Students investigate how inventors solved problems and changed daily life, beginning with a mystery walk and comparisons of objects from the past and present. With support from a youth services librarian, teams use biographies, primary sources, and reliable media to research an inventor, ask questions, and define a related design problem with clear criteria and constraints. Students develop, test, compare, and revise models, drawings, slides, and exhibit labels through fair investigations and weekly feedback. The experience culminates in a Famous Inventors Showcase and invention fair where students explain their learning, present evidence, and reflect on growth in research, problem-solving, and teamwork.
Learning goals
Students will conduct short research projects using inventor biographies, primary sources, and reliable media selected with the youth services librarian to explain how past inventors solved problems and changed daily life. They will ask investigable questions, compare past and present objects, and define a community-relevant design problem with clear criteria and constraints. Teams will generate multiple solutions, create diagrams and prototypes, conduct fair tests of two models using repeated trials and controlled variables, analyze data, and revise through weekly peer, teacher, and librarian feedback. Students will communicate their findings and growth through a museum-style Famous Inventors Showcase, then complete individual and group reflections on their research habits, ideas, communication, and teamwork.
Standards
[Common Core] CCSS.ELA-Literacy.W.4.7 - Conduct short research projects that build knowledge through investigation of different aspects of a topic.
[Next Generation Science Standards] 3-5.AF.1.5 - Define a simple design problem that can be solved through the development of an object, tool, process, or system and includes several criteria for success and constraints on materials, time, or cost.
[Next Generation Science Standards] 3-5.AF.1.3 - Ask questions that can be investigated and predict reasonable outcomes based on patterns such as cause and effect relationships.
[Next Generation Science Standards] 3-5.AF.8.4 - Obtain and combine information from books and/or other reliable media to explain phenomena or solutions to a design problem.
[Next Generation Science Standards] 3-5.AF.2.5 - Develop a diagram or simple physical prototype to convey a proposed object, tool, or process.
[Next Generation Science Standards] 3-5.AF.6.5 - Generate and compare multiple solutions to a problem based on how well they meet the criteria and constraints of the design solution.
[Next Generation Science Standards] 3-5.AF.3.5 - Test two different models of the same proposed object, tool, or process to determine which better meets criteria for success.
[Next Generation Science Standards] 3-5.AF.1.4 - Use prior knowledge to describe problems that can be solved.
[Next Generation Science Standards] 3-5.AF.3.1 - Plan and conduct an investigation collaboratively to produce data to serve as the basis for evidence, using fair tests in which variables are controlled and the number of trials considered.
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.
Content Expertise - Students develop key competencies, skills, and dispositions with ample opportunities to apply knowledge and engage in work that matters to them.
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.
Academic Mindset - Students establish a sense of place, identity, and belonging to increase self-efficacy while engaging in critical reflection and action.
Products
Students create research notes, an annotated source list, and a cause-and-effect timeline using inventor biographies, primary sources, and guidance from the youth services librarian. Teams define a related design problem with criteria and constraints, generate multiple solutions, and produce diagrams and two simple prototypes for fair testing and comparison. Weekly gallery walks lead students to revise exhibit labels, models, drawings, or slides for clarity and accuracy using peer, teacher, and librarian feedback. The final Famous Inventors Showcase includes a museum-style display and poster talk explaining the inventor’s discoveries, impact on daily life, design process, and learning growth, followed by individual and group reflections.
Launch
Begin with an Inventor Museum Mystery Walk featuring photos, clues, and safe-to-handle examples of inventions, followed by a Before-and-After World Tour comparing everyday objects from the past and present. In teams, students record observations, infer each invention’s purpose, and ask questions about the problem it solved and its effects on daily life. The youth services librarian introduces biography and primary-source resources, then students discuss: “How have inventors from the past changed the way we live today?” and “How do inventors solve problems and change people’s lives?”
Exhibition
Host a Famous Inventors Showcase as a gallery-style class invention fair for families, classmates, and the youth services librarian. Students present models, drawings, posters, or slides explaining their inventor’s key discoveries, how the invention changed daily life, and how inventors solve problems. Visitors ask questions and leave feedback, while students complete individual and group reflections on growth in research, ideas, communication, and teamwork.