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Marble Run Challenge

Technology • Year 6 • 60 • 25 students • Created with AI following Aligned with Australian Curriculum (F-10)

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Technology
Year 6
60
25 students
23 June 2026

Teaching Instructions

Create a lesson plan version of the presentation project “Marble Run STEM Project Showcase” for AU (ACARA) Digital Technologies. Include: (1) lesson focus and learning intentions, (2) success criteria for the lesson, (3) step-by-step teacher/student activities (engagement, explore/build, test/iterate, showcase), (4) required materials and safety (if relevant), (5) formative assessment checkpoints and evidence of learning, (6) differentiation strategies for diverse learners (scaffolds, supports, options), (7) extension activities for advanced learners, and (8) dyslexia-friendly reading options (e.g., simplified instructions, chunked texts, visual icons, audio option suggestions). Use a maker/stem engineering design cycle linked to computing concepts: modelling, prototyping, algorithmic thinking (sequence/condition), and data/testing. Add a short glossary. Keep it to a single 60-minute lesson. Assume Year 5–8 range unless you specify otherwise; choose an appropriate band and note how to adapt up/down. Include assessment rubric-style checklist in the lesson. Use clear headings and bullet points suitable for teacher handover.

Lesson Focus and Learning Intentions

  • Investigate and design a physical marble run using algorithmic thinking.
  • Develop skills in modelling, prototyping, and iterative testing.
  • Apply sequence and condition concepts to ensure a working marble run.
  • Collaborate effectively within a group to build and refine a STEM project.
  • Communicate design decisions and findings through a digital presentation showcase.

Australian Curriculum Alignment (Digital Technologies v9)

  • ACPPS056: Plan, create, and communicate ideas and information independently and collaboratively using agreed protocols and digital solutions.
  • ACTDIK014: Investigate how digital systems represent data using numbers.
  • ACTDIP031: Design, modify, and follow simple algorithms, including branching (decisions).
  • ACTDIP032: Plan, create, and communicate ideas and information, including collaboratively online, applying agreed ethical, social, and technical protocols.
  • ACTDIP033: Collect, access, and present different types of data using simple software to create information and solve problems.

Success Criteria

Students will be able to:

  • Plan and sketch a marble run illustrating the sequence and conditions of marble movement.
  • Build a physical prototype of the marble run using available materials.
  • Test and refine their design through systematic trial and error.
  • Present their project by explaining the algorithmic thinking involved and results learnt.
  • Demonstrate teamwork and clear communication during collaboration.

Materials and Safety

  • Marbles (one or two per group)
  • Cardboard tubes, ramps, paper, straws, tape, scissors, string, small boxes
  • Timer or stopwatch (optional)
  • Digital devices for creating presentation slides or recording results (tablet/laptop)
  • Safety scissors, with use supervised by teacher
  • Clear workspace with adequate room for all groups

Safety Note: Students should handle scissors carefully and always point marbles away from faces when releasing them.

Lesson Activities (60 minutes)

1. Engagement (10 mins)

  • Brief introduction: Show a short demonstration video or live demo of a marble run.
  • Discuss how real-world objects or games follow sequences and conditions like ‘if marble reaches a ramp, then it rolls down’.
  • Introduce the design cycle: modelling, prototyping, algorithmic thinking, testing.

2. Explore and Build Prototype (20 mins)

  • In groups of 4–5, students sketch their marble run designs including steps and decision points (e.g., branching paths).
  • Emphasise simple algorithms (If marble hits slope → roll; if marble reaches fork → choose left/right).
  • Students collect materials and build the marble run physically, following their design.

3. Test and Iterate (15 mins)

  • Each group tests their marble run by rolling the marble through the track.
  • Encourage them to observe failures or unexpected results and tweak their design accordingly (change angle, add supports).
  • Encourage recording the results (e.g., time taken, successful runs) for presentation.

4. Showcase and Reflect (15 mins)

  • Groups present their marble runs to the class, explaining:
  • Their design process and any algorithms applied.
  • Challenges and how they solved them.
  • What worked and what they improved.
  • Class peers ask questions or give feedback.

Formative Assessment and Evidence

  • Teacher observes each group’s ability to plan and articulate algorithmic processes.
  • Check sketches for inclusion of sequences and conditions.
  • Evidence of iterative testing logged by students or teacher notes.
  • Presentation quality—clear explanation of their design thinking and results.
  • Peer feedback interaction.

Differentiation Strategies

  • Supports:

  • Provide simplified sentence starters and visual icons for explaining design steps.

  • Use larger text printouts or audio recorded instructions for students with reading difficulties.

  • Allow pairs instead of groups for students needing deeper scaffolding.

  • Scaffolds:

  • Offer partially completed design templates for those needing structure.

  • Provide guided questioning prompts during testing to focus iteration efforts.

  • Options:

  • Use digital design apps for those who prefer virtual prototyping first.

Extension Activities for Advanced Learners

  • Challenge to incorporate conditionals in their marble run (e.g., ‘if marble goes left → trap activates’).
  • Experiment with timing marbles or designing a marble run that can simulate data collection (count number of runs in 1 minute).
  • Create a simple coded representation of their marble run sequence using block-based programming (Scratch or similar).

Dyslexia-friendly Reading Supports

  • Use chunked instructions separated by clear headings and visual icons (e.g., pencil for ‘design’, hammer for ‘build’).
  • Short, simple sentences with key terms bolded.
  • Provide audio recording of instructions and lesson objectives for playback.
  • Use a dyslexia-friendly font (e.g., Arial, Comic Sans) on any printed resources or slides.
  • Use coloured overlays or backgrounds to reduce visual stress where possible.

Assessment Rubric Checklist

CriteriaEmergingDevelopingProficientExcelling
Algorithmic ThinkingAttempts to include sequenceIncludes simple sequencesIncludes sequences & conditionalsExplains complex algorithmic decisions clearly
Design and PrototypingBasic prototype with supportFunctional prototype with minor issuesWell-constructed, mostly functional marble runInnovative prototype with multiple features
Testing and IterationTests once, limited changesTests & makes basic adjustmentsRepeated tests improving designSystematic testing with thorough refinement
Collaboration & CommunicationParticipates with helpWorks well with groupActively cooperates & supports othersLeads group and synthesises ideas clearly
Presentation of FindingsShares simple observationsExplains design and challengesArticulates design thinking and resultsPresents with confidence and answers questions well

Glossary

  • Algorithm: A set of instructions or rules to solve a problem or perform a task.
  • Prototyping: Creating a model or sample of a design to test ideas.
  • Sequence: The order in which steps or events happen.
  • Condition: A decision point where an action depends on a certain circumstance (e.g., if this happens, then do that).
  • Iteration: Repeating a process to improve a design or solution.
  • Modelling: Making a plan or representation of an idea before building it physically.

This lesson is the first in a series designed to build foundational digital technology skills through hands-on maker activities, integrating problem-solving, computational thinking, and collaboration aligned with the Australian Curriculum. Teachers can adjust group sizes and extend the project to multiple sessions for deeper exploration or digital simulation integration.

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