sample
assignment
Usually
each team assignment includes:
The
Experience of Invention
Design
a marketing presentation to sell this invention to some markets.
Assignment
Part 1: to
be given verbally:
"In this exercise, you are to design, build and market an invention--the
specifics of which you will receive soon. The tub of items in the
center of the room represents the world economy. Your first task
is for each person to select five items each which you will use
to construct your invention."
Assignment
Part 2: to
be printed and distributed
each
team will receive an assignment like one of these along with the
rules below
Invent
a timing device that measure three minutes, then moves a one pound
mass horizontally one foot.
Invent
a timing device that measures 1-1/2 minutes, gives a warning sound,
then times another 30 seconds, then moves a one pound mass horizontally
exactly one foot.
Invent
a game that teaches the scientific Theory of Relativity. This game
will need to be played by at least three people. Develop the directions
so that players can play the game without asking questions of you.
You will not be able to communicate with the players while they
are playing.
Invent
a clock that signals two 90 second intervals and then drops an egg
at least five feet into a pan or container--without breaking the
egg.
Invent
a vehicle that moves on its own momentum (from the start, i.e.,
without dropping or pushing) at least twenty feet, making a continuous
noise as it travels, and then triggers a large event of some kind
at its stopping point.
Invent
a vehicle measuring at least two feet by three feet that moves on
its own momentum at least two feet and then triggers something else
that you have made to move exactly five feet.
Invent
a vehicle that will travel twenty feet across the room under its
own power, stop, turn 90 degrees and then travel itself or propel
some object at least another four feet.
Invent
a vehicle that will travel twenty feet across the room under its
own power, making a continuous sound as it travels, then triggers
a timing device that measures 90 seconds and then makes a loud sound.
Here
are the rules for this process.
- You
have until "this time" to complete your work. At that
time you will demonstrate your invention in the main room or hallway,
and make a brief marketing presentation to persuade your audience
to buy your invention.
- Each
team can trade in four items (one-for-one) to the "world
economy" (the tub of items not yet selected). Subsequently,
each team can make unlimited trades one-for-three (for every one
item you get from the pile, you have to put in three).
- You
can barter with other team, without limit.
- You
can use up to three items from the environment (this building)
provided you return them undamaged after your demonstration. For
example, if you attach your invention to a door or ceiling fixture,
this counts as one item from the environment.
- You
can use the tools whenever needed. You can create new tools and
share them with other teams at any point during this exercise.