All About Aerodynamics Online

All About Aerodynamics online program gives us a wider reach and the opportunity to deliver our science curriculum to even more students. While the core STEAM (Science Technology Engineering Art Math) ideas remain the same, online adaptation has led to several exciting changes in our presentation and implementation.

Our online program features 3 different presentation options designed to accommodate various time constraints. The full version of the program consists of approximately 15 live, interactive, one-hour sessions covering the following topics:

  • Rules, Introduction, Digital Citizenship

  • Team Assignment, and Pre-test

  • Energy, Kinetic Energy, Potential Energy

  • Isaac Newton’s 3 Laws of Motion

  • Force, Gravity

  • Elastic Energy/Elastic Force

  • Aerodynamics, Lift

  • Quiz and Car Selection

  • Car Documentation

  • Speed Test

  • Races

  • Poster Design

  • Science Review

  • Final Quiz

  • Final Races

  • Awards Presentation

All About Aerodynamics creator and lead instructor James Carter explains the online version of the program.

Three online options available

Click HERE to choose the presentation option that is best for your school or organization.

Our areas of focus:

Interactivity

Every All About Aerodynamics lesson is designed to engage students intellectually and visually through games, videos, quizzes, art, data entry, and most importantly, conversation. We don’t want students staring at a screen, we want them to interact with their classmates and teammates on this science journey.

Digital Citizenship

Presenting All About Aerodynamics online has given us the opportunity to introduce and discuss the idea of being a good “Digital Citizen.”

In the classroom we want students to exhibit good citizenship by following rules and treating others considerately. When attending a virtual classroom, we want to help students transfer these same habits to the distance learning environment by becoming good All About Aerodynamics Digital Citizens.

Scientific Method

Students will learn about and utilize the basic concepts of the Scientific Method: Ask a question; conduct research; make a hypothesis; experiment; analyze results; present a conclusion.

Data Tracking

Students will enter their car’s name, weight, year built, wins and losses, and speed into a database that will be used to track and assess the car’s overall performance and race results.

Analysis

Following the races, students will use the collected data and observations to analyze why they believe their car did or did not perform as expected and what they would change about their selection process if they had another opportunity to select a different car.

Graphic Design

Students will use basic graphic design principles to create a mini-poster highlighting their car’s statistics, pictures, and their pre and post-race analysis. The posters can be printed or shared online with family and friends.

Math & Measurements

Basic math and measurements come into play throughout the project. Students will analyze and compare the weights of the Hot Wheels cars and make educated guesses regarding how they believe a car’s weight will impact its performance. Students will use basic math to determine if a car weighs within 5 grams of another car that they plan to race. The Speedometer Station provides a digital readout of each car’s speed that students will use to determine how fast their car is. A bonus task will be dividing the 1:64 scale speed shown on the speedometer by 64 to determine the car’s actual speed.

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