Invention PDF
Invention PDF
Invention PDF
Opportunities for
Young Inventors
INVENT ON
Inventions are everywhere! Take a minute to look around and count the various
inventions that influence your daily routine. From telephones and televisions to
automobiles and computers, inventions have transformed every aspect of human
life.
Since inventions play such a vital role in our lives, it is important to help children
better understand the past, present and future impact of these marvelous
innovations and their inventors. As the technology of the 21st century evolves and
new technology develops, children will need advanced skills and tools to deal
with new situations, responsibilities and roles. In order to help tomorrow's leaders
effectively handle a more complex and technical world, it is crucial for teachers to
help them learn how to solve diverse problems, make accurate decisions, think
creatively, and communicate and share significant ideas.
By teaching the inventing process, teachers can encourage the growth of
creativity, critical thinking, and problem-solving abilities. Interdisciplinary by
nature, students have an opportunity to solve real-world problems in a way that
is fun and frequently enhances their self-image. Inventions offer a curriculum
opportunity where everyone can succeed!
Since inventions play such a vital role in our lives, it is important to help students
understand the past, present, and future impact of the many marvelous
innovations along with the personal histories of their inventors. As the technology
of the twenty-first century evolves, children will need advanced skills and tools
to deal with new situations, responsibilities, and roles. In order to help tomorrow's
leaders effectively handle a more complex and technical world, it is critical for
teachers to provide opportunities for students to solve diverse problems, make
accurate decisions, think creatively, and communicate to share significant ideas.
These ideas might just provide the springboard to produce new technologies that
might make the world a better place for all people.
This invention guide provides a comprehensive listing of K-12 invention resources
including fiction and nonfiction books, kits, activity books, teacher materials,
videos, CD-ROMs, student contests, organizations and associations, and Internet
sites. In addition, this resource also contains a collection of discussion questions
and student activities designed to develop inventive and creative thinking skills.
We hope this publication will help students learn more about a wide variety of
inventions and inventors, as well as find exciting ways to turn their own creative
ideas into successful inventions for the future. The ideas can be used to challange
students to create, produced, and invent new ideas and technologies to make the
world a better place.
I n v e n t i o n
Q u e s t s
This list of questions is designed to develop students' critical and creative thinking skills,
as well as increase their knowledge about invention. Students can discuss these questions
in small or large groups or use them as springboards for more advanced research projects.
Candle
Clock
Faucet
Frying Pan
Iron
Monkey
Rope
Tea Kettle
Trampoline
Wheel
Create A
Contraption
Have students use
different gadgets,
animals, and
objects to design
an outrageous
Rube Goldberg-style
contraption...
Automatic Pet Feeder
Bathtub Cleaner
Burglar Alarm
Crevice Cleaner
Dog Walker
Door Opener
Electric Duster
Leaf Remover
Pizza Making Machine
"Yankee Ingenuity"
Inventor's Notebook
Notebook Tips
A c t
Guess-A-Gadget
Bring in various kitchen gadgets and
see if students can guess what they are
and how they work.
Apple Corer
Baster
Cheese Grater
Egg Slicer
Egg Separator
Garlic Press
Grapefruit Sectioner
Juice Squeezer
Meat Mallet
Melon Scoop
Nut Cracker
Pastry Blender
Scraper
Skewer
Spaghetti Tongs
Steamer Basket
Tea Ball
Whisk
Extension: Bring in antique kitchen
gadgets from the early to mid 1900's.
Invite students to brainstorm possible
names and uses for each item.
Extension: Ask students to think of other
uses for common kitchen utensils such
as a spatula, fork, knife, spoon,
measuring cup, pizza cutter, strainer,
and peeler.
Extension: Invite students to create a
new kitchen gadget that will perform one
of the following tasks: insert melted
butter into a freshly baked loaf of bread,
remove seeds from a citrus fruit, apply
melted chocolate to homebaked goods,
squeeze tea bags, pick pickles from a
jar, or remove chicken skin.
