I.Innovation and Invention Project
I.Innovation and Invention Project
Apply their own scientific knowledge and investigation findings to evaluate claims made by others.
Task Description
Inventions are original applications of technology which solve problems big and small. The scope for inventions is
limited only by one’s imagination. Apply knowledge of science to make a WORKING invention that has a practical
application. The invention may be a new device, method or process that has not existed before or look at an existing
device and invent a solution that works better.
The Innovation or Invention must either solve a problem/issue OR provide a different approach to a problem/issue:
Solve a problem, for example:
o How to make plastic break down faster
o How to clean up the rubbish in the oceans more efficiently
o Large scale solar ovens to feed people in poor or very remote areas
o Inventions that help the everyday lives of people with physical disabilities
The invention or innovation will be submitted for the Young Scientists Awards and/or the Darwin Middle School STEM
Expo (if the invention or innovation falls within the theme). The theme for the 2020 STEM Expo is “Deep Blue:
innovations for the future of our oceans” https://www.scienceweek.net.au/schools/
Conditions
Groups of up to 5 are accepted.
Basic materials can be provided but specialised materials are to be provided by students.
Any invention or innovation using high powered voltage will not be accepted. Students may only use power
packs or batteries, if required.
Engineering Design Process
Note: This is a description of the engineering design process in a nutshell. Steps do not have to
occur in any particular order.
Adapted from STEM by Design by Anne Jolly. Copyright © 2017 Taylor
Define the
problem
Communicate Research
Redesign Imagine
Test and
Plan
evaluate
Create
Define the problem. This is the specific challenge that students will address. Introduce criteria and
constraints.
Research. Team members gather needed information about the problem in a variety of different
ways. Experiments and technology are often useful in their STEM research.
Imagine. Team members brainstorm informed ideas on how to solve the problem and come up
with a number of possible solutions. Encourage creative and out-of-the-box ideas.
Plan. Team members choose the idea they think will work best and decide how to design their
experiment, model or prototype.
Create. Team members design the experiment, model or prototype they selected. All team
members play a role in the design process. At this point teams often discover that their design
isn’t practical, do additional planning, and redesign.
Test and evaluate. Teams test their designs to see if they work according to the criteria established.
They evaluate them based on how well the designs meet the criteria and solve the problem. Rubrics
and checklists are useful for this stage.
Redesign. Teams decide how to improve the design and they redesign the device. This may not
be the first time teams have redesigned. In fact, redesign is an ongoing part of the EDP. An
entire STEM challenge might actually focus on improving (redesigning) an existing device.
Communicate. Teams share specifics about the problem, their design solutions, and their results
with a variety of audiences, using a variety of communication approaches and method
BIBLIOGRAPHY GUIDE:
For 3 or more authors, e.g. Joe Bob Smith, Tom Boggs and Jim Dale:
Smith, J.B. et al, 2008, The Sands of Time, Braithwaite House, Sydney
Newspaper Name of journalist (last name, first initial), Year the article was published,
article ‘Title of the article’, Name of the newspaper, Date the article was
published, page number
Name of creator or the name of the channel, Year it was uploaded, Title
of the video, video, URL, date accessed