter at a standard
distance could be used to measure effectiveness.
Warning! Before setting Challenges be sure to test the components on
which the success of that BP Challenge depends, in particular those
providing any motive power such as balloons, rubber bands and batteries.