Fortnite Collison Decision C2799a624ead
Fortnite Collison Decision C2799a624ead
Fortnite Collison Decision C2799a624ead
L E S S O N P L A N
COLLISION DECISION 1
SCIENCE
GRADE 8
FOUR 45-MINUTE PERIODS
Colliding objects offer a prime opportunity to explore the laws of physics. Fortnite Creative features
collisions, making it an excellent way to experiment with the basic principles of physics, including
Newton’s third law.
Exactly how well do the physics in Fortnite replicate those found in real life? Do the game’s physics
support Newton’s third law regarding the forces of action and reaction? Let’s find out!
In this lesson, students will design an experiment to manipulate objects, measure object interactions,
and draw conclusions about Newton’s third law by bashing objects together.
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LESSON | AUTHOR | CLASS INFORMATION
05
DESIRED RESULTS
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LESSON PLAN
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ASSESSMENT
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STANDARDS MAPPING
LESSON | AUTHOR | CLASS INFORMATION
LESSON INFORMATION
Lesson Title: Collision Decision
Content/Grade: Science: Grade 8
Lesson Timeframe: Four 45-minute class periods
AUTHOR CONTACT
Author, Organization/Role: Scott Beiter, Rensselaer Junior Senior High School, Science Teacher
Email: sbeiter@rcsd.k12.ny.us
Twitter: @pentaclethra
LinkedIn: linkedin.com/in/scott-beiter-79876b184
The learning environment for this lesson requires computers or mobile devices able to run
Fortnite Creative. Other than that requirement, any classroom would work, particularly for the
extension activity.
LESSON OVERVIEW
Colliding objects offer a prime opportunity to explore the laws of physics. Fortnite Creative
features collisions, making it an excellent way to experiment with the basic principles of physics,
including Newton’s third law.
Exactly how well do the physics in Fortnite replicate those found in real life? Do the game’s
physics support Newton’s third law regarding the forces of action and reaction? Let’s find out!
In this lesson, students will design an experiment to manipulate objects, measure object
interactions, and draw conclusions about Newton’s 3rd law by bashing objects together.
COLLISION DECISION 4
During this process, they will:
DESIRED RESULTS
LEARNING OUTCOMES/OBJECTIVES
Students will learn:
LESSON PLAN
LEARNING ACTIVITIES
The lesson is based on the 5E model of science instruction: Engage, Explore, Explain,
Elaborate, Evaluation
Extend is an additional application of the ideas within the 5E lesson that is often included as part
of the 5E model.
COLLISION DECISION 5
ENGAGE
Students will learn about the phenomena of collisions through a variety of videos, including Newton’s
Cradle and a Safety Car Crash test video.
EXPLORE
Students will explore the physics of collisions using Fortnite Creative.
Students will choose one independent variable related to the Ball Spawner to see how it changes the
dependent variable. All other variables should be controlled. You can display the blank table below on a
screen, along with the research question.
RESEARCH QUESTION
How does [independent variable] affect the distance a ball moves when colliding with another ball in
Fortnite Creative?
Ball size
Ball Type
Distance ball moves
Ball Material
Ball distance up ramp
COLLISION DECISION 6
DATA TABLE:
PARAMETER 1
PARAMETER 2
PARAMETER 3
PARAMETER 4
SMALL
MEDIUM
LARGE
SUPER
COLLISION DECISION 7
Notes / Project Guidelines:
• Emphasize to students that in a controlled experiment, the scientist changes only one
independent variable at a time. For example, if we are testing ball size, the size of the ball that
is hit will remain the same, while the size of the ball colliding with it will change (or vice versa).
• Have students create a sketch (model) of what their device will look like in Fortnite.
• Students should decide all of the above BEFORE they construct their device in Fortnite.
• Students should have their data table prepared before they construct their rolling device in
Fortnite Creative.
• Students will then use Fortnite to construct their ball rolling device and collect data using the
following steps:
• Change the ball settings under the “Customize” section of the editing menu for the
ball spawner.
• Select a “default” ball type and material to use as a control.
• Construct a data table.