Extension: Have students create an allpurpose kitchen utensil that can do five
or more different tasks.
Extension: Invite students to discuss
how gadgets have transformed life in
the kitchen. Have them describe the
differences/similarities between food
preparation in the 1890's and 1990's.
Aluminum Foil
Balance
Balloons
Baster
Batteries
Beakers
Books
Brads
Bulb Holder
Bulbs
Buzzer
Calculator
Caliper
Cardboard
Catalogs
Circuit Board
Clamps
Clips
Clothespins
Compass
Corks
Craft Knife
Crocodile Clips
Cutting Mat
Cups
Dowels
Duct Tape
Electric Wire
Electrical Motor
Electronic Parts
Erector Set
Eye Dropper
Fasteners
File
First Aid Kit
Flash Light
Foam Board
Funnel
Glue
Goggles
Graph Paper
Hammer
Hand Drill
Hand Saw
Hangers
Jars
Jugs
Lamp
Magic Markers
Magnets
Magnifying Glass
Masking Tape
Measuring Cups
Measuring Spoons
Measuring Tape
Metal Parts
Modeling Clay
Nails
Newspaper
Notebook
Nuts and Bolts
Paper
Paper Bags
Paper Clips
Paper Towels
Paper Tubes
Pencils
Pens
Pipe Cleaners
Plastic Bags
Plastic Bottles
Plastic Containers
Plastic Tubing
Pliers
Protractor
Pump
Reference Materials
Rope
Rubber Bands
Ruler
Safety Glasses
Safety Pins
Sand Paper
Scale
Scissors
Screens
Screw Drivers
Screws
Sieve
Skewers
Spray Bottle
Square
Straws
String
Switches
T-Square
Tape
Tape Rule
Telephone Book
Templates
Thermometer
Thread Spools
Timer
Toothpicks
Tweezers
Twist Ties
Two-Sided Tape
Vise
Wire
Wire Strippers
Wood
Wood Scraps
Wrench
Yard Stick
Ziploc Bags
"Creative intelligence
in its various forms
and activities is
what makes man."
James Harvey Robinson
Ida Forbes
Galileo
Levi Strauss
Alfred B. Nobel
Rudolph Diesel
Marion Donovan
A. Write a script and perform a dramatization of how
they came to their discovery. Create the setting,
costumes, and dialogue that would be appropriate
for the time and place. What earlier experiences
influenced the inventor's later work? Were there
other inventions that preceded this one that the
inventor "piggy-backed" on?
B. Create an "Invention Log" that this famous person
might have kept. What were the major experiments
or events that led to their achievement?
Inventor
Invention
Howard Aiken
Computer
Margaret Grimaldi
Leo Baekeland
Plastic
Alexander Fleming
Penicillin
Robert Goddard
Rocket
Charles Goodyear
Vulcanization of Rubber
Sarah G. Goode
Folding Bed
Nonreflecting Galss
Frances Gabe
Self-cleaning House
Peter Hodgson
Silly Putty
John Pemberton
Coca-Cola
Wilhelm C. Roentgen
X-ray
Anne Connelly
Fire Escape
Mary Anderson
Windshield Wiper
Spencer Silver
Post-it Notes
Vladimir Zworykin
Television
Timeline
Invention
1920's
Television
1826
Photography
1952-1955
Polio Vaccine
1849
Safety Pin
1983
Compact Disc
1902
Air Conditioning
3000 BC
Wheel
1940's
Tape Recorder
1846
Sewing Machine
1876
Telephone
1608
Telescope
1804
Steam Locomotive
1903
Airplane
1100's
Magnetic Compass
1893
Zipper
1,750,000 BC
Flint Tools
1920's
Frozen Food
1793
Cotton Gin
1945
Atomic Bomb
1890's
Motion Picture
100 BC
Paper
1867
Dynamite
Shoes
Fork
Television
Mirror
Bicycle
Paper
Vacuum Cleaner
Pencil
Elevator
Skateboard
Yoyo
Eyeglasses
Airplane
Chewing Gum
Telephone
Toothbrush
Telescope
Dishwasher
Wristwatch
Lawn Mower
Canned Food
Video Camera
a. Knitting machine
b. Needle threader
c. Btcycle seat to discourage
thieves
b. Grapefruit-squirt sheild
c. Pin holder
c. Boomerang hat
a. Seats for
movie theaters
showing
Westerns
b. Barbershop
chairs for
children
c. Mechanical
horses for
teaching riding
Fudge
Popsicles
Ice Cream Cones
Maple Syrup
Potato Chips
Penicillin
X-Rays
Frisbee
Bricks
Glass
inventors.about.com/cs/womeninventors
Post-it Notes
kids.patentcafe.com/discover/women.asp
Piggy Banks
Silly Putty
Levi Jeans
Velcro
Coca-Cola
Chocolate Chip Cookies
Invention Detective
Explore the origins of various intriguing inventions. For
example, how were earmuffs invented? Did you know
that potato chips were an edible accident? Who
developed the concept of a 'sandwich?'
