King of the Hill
Engineering Challenge Integrates Technology, Math, and Science

Mr. David J. Hortman
Technology Education Teacher, Milton Hershey School

Teaching Objective

The King of the Hill project provides an opportunity for students to become engineers through an active learning experience. The engineering challenge allows students to apply their mathematical and scientific knowledge to find practical, effective solutions to a dynamic technological problem. The King of the Hill project is motivational and highly rewarding.

Learning Objectives

The physical science concepts this project covers are forces and motion more specifically, friction and mass. The goal of the King of the Hill is to design and build a vehicle that moves quickly and has the mass to prevent an opponent from reaching their goal. Students are shown how different materials have different amounts of friction when placed against an object.

Students can hypothesize what amount of force will be needed to move their design (see Science Standards). Once they have a working vehicle they can measure the force used and then calculate how efficiently their design uses energy.

Mathematical concepts such as geometry can also be covered in this project.  Students are shown how round objects with different diameters can travel at different speeds.

Engineering principles include brainstorming of ideas, analyzing, testing, and revision of ideas. Students can work individually or in teams of two. Using creative problem-solving techniques, students brainstorm about the best material to use, and then design their solutions based on their brainstorming ideas.  By having each team create its own design, each solution can be very unique (see Technology Standards).

Curriculum Integration

This project not only shows students how science, technology and mathematics work together, but it also allows them to use their language arts skills.

Before the competition begins, each team gives an oral presentation to the class describing how their device works, and the principles of force and motion they are taking advantage of in their solution. The teacher can also have each team describe what a simple machine is, how many there are, and point out the different ones used in their design.

After the competition, each team submits a written report stating what the team did at each step in the problem-solving process. The report ends with a conclusion stating why the device was successful or what changes could have been made to make it more successful. 

Students’ art skills are utilized by making drawings of their devices with written descriptions placed beside key components. Drawings must be completed to an appropriate scale.

Assessment Rubric

Individual and team efforts are judged according to the rubric (see Rubric in the Design Brief). Students are scored in two areas. 

The first assessment area is function. Typical questions asked during this phase of the assessment include:

The second assessment area is how the solution finished in the competition.  Part of the students' grades are determined by the performance of their solution in a dynamic testing environment. 

So they know how they will be evaluated in this learning activity, each student receives a copy of the rubric when the project is assigned.

Science Standards

The following science standards, which are integrated into the King of the Hill activity, are found in the National Research Council’s National Science Education Standards.

1. Scientific Inquiry

      a. Identify questions and concepts that guide scientific investigation
b. Design/conduct scientific investigations
c. Formulate and revise scientific explanations and models using logic and evidence
d. Recognize and analyze alternative explanations and models
e. Communicate and defend a scientific argument

2. Physical Science

      a. Motions and forces

3. Science and Technology

      a. Abilities of technological design
b. Understandings about science and technology

Technology

The following technology standards are integrated into the learning activity. These standards are taken from the International Technology Education Association's Standards for Technological Literacy.

1. Nature of Technology

      a. Core concepts of technology
b. Relationships among technologies and  connections to other fields

2. Design

      a. Attributes of design
b. Engineering design
c. Role of troubleshooting, research and development, invention and innovation, and experimentation in problem solving

3. Abilities for a Technological World

      a. Apply design processes

4. Use and  maintain products and systems

      a. Assess impacts of products and systems

5. The Design World

      a. Energy and power technologies
b. Transportation technologies
c. Manufacturing technologies

Challenge

Design a vehicle to climb a hill, cross the crest, stop, and prevent an opponent from crossing in the opposite direction. The objective is to get your vehicle on the other side of the hill, and your opponent’s on the same side.

Activity Materials

 Design Requirements

The Contest

Questions to Consider

Helpful Hints

Problem-Solving Process

Rubric - King of the Hill

Score  Finish Design
100 1st
  • Only approved materials

  • Vehicle is self-propelled

  • Vehicle size within limits

 

96 2nd
92 3rd
88 4th
84 5th
80 6th
76 7th
72 8th
68 9th
64 10th
  • Unapproved material used

  • Vehicle not self-propelled

  • Vehicle size outside limits

50  
  • Deadlines not met

  • Vehicle not complete

0  
  • No Project  

Engineering Report Requirements

Other Notes about the Engineering Report: