Sum of Your Parts

Briefing

Sometimes, a system can work even if one part is broken. And sometimes, adding an extra part might actually make it run worse! (Imagine putting extra wheels on a bike -- it probably wouldn't go as fast.)

Here's a challenge that let's you build a human "system" and then take away pieces to see how things have changed.

Activity

What You'll Need:
A drive tool
A six-sided die
A roll of tape
A marker
A stopwatch or a nearby clock
Diagram of the Playing Field

How To Set Up:
Create a playing field on the floor or a table top. Use the roll of tape to create this pattern. It should be about 4 feet long and 3 feet wide.

Use the marker to create the part of the field that has "x x x x x" written on it.

Give everyone a job to do. Each kid is a single part of the system. (See the list below.) If you have less than six kids on your team, give out the parts starting with #1, and leave out the parts at the end.

Place the die in the lower left triangle with the "1" face up.

Give the drive tool to the person who is going to be part #1 ("the Driver").

What to Do:
The team is a "system" that moves a die from the start space (in the lower left) to the end space (in the lower right.) The challenge is to see how many times you can do this in two minutes.

Each time the die goes off the playing field, you have to start over again.

Each team member is a separate part of the system:

Part #1) "The Driver" Use the drive tool to push the die around the field. You can touch the die only with the drive tool. If the die rolls over, touches the tape or leaves the playing field, you have to start over again -- unless another player can help you (see below).

Part #2) "The Flipper" If the die rolls over so any number other than "1" is showing, you may reach in and flip it so the "1" is face up again. The Driver can continue from that spot WITHOUT starting over.

Part #3) "The Jumper" If the die is right next to the "x x x x x" wall, you can reach in and pick up the die. Then put back down on the other side of the wall, as if it "jumped" over the wall.

Part #4) "The Bumper" If the die gets too close to the tape, you can tap it with your finger and push it back on the playing field.

Part #5) "The Time Stopper" Anytime the Driver has to start over, you can stop the clock so it doesn't waste any time. It's your job to start/stop your watch, or just keep track of the time.

Part #6) "The Replacer" If you're in the system, the Driver never gets to touch the die. If, for any reason, the die has to go back to the start, it's your job to pick it up and put it there.

Play a two-minute round with all team members performing their parts. Then, pick a part (other than #1) to remove from the system and try again. Did your score get better or worse?

Keep removing different combinations of parts and see how this changes your score.

Debriefing

When you took parts away, did it always get harder? Was there a piece that made the job easier when you took him/her out of the system?


If you've got your Case Journals, free up your thumbs and answer the questions in it now!