www.inventorsmuseum.com/women.htm
Brainstorming!
Brainstorming is a creative thinking process inventor's
use when they attempt to come up with new ideas.
Sometimes the ideas really come in a flash, like
lightning! Whenever inventors brainstorm, they try to
come up with as many ideas as possible, no matter
how crazy or of-the-wall they may seem. The idea is
to look at something that is familiar and see it inn a
totally new way!
Substitute
Combine
Adapt
Modify, Magnify, Minify
Put To Other Uses
Eliminate
Reverse, Rearrange
10
Fiction Books
Dreamland. (1996). Written by Roni Schotter.
Illustrated by Kevin Hawkes. Published by Orchard
Books. Hardcover. ISBN: 0-531-09508-8. 40 pages.
(Ages 5-8). In this magical story, Theo, a young boy
who works in his family's tailor shop, draws a series of
dream machines with chutes, slides, ladders, and
leversThe Spinning Machine, The Hoist and Spring,
and Head in the Clouds. Theo's dream machines
eventually come to life as part of an amusement park
built by his uncle Gurney, a fellow dreamer who says,
"There's more to life than measuring and cutting and
keeping to a pattern...There's think and wonder, and
best of all, imagine."
The Flying Dragon Room. (1996). Written by Audrey
Wood. Illustrated by Mark Teague. Published by
Scholastic. Hardcover. ISBN: 0-590-48193-2. 32
pages. (Ages 4-8). In this imaginative tale, Mrs.
Jenkins, a housepainter, lends her special box of tools
to Patrick and invites him to make whatever he wants.
One week later, he takes his parents and Mrs. Jenkins
on a magical tour through his newly created world
the Subterranean Room and its small creature garden,
the Bubble Room, the Friendly Wild Animal Room,
and more. This wonderful story ends with an invitation
to visit Mrs. Jenkins Dragon Room, a special place
where imaginations soar.
The Gadget War. (1991). Written by Betsy Duffey.
Published by Penguin Books. Hardcover. ISBN:
0-670-84152-8. 64 pages. (Ages 8-14). This book
introduces youngsters to the negative and positive
aspects of competition. In this story Kelley is the
undisputed gadget champion of the third grade until
Albert Einstein Jones, an alumnus of Young Inventor's
Camp, moves into her territory. Soon after Albert
makes his presence known, a battle ensues between the
two and escalates to an "I can top that" gadget war.
Don't Miss
These Great
Fiction Books!
Ben and Me. (1939). Written by Robert Lawson. Published
by Little, Brown and Company. Paperback. ISBN:
0-316-51730-5. 114 pages. (Ages 8-12).
Captain Snap and the Children of Vinegar Lane. (1989).
Written by Roni Schotter. Illustrated by Marcia Sewall.
Published by Orchard Books. Paperback. ISBN:
0-531-07038-7. 32 pages. (Ages 4-8).
