Elf Trap STEM Project

Support Materials
Simple Machines Reference Sheet
Examples of Simple Machines
– Plant Quencher
– Glass of Milk
– Energy is Everything
– Let’s Fix Chuck’s Machine
About
Students in Grades 6-8 will use their knowledge of simple machines and background knowledge of Rube Goldberg Machines to construct a complex machine to trap an elf. The students will have to draw and then build their traps using everyday items. The trap must include a trigger mechanism that will set it off, as well as a place that safely holds the captured elf so that he/she cannot escape. The trap must include bait of some kind that will lure the elf into the trap. The students will then reflect on their design and communicate any changes they would make if they could do it again.
Credits: Lesson Plan Credit: Natalie Grote | Laurel Highlands Middle School
Revisions and Edits: Izzy Voltz
Standards
PA STEELS Standards (Grades 6–8)
🧪 Scientific & Engineering Practices (SEPs)
These apply across all STEELS performance expectations for grades 6–8.
SEP1 – Asking Questions & Defining Problems
- Students define the challenge: design a trap that can safely capture an “elf.”
- Identify criteria (effectiveness, stability, creativity) and constraints (materials, time).
SEP2 – Developing & Using Models
- Students sketch trap designs.
- Build prototypes to test mechanisms (doors, triggers, ramps, levers).
SEP3 – Planning & Carrying Out Investigations
- Test trap mechanisms under controlled conditions.
- Adjust variables such as weight, angle, friction, or trigger sensitivity.
SEP4 – Analyzing & Interpreting Data
- Observe which designs work consistently.
- Compare success rates and failure modes.
SEP5 – Using Mathematics & Computational Thinking
- Apply measurement, geometry, and ratios to improve design accuracy.
- Calculate distances, angles, or force needed to trigger mechanisms.
SEP6 – Constructing Explanations & Designing Solutions
- Explain why certain trap designs work better.
- Use evidence to justify design choices.
SEP7 – Engaging in Argument from Evidence
- Debate which trap design best meets the criteria.
- Use data from testing to support claims.
SEP8 – Obtaining, Evaluating & Communicating Information
- Communicate design process, results, and improvements to peers.
🔧 Engineering & Technology Core Ideas (ETS)
ETS1.A – Defining & Delimiting Engineering Problems
- Identify the problem and constraints.
- Establish criteria for a successful trap.
ETS1.B – Developing Possible Solutions
- Brainstorm multiple trap mechanisms.
- Build and test prototypes.
ETS1.C – Optimizing the Design Solution
- Analyze test results.
- Redesign to improve reliability, strength, or trigger sensitivity.
⚙️ Physical Science Core Ideas (PS)
PS2.A – Forces & Motion
- Explore how gravity, friction, and applied force affect trap mechanisms.
- Understand how motion is initiated (trigger release, falling objects, levers).
PS2.B – Types of Interactions
- Investigate contact forces (pushes, pulls) in trap mechanisms.
- Explore friction in ramps, slides, or moving parts.
PS1.A – Structure & Properties of Matter
- Consider material strength, flexibility, and stability when building.
🌎 Earth & Human Systems (ESS)
ESS3.C – Human Mitigation of Natural Hazards
- Relate trap design to real engineering challenges (e.g., safety mechanisms, structural stability).
📐 Math Connections (Grades 6–8)
Geometry & Measurement
- Measure lengths, angles, and dimensions for accurate construction.
Ratios & Proportional Reasoning
– Scale trap designs or adjust proportions for stability.