
This hands-on unit engages students in a biomimetic engineering design process as they investigate how plants and animals accomplish different types of motion and use those biological strategies to inspire engineered devices. Across four design challenges, students analyze biological structures and functions, translate their observations into design ideas, create and test prototypes, gather evidence and peer feedback, and iteratively improve their solutions.
The unit includes four activities: Introduction to Biomimicry: Airborne Transport Design, Biomimetic Grasping Design: Fruit Harvesting Devices, Biomimetic Digging Design: Treasure Exploration, and Biomimetic Flinging Design: T-Shirt Launchers. Developed by Tufts CEEO and TERC. Grades 6 to 8, about 20 hours (twenty 60-minute sessions).
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