Dear Mr. Henshaw. (1983). Written by Beverly Cleary.
Published by William Morrow. Hardcover. ISBN:
0-688-02405-X. 144 pages. (Ages 8-12).
Ruby Mae Has Something to Say. (1992). Written by
David Small. Published by Crown. Hardcover. ISBN:
0-517-58248-1. 32 pages. (Ages 4-8).
11
Nonfiction Books
The Age of Technology: 19th Century American
Inventors. (1997). Edited by David C. King.
Published by Discovery Enterprises. Paperback. ISBN:
1-878668-64-1. 64 pages. (Ages 11 and up). This
intriguing anthology features lab notes, peer criticism,
journals, and letters from some of America's greatest
inventors including Eli Whitney, Thomas Edison and
Benjamin Banneker.
Theme-Based Magazines
The following magazines contain inventionrelated information. These magazine back issues
were published by Cobblestone Publishing, 7
School Street, Peterborough, NH 03458-1454.
800-821-0115. Price: $4.50, 10% shipping and
handling. 48 pages. (Grades 4-9).
COBBLESTONE
African American Inventors
Thomas Edison
Women Inventors
FACES
Inventions of the World
12
Nonfiction Books
Girls Think of Everything: Stories of Ingenious
Inventions by Women. (2000). Written by Catherine
Thimmesh. Published by Houghton Mifflin. Hardcover.
ISBN: 0-395937-44-2. 64 pages. (Ages 9 to 12). This
very attractive, informative book will find an audience
among browsers and report writers alike. Ten women
and two girls are given a few pages each. Included are
Mary Anderson, who invented the windshield wiper
(after she was told it wouldn't work); Ruth Wakefield,
who, by throwing chunks of chocolate in her cookie
batter, gave Toll House cookies to the world; and young
Becky Schroeder, who invented Glo-paper because she
wanted to write in the dark. The text is written in a
fresh, breezy manner, but it is the artwork that is really
outstanding. The endpapers list women inventors,
beginning at 3000 B.C., when silk was invented by a
Chinese empress. The final section tells girls how to
patent their inventions, and an informed bibliography
and Web site list will help them do just that.
13
Nonfiction Books
Imaginitive Inventions: The Who, What, Where,
When, and Why of Roller Skates, Potato Chips,
Marbles, and Pie (and More!). (2001). Written by
Charise Mericle Harper. Published by Little, Brown, &
Company. Hardcover. ISBN: 0-316347-25-6. 32 pages.
(Ages 4 to 8). This edifying volume explains how such
everyday things such as gum, skates, and potato chips
came to be. The book is pleasently illustrated with
naive portraits of inventors at work, frames spread with
a thematic border, and trivia about the subjects. With its
crazy-quilt visual patterns, bouncy stanzas and fun
facts, this miscellany zigzags between informational
and whimsical.
Invention in America. (1995). Written by Russell
Bourne. Published by Fulcrum Publishing. Hardcover.
ISBN: 1-55591-231-1. 152 pages. (Ages 10 and up).
This book uses lively and instructive images from the
Library of Congress to introduce readers to American
inventions. This insightful resource focuses on the
impact technological progress has had on the American
culture.
Inventions That Changed Modern Life. (1994).
Written by L. Markham. Published by Raintree SteckVaughn. Hardcover. ISBN: 0-8114-4930-0. 48 pages.
(Ages 9-14). This volume from the 20 Events series
describes twenty inventions that have had a significant
impact on the modern world. The author presents
detailed information about important inventions such as
the steam engine, electric light bulb, sewing machine,
telephone, television, and computer. This book also
includes colorful photographs, charts, diagrams, a
glossary, and a reading list. Other titles of interest from
this series include: Discoveries That Changed Science
(1995) and Transportation Milestones and
Breakthroughs (1995).
Inventors. (1996). Written by Martin W. Sandler.
