1st Grade  Project 4 weeks

Plant Power: Nature's Blueprint for Solutions!

Suni C
1-LS1-1
K-2-ETS1-2
K-2.AF.1.3
K-2-ETS1-1
K-2.AF.6.2
+ 5 more
1-pager

Purpose

The purpose of this learning experience is to cultivate inquisitive minds and foster problem-solving skills by connecting students with the natural world through biomimicry. By observing plant structures and using these observations to create tangible solutions to human problems, students actively engage in creative design processes. Through collaborative efforts and hands-on activities, they gain critical thinking and communication skills while learning how nature can inspire innovative approaches to everyday challenges.

Learning goals

The learning goals for this project are centered around understanding how nature-inspired designs can address human challenges by mimicking plant structures. Students will explore and apply the concept of biomimicry to innovate solutions and create prototypes that demonstrate these natural adaptations. They will practice critical thinking and collaboration as they research, design, test, and reflect on their projects collaboratively, developing effective communication skills and content expertise in the process. Throughout the duration, students aim to make authentic connections between plant observations and functional human-designed solutions, while engaging with community makers and drawing on peer feedback to enhance their designs.
Standards
  • [Next Generation Science Standards] 1-LS1-1 - Use materials to design a solution to a human problem by mimicking how plants and/or animals use their external parts to help them survive, grow, and meet their needs.
  • [Next Generation Science Standards] K-2-ETS1-2 - Develop a simple sketch, drawing, or physical model to illustrate how the shape of an object helps it function as needed to solve a given problem.
  • [Next Generation Science Standards] K-2.AF.1.3 - Define a simple problem that can be solved through the development of a new or improved object or tool.
  • [Next Generation Science Standards] K-2-ETS1-1 - Ask questions, make observations, and gather information about a situation people want to change to define a simple problem that can be solved through the development of a new or improved object or tool.
  • [Next Generation Science Standards] K-2.AF.6.2 - Use tools and/or materials to design and/or build a device that solves a specific problem or a solution to a specific problem.
Competencies
  • Critical Thinking & Problem Solving - Students consider a variety of innovative approaches to address and understand complex questions that are authentic and important to their communities.
  • Effective Communication - Students practice listening to understand, communicating with empathy, and share their learning through exhibiting, presenting and reflecting on their work.
  • Collaboration - Students co-design projects with peers, exercise shared-decision making, strengthen relational agency, resolve conflict, and assume leadership roles.
  • Self Directed Learning - Students use teacher and peer feedback and self-reflection to monitor and direct their own learning while building self knowledge both in and out of the classroom.
  • Content Expertise - Students develop key competencies, skills, and dispositions with ample opportunities to apply knowledge and engage in work that matters to them.

Products

Students will create and test models inspired by plant structures to solve specific human problems. They will design a tree canopy-like shelter, a water conservation device inspired by leaves, and a seed pod-inspired scooping tool using household materials. Additionally, students will build a transportation device modeled after wind-carried seeds, employing paper planes or balloons to test its efficiency, with all prototypes showcased in a Nature-Inspired Design Festival.

Launch

Begin the project with an engaging outdoor exploration activity where students collect plant parts such as leaves, seeds, and branches, observing their shapes and functions closely. Encourage students to document their findings through sketches and take notes on unique features that can be mimicked in human design. Integrate a playful "Nature Detective" game during the observation to keep students active and focused, sparking curiosity and creativity about how plants solve survival challenges. This sets the stage for imaginative thinking and discussions on applying these natural solutions to human problems.

Exhibition

The 'Nature-Inspired Design Festival' will showcase students' innovative plant-inspired models to an audience of parents, peers, and community members. Attendees will engage in interactive, hands-on demos where students demonstrate how natural observations informed their designs. The festival will include stations for making simple plant-based creations, offering a tangible experience of biomimicry in action.