Rube Goldberg Challenge-rube-goldberg-challenge-Nord Anglia Education
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Nord Anglia
23 June, 2020

Rube Goldberg Challenge

Rube Goldberg Challenge-rube-goldberg-challenge-20200623 14_59_595 Valentin Darwell 8RE steam project  YouTube
Rube Goldberg Challenge The Rube Goldberg challenge started on 4th May and ended on 18th May. It was a STEAM project for the whole school including Primary and Secondary students.

The Rube Goldberg challenge started on 4th May and ended on 18th May. It was a STEAM project for the whole school including Primary and Secondary students. 

The aim of this challenge was to introduce interdisciplinary learning which promotes the development and application of what has been taught in new and different ways. Also, it allows students to think critically and work autonomously, or work together as a team to strengthen collaborative and social skills. Lastly, students can face real-world problems and challenges and have fun during the quarantine.

The winner of the Rube Goldberg challenge is Valentin D., who received full marks in four areas of criteria of creativity, complicity, practical function, and presentation. Valentin’s work was outstanding because he used various objects in his house to create the machine and the purpose of it was clear and well related to the current situation of COVID-19. Takumi F. (3A), Junseong L. (4C), Rinpuii L.(5C), Beatrice L. (6C) Michal S. (Year 7), and Jakub L. (Year 9) were awarded the Certificate of Commendation.

Link to watch the winning project

 

Who is Rube Goldberg?

Rube Goldberg was an American cartoonist, sculptor, author, engineer, and inventor. He is best known for his popular cartoons depicting complicated gadgets performing simple tasks in indirect, convoluted ways. Rube Goldberg Machine, named after Rube Goldberg, is a machine intentionally designed to perform a simple task in an indirect and overly complicated way. Usually, these consist of a series of simple unrelated devices; the action that triggers the initiation of the next, eventually resulting in achieving a goal.

Hyunsoo K., Deputy Student Leader of STEAM department