Published by HarperCollins. Hardcover. ISBN:
0-06-024923-4. 96 pages. (Ages 8 and up). The author
uses hundreds of vintage photographs from the archives
of the Library of Congress to explore great American
inventors. He discusses how these creative individuals
have revolutionized life through their world-altering
inventions such as the telegraph, television, airplane,
skyscraper, and much more.
14
Nonfiction Books
Smithsonian Visual Timeline of Inventions. (1994).
Written by Richard Platt. Published by DK Publishing.
Distributed by Houghton Mifflin. Hardcover. ISBN:
1-56458-675-8. 64 pages. (Ages 8 and up). This
outstanding reference book charts the entire history of
human ingenuity from the first prehistoric tools and
weapons created 600,000 years ago to the future of
genetic engineering and microelectronics. Featuring
more than 400 inventions that changed the world, this
resource contains a running chronology of world events
and arranges the inventions chronologically (date, name
of inventor, country of origin, and a brief description
accompanies each entry) and thematically (entries are
organized into four categoriescounting and
communication, daily life and health, agriculture and
industry, and travel and conquest). Accurate
information, hundreds of photographs and colorful
illustrations fill the pages of this fascinating resource.
Other titles of interest include: Visual Timeline of
Transportation written by Anthony Wilson (ISBN:
1-56458-880-7) and Visual Timeline of the Twentieth
Century written by Simon Adams (ISBN:
0-7894-0997-6).
They All Laughed...From Light Bulbs to Lasers: The
Fascinating Stories Behind The Great Inventions
That Have Changed Our Lives. (1993). Written by Ira
Flatow. Published by HarperCollins. Paperback. ISBN:
0-06-092415-2. 256 pages. (Ages 12 and up). This
exciting resource takes a behind-the-scenes look at the
development and evolution of various inventions.
Students will enjoy reading about how the first
commercial fax machine was invented in 1843, how a
melted candy bar led to the microwave oven, and the
truth about Ben Franklin's famous kite experiments.
Toys! Amazing Stories Behind Some Great
Inventions. (2000). Written by Don Wulffson.
Publisged by Henry Holt. Hardcover. ISBN:
0-805061-96-7. 128 pages. Ages (9 to 12). This book
containes quirky tales behind more than two dozen
novelties, gadgets, and games, from playing cards and
wind-up toys to Play-Doh. Some (tops, seesaws) have
long histories, some (whoopee cushions) only seem to
have been around forever, and some (Trivial Pursuit)
are of recent vintage. The generalizations may
sometimes shade over into oversimplifications, but the
accounts of the origins of super balls, Raggedy Ann,
Legos, Twister, Pong and the like will give middle
15
Videos About
The Invention Process
and Amazing Inventors
From Dreams to Reality: A Tribute to
Minority Inventors. Available from a local
Patent and Trademark Depository Library or the
Office of Civil Rights, U.S. Patent and
Trademark Office, Washington, DC 20231.
Price: Free. (Grades 3-12). This award-winning
video takes a look at the experiences of minority
inventors and shows students that dreams can
become reality through hard work and
dedication.
16
Biographies
A Picture Book of Benjamin Franklin. (1990).
Written by David Adler. Illustrated by John and
Alexandra Wallner. Published by Holiday House.
Hardcover. ISBN: 0-8234-0792-6. 32 pages. (Ages 48).
A Picture Book of Thomas Alva Edison. (1996).
Written by David Adler. Illustrated by John and
Alexandra Wallner. Published by Holiday House.
Hardcover. ISBN: 0-8234-1246-6. 32 pages. (Ages 48).
A Pocketful of Goobers: A Story about George
Washington Carver. (1986). Written by Barbara
Mitchell. Illustrated by Peter E. Hanson. Published by
Carolrhoda Books. Paperback. ISBN: 0-87614-474-1.
64 pages. (Ages 8-12).
17
Biographies
Pioneer Plowmaker: A Story about John Deere.
(1990). Written by David R. Collins. Illustrated by Steve
Michaels. Published by Carolrhoda Books. Hardcover.
