Lab
Rube Goldberg Challenge
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The
purpose
of this event is to design a device, aka, machine, that will, in as close to 10 seconds, trap an initial golf ball and release a final, second golf ball. Each machine must use at least one (1) domino. The timing begins at the instant the first ball is released and ends when the second ball leaves the surface of the lab table. Your machine must run for a minimum of 2 seconds.
You must keep your machine "running" throughout the contest. If you employ periodic motion, each instance is only allowed to include one complete revolution or vibration. If you use dominos, each "domino chain" counts as only one collision. You are not allowed to use either AC or DC electricity.
On the day of the contest, you must bring in a "professional diagram" of your machine. Your labeled diagram must include a key that designates the location of each momentum exchange and each energy exchange. You are NOT allowed to modify the design once the contest begins and you see what other groups have designed. You must build your machine according to your proposed design.
On the day of the contest, all teams will have 85 minutes to build their machines. Once the first team begins, no one can continue building. Each team will be allowed up to three releases, the best one will be considered your final score. All teams must tear down their apparatus before leaving and put away their equipment.
Scoring
Each team will begin with 50 points. From that total the following points will be added or subtracted.
+15 for your professional diagram
+10 for a step-by-step mathematical calculation of the time your apparatus will run that comes within 0.75 seconds of the actual run time
+10 for taking down your apparatus and cleaning up your equipment
+2 for each momentum exchange
+2 for each energy exchange
+15 for a run time between 9.5 and 10.5 seconds or between 50 and 60 seconds
+10 for a run time between 9.0 and 9.5 seconds or between 10.5 and 11.0 seconds
+5 for a run time between 8.0 and 9.0 seconds or between 11.0 and 12.0 seconds
+0 for a run time between 6.0 and 8.0 seconds or between 12.0 and 14.0 seconds
-50 for not participating
-10 for not taking down your apparatus and cleaning up your equipment
-15 for a time between 0 and 2 seconds or between 18 and 50 seconds or anything greater than 60 seconds
-10 for a time between 2 and 4 seconds or between 16 and 18 seconds
-5 for a time between 4 and 6 seconds or between 14 and 16 seconds
Scores are based on 100 points.
Equipment
1 table surface with trapeze
2-3 golf balls
2-3 marbles
1 up to 20 dominos
1 ring stand
1-2 test tube holders
1-2 c-clamps
up to 3 metersticks
up to 2 grooved plastic rulers
1 wooden shelf
up to 4 meters track/molding
up to 2 meters clear packing tape
one mailing tube
up to 20 feet white twine
1 torque bridge (see-saw)
1 pair of scissors
up to 10 giant paper clips
Plus any
pre-approved materials
that you want to bring from home.
Related Documents
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Resource Lesson:
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A Further Look at Impulse
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Accelerated Motion: A Data Analysis Approach
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Accelerated Motion: Velocity-Time Graphs
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Analyzing SVA Graph Combinations
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APC: Work Notation
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Average Velocity - A Calculus Approach
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Chase Problems
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Comparing Constant Velocity Graphs of Position-Time & Velocity-Time
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Conservation of Energy and Springs
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Constant Velocity: Position-Time Graphs
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Constant Velocity: Velocity-Time Graphs
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Derivation of the Kinematics Equations for Uniformly Accelerated Motion
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Derivatives: Instantaneous vs Average Velocities
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Directions: Flash Cards
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Energy Conservation in Simple Pendulums
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Famous Discoveries: The Franck-Hertz Experiment
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Freefall: Horizontally Released Projectiles (2D-Motion)
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Freefall: Projectiles in 1-Dimension
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Freefall: Projectiles Released at an Angle (2D-Motion)
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Gravitational Energy Wells
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Linear Momentum
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Mechanical Energy
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Momentum and Energy
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Monkey and the Hunter
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Potential Energy Functions
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Principal of Least Action
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Rotational Dynamics: Pivoting Rods
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Rotational Kinetic Energy
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Springs and Blocks
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Summary: Graph Shapes for Constant Velocity
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Summary: Graph Shapes for Uniformly Accelerated Motion
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SVA: Slopes and Area Relationships
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Symmetries in Physics
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Tension Cases: Four Special Situations
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Vector Resultants: Average Velocity
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Work
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Work and Energy
Review:
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Test #1: APC Review Sheet
Worksheet:
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Hackensack
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Puppy Love
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The Baseball Game
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The Big Mac
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The Cemetary
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The Golf Game
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The Jogger
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The Pepsi Challenge
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The Pet Rock
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The Pool Game
