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- Science: Grades: 3-5
New Jersey - Science: Grades 3-5
Student Learning Standards | Adopted: 2020
3-5-ETS1: : Engineering Design
3-5-ETS1-1: : Students who demonstrate understanding can: Define a simple design problem reflecting a need or a want that includes specified criteria for success and constraints on materials, time, or cost.
Earthquake-Proof Homes
Design a house to withstand an earthquake and protect the people living inside. Select a location in San Francisco, then choose the design and materials for a foundation, frame, walls, and roof. Decide which extras to add to your home design. Test each house in an earthquake and assess the damages. Try to arrive at a house design that results in the least damage. 5 Minute Preview
Flood and Storm-Proof Homes
Build a home to survive a flood or a hurricane and protect the people inside. Choose materials and a design for the foundation, frame, walls, and roof of the house. Add "extras" such as sand bags, storm shutters, and roof clips. Test your house in a flood or storm and see how well your design worked. 5 Minute Preview
Programmable Rover
In this introduction to coding, program a rover to explore the surface of Mars. Start by using tiles to create simple programs involving moving forward or backward, turns, jumps, loops, and picking up rock samples. Then use text instructions to optimize your code. Use your skills to program the rover to complete six challenging missions on Mars. 5 Minute Preview
3-5-ETS1-2: : Students who demonstrate understanding can: Generate and compare multiple possible solutions to a problem based on how well each is likely to meet the criteria and constraints of the problem.
Earthquake-Proof Homes
Design a house to withstand an earthquake and protect the people living inside. Select a location in San Francisco, then choose the design and materials for a foundation, frame, walls, and roof. Decide which extras to add to your home design. Test each house in an earthquake and assess the damages. Try to arrive at a house design that results in the least damage. 5 Minute Preview
Flood and Storm-Proof Homes
Build a home to survive a flood or a hurricane and protect the people inside. Choose materials and a design for the foundation, frame, walls, and roof of the house. Add "extras" such as sand bags, storm shutters, and roof clips. Test your house in a flood or storm and see how well your design worked. 5 Minute Preview
Programmable Rover
In this introduction to coding, program a rover to explore the surface of Mars. Start by using tiles to create simple programs involving moving forward or backward, turns, jumps, loops, and picking up rock samples. Then use text instructions to optimize your code. Use your skills to program the rover to complete six challenging missions on Mars. 5 Minute Preview
3-5-ETS1-3: : Students who demonstrate understanding can: Plan and carry out fair tests in which variables are controlled and failure points are considered to identify aspects of a model or prototype that can be improved.
Earthquake-Proof Homes
Design a house to withstand an earthquake and protect the people living inside. Select a location in San Francisco, then choose the design and materials for a foundation, frame, walls, and roof. Decide which extras to add to your home design. Test each house in an earthquake and assess the damages. Try to arrive at a house design that results in the least damage. 5 Minute Preview
Flood and Storm-Proof Homes
Build a home to survive a flood or a hurricane and protect the people inside. Choose materials and a design for the foundation, frame, walls, and roof of the house. Add "extras" such as sand bags, storm shutters, and roof clips. Test your house in a flood or storm and see how well your design worked. 5 Minute Preview
Programmable Rover
In this introduction to coding, program a rover to explore the surface of Mars. Start by using tiles to create simple programs involving moving forward or backward, turns, jumps, loops, and picking up rock samples. Then use text instructions to optimize your code. Use your skills to program the rover to complete six challenging missions on Mars. 5 Minute Preview
Correlation last revised: 4/21/2022
About STEM Cases
Students assume the role of a scientist trying to solve a real world problem. They use scientific practices to collect and analyze data, and form and test a hypothesis as they solve the problems.
Each STEM Case uses realtime reporting to show live student results.
Introduction to the Heatmap
STEM Cases take between 30-90 minutes for students to complete, depending on the case.
Student progress is automatically saved so that STEM Cases can be completed over multiple sessions.
Multiple grade-appropriate versions, or levels, exist for each STEM Case.
Each STEM Case level has an associated Handbook. These are interactive guides that focus on the science concepts underlying the case.
How Free Gizmos Work
Start teaching with 20-40 Free Gizmos. See the full list.
Access lesson materials for Free Gizmos including teacher guides, lesson plans, and more.
All other Gizmos are limited to a 5 Minute Preview and can only be used for 5 minutes a day.
Free Gizmos change each semester. The new collection will be available January 1 and July 1.
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