ISBN: 0-87614-424-5. 64 pages. (Ages 8-12).
Starry Messenger: Galileo Galilei. (1996). Written by
Peter Sis. Published by Farrar. Hardcover. ISBN:
0-374-37191-1. 40 pages. (Ages 6 and up).
The Story of Thomas Alva Edison, Inventor: The
Wizard of Menlo Park. (1990). Written by Margaret
Davidson. Published by Scholastic. Paperback. ISBN: 0590-42403-3. 64 pages. (Ages 7-10).
Thomas Alva Edison, Great Inventor. (1996). Written
by Nancy Levinson. Published by Scholastic.
Paperback. ISBN: 0-590-52767-3. 64 pages. (Ages 812).
Thomas Alva Edison: The King of Inventors. (1995).
Written by David C. King. Published by Discovery
Enterprises. Paperback. ISBN: 1-878668-55-2. 88
pages. (Ages 10 and up).
Thomas Edison and Electricity. (1995). Written by
Steve Parker. Published by Chelsea House. Hardcover.
ISBN: 0-7910-3012-1. 32 pages. (Ages 8 and up).
Answers for
We'll Race You, Henry: A Story about Henry Ford.
(1986). Written by Barbara Mitchell. Illustrated by
Kathy Haubrich. Published by Carolrhoda Books.
Paperback. ISBN: 0-87614-471-7. 64 pages. (Ages 812).
The Wizard of Sound: A Story about Thomas
Edison. (1991). Written by Barbara Mitchell. Illustrated
by Hetty Mitchell. Published by Carolrhoda Books.
Paperback. ISBN: 0-87614-563-2. 64 pages. (Ages 812).
The Wright Brothers: How They Invented the
Airplane. (1991). Written by Russell Freedman.
Published by Holiday House. Hardcover. ISBN: 0-82340875-2. 144 pages. (Ages 8 and up).
18
19
Teacher Materials
From Indian Corn to Outer Space: Women Invent
in America. (1995). Written by Ellen H. Showell and
Fred M.B. Amram. Published by Cobblestone
Publishing. Paperback. ISBN: 0-942389-10-7. 160
pages. (Grades 4-9). This outstanding book takes a
close-up look at the lives and accomplishments of
women inventors in America. This resource contains a
collection of descriptive summaries, engaging firstperson narratives, photographs and illustrations, and
interdisciplinary, hands-on classroom activities
(projects, discussion questions, puzzles, games, and
contests). In addition to learning about famous women
inventors, readers also explore the invention process
from idea generation to patent acquisition. Extensive
appendices include lists of invention programs,
contests, books, magazines, videos, kits, camps, great
places to visit, and much more.
Invent: A Simulation of Inventors and the Invention
Process. (1994). Written by Beth Arner. Published by
Interact. (Grades 4-8). Based on the recommendations
of Benjamin Bloom (higher level thinking skills) and
Howard Gardner (multiple intelligences), this
simulation challenges students to develop their problem
solving, creativity, communication, and research skills.
Activities invite students to research a famous inventor
and his/her invention, design their own Rube Goldberg
invention, develop an original invention that would help
a familiar character in literature, create a personal
invention, keep an invention log, conduct a survey,
patent and market their own invention, explain the
benefits and hazards of their invention, and participate
in a Thomas Edison Day (culminating activity that
invites students to display their inventions,
advertisements, patents, and drawings).
Inventing, Inventions, Inventors: A Teaching
Resource Book. (1989). Written by Jerry D. Flack.
Published by Teacher Ideas Press. Paperback. ISBN: 087287-747-7. 148 pages. (Grades 4-12). This
informative resource book provides dozens of exciting
ways to integrate the study of invention into the regular
curriculum. In addition to a collection of enrichment
activities and creative thinking exercises, this volume
also includes information about the invention process,
descriptions of creative thinking techniques, quotations
about inventing, a list of invention contests and
programs, and a resource bibliography.