• Place a distance marker by pressing the mouse scroll wheel from the point of origin to
the location where the ball stopped.
• Compute the average distance the ball travels for each parameter.
• Graph the data to use as evidence for the conclusion.
NOTE: Balls may continue to move in Fortnite until they hit an object and may only seem to “stop”.
Students should look for that moment when the ball “stops.”
EXPLAIN
Students will explain the physics by submitting a lab report and video of their research. The student’s
explanation will be noted in the Claim, Evidence, Reasoning (CER) section of their report.
EVALUATE
The teacher will assess student understanding based on mastery of rubric, a lab report, and a video
submission. The teacher should feel free to have students show evidence of learning in whatever
way they deem appropriate; other methods to show evidence of learning may include a blog post
or website.
EXTEND
Have students design an experiment similar to the Fortnite experiment (using the same data table)
to examine how collisions behave with marbles and/or steel bearings. Students should reflect on and
document differences noted between the fortnite experiment and the physical experiment.
COLLISION DECISION 8
EXTERNAL RESOURCES
ASSESSMENT
ASSESSMENTS
Completed lab report including:
• Guiding question
• Hypotheses
• Procedure
• Data table and results
• Conclusion / reflection
RUBRIC
MS PS2-2 Plan an investigation to provide evidence that the change in an object’s motion depends on
the sum of the forces on the object and the mass of the object.
COLLISION DECISION 9
COLLISION DECISION RUBRIC
Student identifies the phenomena and purpose Sketch and model of their collision device with
of the investigation as well as components of labeled components.
the model including: applied forces, friction,
mass, and acceleration.
Student connects their experiment to Newton’s Claim, Evidence, and Justification / Reasoning
Laws of Motion. Conclusions are justified by are thought out, and reflect an understanding of
the student and based on evidence from their Newton’s Laws of Motion and how they apply to
designed experiment. a collision.
STANDARDS MAPPING
NGSS
MS-PS2-2 Motion and Stability: Forces and Interactions
Students who demonstrate understanding can: MS-PS2-2. Plan an investigation to provide evidence
that the change in an object’s motion depends on the sum of the forces exerted on the object and the
mass of the object.
ISTE STANDARDS
3 Knowledge Constructor
Students build knowledge by actively exploring real-world issues and problems, developing
ideas and theories, and pursuing answers and solutions.
COLLISION DECISION 10
4 Innovative Designer
4a Students know and use a deliberate design process for generating ideas, testing theories,
creating innovative artifacts or solving authentic problems.
4c Students develop, test and refine prototypes as part of a cyclical design process.
4d Students exhibit a tolerance for ambiguity, perseverance and the capacity to work with
open-ended problems.
5 Computational Thinker
5a Students formulate problem definitions suited for technology-assisted methods such as data
analysis, abstract models, and algorithmic thinking in exploring and finding solutions.
5b Students collect data or identify relevant data sets, use digital tools to analyze them, and
represent data in various ways to facilitate problem-solving and decision-making.
5c Students break problems into component parts, extract key information, and develop
descriptive models to understand complex systems or facilitate problem-solving.
5d Students understand how automation works and use algorithmic thinking to develop a
sequence of steps to create and test automated solutions.
6 Creative Communicator
6a Students communicate complex ideas clearly and effectively by creating or using a variety of
digital objects such as visualizations, models, or simulations.
7 Global Collaborator
7a Students contribute constructively to project teams, assuming various roles and
responsibilities to work effectively toward a common goal.
This lesson covers areas related to engineering, science, and multimedia design. This lesson
integrates all areas of STEM / STEAM.
• 1. Critical thinking
• 2. Creativity
• 3. Collaboration
• 4. Communication
• 5. Technology literacy
• 6. Flexibility
• 7. Leadership
• 8. Initiative
• 9. Social skills
COLLISION DECISION 11
MODIFICATIONS AND ACCOMMODATIONS
Provide students with the option to use a different tool (digital or physical) to complete the activities.
COLLISION DECISION 12
COLLISION DECISION
L E S S O N P L A N
COLLISION DECISION 13