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The Raft
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The Spring Phling
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2D Projectiles
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Conservation of Energy
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Conservation of Momentum
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Dropped From Rest
CP -
Freefall
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Momentum
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Momentum and Energy
CP -
Momentum and Kinetic Energy
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Momentum Practice Problems
CP -
Momentum Systems and Conservation
CP -
Non-Accelerated and Accelerated Motion
CP -
Power Production
CP -
Satellites: Circular and Elliptical
CP -
Tossed Ball
CP -
Up and Down
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Work and Energy
NT -
Average Speed
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Back-and-Forth
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Cliffs
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Crosswinds
NT -
Elliptical Orbits
NT -
Escape Velocity
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Gravitation #2
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Headwinds
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Ice Boat
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Momentum
NT -
Monkey Shooter
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Pendulum
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Projectile
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Ramps
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Satellite Positions
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Accelerated Motion: Analyzing Velocity-Time Graphs
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Accelerated Motion: Graph Shape Patterns
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Accelerated Motion: Practice with Data Analysis
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Advanced Properties of Freely Falling Bodies #1
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Advanced Properties of Freely Falling Bodies #2
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Advanced Properties of Freely Falling Bodies #3
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Average Speed and Average Velocity
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Average Speed Drill
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Charged Projectiles in Uniform Electric Fields
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Chase Problems #1
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Chase Problems #2
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Chase Problems: Projectiles
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Combining Kinematics and Dynamics
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Constant Velocity: Converting Position and Velocity Graphs
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Constant Velocity: Position-Time Graphs #1
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Constant Velocity: Position-Time Graphs #2
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Constant Velocity: Position-Time Graphs #3
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Constant Velocity: Velocity-Time Graphs #1
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Constant Velocity: Velocity-Time Graphs #2
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Constant Velocity: Velocity-Time Graphs #3
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Converting s-t and v-t Graphs
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Energy Methods: More Practice with Projectiles
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Energy Methods: Projectiles
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Energy/Work Vocabulary
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Force vs Displacement Graphs
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Freefall #1
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Freefall #2
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Freefall #3
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Freefall #3 (Honors)
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Horizontally Released Projectiles #1
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Horizontally Released Projectiles #2
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Introduction to Springs
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Kinematics Along With Work/Energy
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Kinematics Equations #1
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Kinematics Equations #2
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Kinematics Equations #3: A Stop Light Story
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Lab Discussion: Gravitational Field Strength and the Acceleration Due to Gravity
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Position-Time Graph "Story" Combinations
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Potential Energy Functions
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Practice: Momentum and Energy #1
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Practice: Momentum and Energy #2
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Practice: Vertical Circular Motion
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Projectiles Released at an Angle
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Rotational Kinetic Energy
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Static Springs: The Basics
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SVA Relationships #1
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SVA Relationships #2
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SVA Relationships #3
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SVA Relationships #4
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SVA Relationships #5
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Work and Energy Practice: An Assortment of Situations
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Work and Energy Practice: Forces at Angles
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2A: Introduction to Motion
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2B: Average Speed and Average Velocity
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Antiderivatives and Kinematics Functions
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Honors: Average Speed/Velocity
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Kinematics Derivatives
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Projectile Summary
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Projectiles Released at an Angle
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Set 3A: Projectiles
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Work, Power, Kinetic Energy
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