20
Innovation Institute
901 South National Avenue
Springfield, MO 65804
Phone: (417) 836-5671
Web: www.innovation.institute.com
Intellectual Property Owners (IPO)
1255 Twenty-Third Street NW,
Suite 200
Washington, DC 20037
Phone: (202) 466-2396
Fax: (202) 466-2893
Web: www.ipo.org
Project XL
Office of Public Affairs
U.S. Patent and Trademark Office
Washington, DC 20231
Phone: (703) 305-8341
Web: www.uspto.gov
Project XL, an outreach program of the U.S. Patent and
Trademark Office, is designed to encourage the development
of inventive thinking and problem solving skills through
national and regional workshops, teaching materials and kits,
and programs offered in partnership with the National
Inventive Thinking Association and other private and public
organizations. They offer free copies of the following
publications: Inventive Thinking Curriculum Project, Black
Innovators: Inspiring a New Generation, and Inventive
Thinking Resources Directory.
21
Invention
Enter A
Contest
Today!
Duracell/NSTA Scholarship
Competition
22
Our teacher explained that a Type III Enrichment Project should be related to a subject in which you have a great interest, it
should be something you enjoy doing, it requires research, and it involves something you create on your own. The teacher
gave our class a handout sheet and explained the ten steps of a Type III Project. She also showed us a variety of Type III
projects and Management Plans that other students had done.
I thought about my interest areas. The first ones that I thought of were music and cars. I planned to invent a better violin
shoulder rest or something that helped prevent an accident when a driver falls asleep or loses consciousness while driving. I
studied inventors and inventions. I read many books from my class collection and public libraries about invention and
inventors.
On March 29, 1996 while my dad and I were picking up a Steven Caney book about inventions from the public library, a thief
broke into our car and stole my violin. After that happened, I decided to invent a security system for valuables so that this
would never happen to me again. I borrowed books from the library about electricity and electronics and studied them for
about two weeks.
My first solution was to make a circuit that had a wire connected to the pocket of your pants. To steal the object, the thief would
have to cut the wire. If he did, the circuit inside would cause the buzzer to start buzzing. I realized that the wired security
system wouldn't be convenient because you would have to be connected to your valuable object all the time. I decided a
wireless control would be better.
The only type of wireless control I knew about was radio control, which I learned from my toy radio controlled car. I noticed that
the car would not move when I did not press a button. But when I did press the button, the transmitter sent a radio signal to the
receiver. The signal made the car go forward. But when I was far away from the race car, it would not move. That was because
the signal from the transmitter couldn't get to the receiver. I got the idea that I could just replace the car motor with an alarm so
that when the transmitter sent a radio signal to the receiver, it would keep the alarm off. But when a thief steals an object with
the receiver inside and takes it a certain distance from the transmitter, the radio signal from the transmitter can't get to the
receiver and the alarm will sound.
I purchased a battery holder, a switch, and a buzzer. From a toy radio controlled car, I took a receiver and a transmitter,
changed the circuit, and added the buzzer and battery holder. My prototype was finished!
I typed up information about the ideas, features, technology, and instructions on how to use my invention which I named The
WizardTM. Then I thought of disguising The Wizard TM as something that people would bring along on vacation, such as a
toothpaste box or a soap box, so that thieves would not be able to recognize the security device once it becomes popular.
I created a display board for our Type III Fair. In our classroom we had a very successful Type III Fair. We each brought in our
projects and displayed them at an Open House for parents, other classes, and visitors.
Since then, I have been thinking of ways to further improve The WizardTM. For example, I am planning to make it smaller and
make it use less battery power.
John Xu was a nine year-old fourth grader in a full-time gifted program at Palmerston Avenue Public
School in Toronto, Canada when he invented The WizardTM during the spring term of 1996.
23
EYES ON
TECHNOLOGY
IventorLabs
Transportation.
Published by
MacMillan
Publishing. Price:
$19.99. Platform: Mac
OS, Windows 95 / 98 /
Me. Media: CD-ROM.
ASIN: B00004UB6M.
InventorLabs invites you to enter
the world of three great inventors who gave wingsand
wheelsto all mankind. Meet the Wright brothers and help
them build their revolutionary flying machine. Visit the
turn-of-the-century workshop of Gottlieb Daimler, and
explore his groundbreaking 1901 Mercedes automobile.
Then tour George Stephenson's cottage, where you will
reinvent the world's first practical steam locomotive.
Science springs to life in a fascinating, hands-on celebration
of man in motion.
You'll be transported to another world to wander through
each workroom, to open drawers, examine tools, and
explore real drawings, patents, and notebooks. Meet the
extraordinary men who invented the future. Probe the
innermost workings of their remarkable vehicles. Then test
your wits by conducting dozens of experiments, each with
many unique outcomes. Like the great inventors, you will
learn from your failures as much as your accomplishments.
Return of the Incredible Machine: Contraptions.
Published by Sierra Attractions. Price: $9.99. Platform: Mac
OS, Windows 95 / 98 / Me. Media: CD-ROM. ASIN:
B00004Y2LI.
Return of the Incredible Machine: Contraptions gives
players a goal, such as knocking a blimp out of the air or
blowing up a brick wall so a ball can escape. Players must
build a functional machine that meets the goal, using a
basket of wacky machine parts. Switches, levers, fire, wind,
and electricitynot to mention good, old-fashioned
gravityare the engines you use to power your
contraptions. Place them within mechanisms, flip them,
shrink or grow them to fitanything you can think of, as
long as it achieves the contraption's specified task.
Widget Workshop. Published by Maxis. Phone: (800) 9252669. Price: $34.95. Platform: Macintosh and Windows.
Media: CD-ROM. (Ages 8 and up). This virtual inventor's
workshop invites youngsters to create unique contraptions
with dozens of parts and pieces including pendulums, light
switches, sound transformers, cannons, human and animal
hearts, and much more. In addition to constructing gadgets
and wacky inventions, learners can also solve widget
puzzles, conduct experiments, play interactive games, and
explore various principles of math and science.
Inventive Women
Poster Set.
A
Look
At
Women
Inventors
Invite students to
invent a new...
Dessert for people who like
chocolate and strawberries
Mode of transportation
Olympic event or outdoor game
Piece of equipment to
revolutionize a sport
Shoes or sneakers
Toothpaste or mouthwash flavor
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INVENTORS DIGEST
http://www.inventorsdigest.com
This site is designed for anyone who has ever said, "I've
got a great ideanow what do I do?" It is also THE sot for
anyone who is searching for the Next HOT product. The
magazine site and the accompanying links lead students
to the wonderful world of invention.
INVENTOR SOLUTIONS
www.ideasa-z.com
This site has free information about getting your invention
on television. The concept of "inventigration," combining
consumer needs and industrial needs to create a new
product with a commitment to a code of moral or artistic
values is explained.
INVENTORS MUSEUM
www.inventorsmuseum.com
This site has links that cover a wide range of inventors and
their inventions. Thomas Edison is the featured inventor,
along with African-American Colonial inventors. Check out
the medical inventions, along with the monthly-featured
inventor.
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Have a problem?
Got an idea?
Invent a solution!
Building a prototype
Patents and trademark
Manufacturing your product
Marketing your product
Packaging your product
Distribution of your product
Writing a business plan
Copyrights/royalties, licensing
Trade shows
Import/Export
Writing press releases
Media exposure
Investors
And much much more
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Mystery Inventions
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Accidental Floater
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Flavored Chicle
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Underwater Diver
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Cool Contraption
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Bright Illuminator
Electric Stitcher
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__ __ __ __ __ __ __
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What famous
American auth
or received a
patent in 187
1 for pants su
spenders?
Who was the
first inductee
into America's
National Inve
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F
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the world reco
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of U.S.
patents?
Who signed th
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patent bill into
law?