Recursive Water Balloon Drop: A Design Process Exercise
Author(s) -
Nathan Delson
Publication year - 2015
Language(s) - English
Resource type - Conference proceedings
DOI - 10.18260/p.24655
Subject(s) - computer science , teamwork , balloon , simulation , process (computing) , drop (telecommunication) , medicine , telecommunications , political science , law , operating system , cardiology
An
classroom
exercise
was
developed
to
improve
upon
a
popular
egg
drop
exercise,
where students
build
a
packaging
container
to
protect
a
raw
egg
and
then
see
which
design
can
be dropped
from
the
highest
height
without
the
egg
breaking.
The
“Recursive
Water
Balloon Drop”
substituted
a
water
balloon
for
the
egg
so
that
each
team
could
experiment
with multiple
balloon
drops.
In
addition
a
high
speed
video
was
taken
of
the
impact
of
the structure
and
the
balloon
hitting
the
ground.
The
purpose
of
these
modifications
was
to develop
skill
in
management
of
the
iterative
nature
of
the
design
process
and
to
use
data
to guide
design
improvement.
Another
aspect
of
the
exercise
was
an
individual
concept generation
phase
before
the
team
worked
together
to
help
generate
a
wide
range
of
design concepts
and
prevent
personality
from
dominating
concept
generation.
Documentation was
included
before
and
after
each
drop
to
compare
hypotheses
to
actual
performance.
The project
was
implemented
with
23
students
working
in
6
teams,
and
took
3
hours
of
class time
for
the
hardware
portion
of
the
project.
After
the
water
balloon
project,
the
same teams
worked
on
a
larger
80
hour
deign
project
carried
out
over
3
weeks.
At
the
end
of class
a
survey
was
administered
which
asked
how
the
water
balloon
exercise
impacted effectiveness
in
the
larger
design
project.
The
largest
impact
was
in
increasing
effectiveness in
the
Design
Process
with
57%
indicating
a
significant
help,
and
an
additional
23% indicated
is
as
somewhat
helpful.
Increased
Teamwork
effectiveness
was
rated
by
52%
as significant
and
39%
as
somewhat
significant.
Increase
in
Creativity
was
rated
by
39%
as significant
and
44%
as
somewhat
significant.
Increase
in
Applying
Physics
was
rated
by 26%
as
significant
and
30%
as
somewhat
significant.
Overall,
the
Recursive
Water
Balloon Drop
project
was
of
sufficient
duration
and
intensity
that
it
allowed
learning
to
occur
in
the areas
of
teamwork
and
the
design
process. Background Use
of
games
in
the
classroom
is
an
accepted
pedagogical
method,
with
many
examples being
in
business
and
management
education1.
Games
are
also
used
in
engineering education,
often
with
an
emphasis
of
improving
teamwork,
along
with
creativity,
and
are also
used
as
an
ice
breaker2.
Students
generally
enjoy
these
games,
but
they
do
take
class time,
material
resources,
and
teacher
effort.
Therefore
it
is
essential
that
games
are structured
to
reach
desired
context
and
that
the
effectiveness
of
the
learning
is
assessed. Studies
have
been
done
regarding
the
effectiveness
of
games
as
a
teaching
method
in business
education3,
but
much
less
has
been
done
in
this
area
for
engineering.
Verzat
et. al.2
implemented
an
engineering
design
class
the
challenge
of
building
structures
from spaghetti
and
thread
with
the
explicit
goal
of
improving
team
performance
and
creativity
in a
following
larger
team
design
project.
The
spaghetti
challenge
consisted
of
two
45
minute P ge 26318.2 building
sessions
with
a
30
minute
group
debriefing
period
between
the
build
sessions.
The debriefing
session
was
implemented
to
improve
teamwork
performance
in
the
second build
session,
and
provide
for
more
effective
learning.
Interviews
were
conducted
with students
3
months
after
the
spaghetti
project,
when
the
students
were
participating
in
their larger
design
project.
Student
comments
indicated
that
they
enjoyed
the
game
and
that
the experience
emphasized
listening
to
teammate
ideas
and
careful
consideration
of
all
design options
presented.
The
student
comments
presented
were
antidotal
with
few
statistical results
were
presented.
This
paper
describes
a
similar
effort
to
use
games
in
engineering design
with
explicit
educational
objectives.
In
addition
to
improving
teamwork,
the objectives
presented
here
included
use
of
instrumentation
tools
in
design
iterations
and increased
creativity
and
concept
generation.
In
addition,
statistical
analysis
was
performed to
provide
a
more
quantitative
assessment
of
the
learning
effectiveness. The
specific
design
challenged
described
in
this
paper
was
inspired
by
the
egg
drop challenge
which
is
used
in
business,
science,
and
engineering
education.
In
the
traditional egg
drop
challenge
students
are
provided
with
limited
materials
and
challenged
with
the objective
of
building
a
device
that
will
prevent
the
egg
from
breaking
during
a
drop
from various
heights.
A
wide
range
of
variations
of
the
egg
drop
has
been
implemented. Hoffman4
implemented
the
egg
drop
in
a
30
minute
surprise
challenge
in
a
management class.
Halada5
implemented
a
pendulum
impact
tester
so
that
an
egg
contest
could
be implemented
inside
during
inclement
weather
(this
approach
precludes
the
use
of parachutes,
which
is
a
“hidden”
creative
breakthrough
in
some
contests).
Warner6 implements
the
egg
drop
exercise
in
a
business
class
to
teach
strategy
and
resource markets.
He
has
student
teams
bid
for
various
components
to
build
there
device,
and
thus the
various
teams
have
different
building
materials.
Dow
and
Klemmer7
used
the
egg
drop challenge
to
study
concept
generation
and
creativity,
and
illustrated
the
effectiveness
of design
iterations
and
learning
from
each
iteration.
Specifically
they
provided
a
control group
with
just
1
egg,
while
a
group
that
was
encouraged
to
iterate
was
provided
a
full carton
of
eggs.
This
was
the
only
example
found
of
the
egg
drop
challenge
with
an
explicit process
of
iterative
design;
understandably
so
due
to
the
mess
involved
of
many
broken eggs.
In
addition,
no
cases
were
found
where
instrumentation
was
used
to
identify
causes of
failure
in
an
egg
drop
project
and
used
to
improve
the
design
iteration.
Hamon
et.
al.8 evaluated
the
effectiveness
of
physical
prototyping
vs.
simulation
for
a
4
bar
linkage challenge,
but
this
type
of
assessment
has
been
lacking
with
projects
similar
to
the
egg drop
exercise. This
paper
presents
a
classroom
design
exercise
that
extends
the
egg
drop
concept
into
a format
more
suitable
for
multiple
design
iterations.
In
addition,
instrumentation
is
used
to encourage
students
to
apply
analysis
to
their
design
iterations.
To
improve
teamwork
an individual
concept
generation
assignment
is
completed
before
the
first
team
meeting.
The effectiveness
of
these
various
components
are
assessed
in
terms
of
their
impact
on
a following
more
substantial
design
project. P ge 26318.3 Recursive
Water
Balloon
Drop
Exercise The
“Recursive
Water
Balloon
Drop”
exercise
was
developed
to
teach
students
how
to manage
an
iterative
design
process
and
use
instrumentation
tools
to
improve
the
design during
each
iteration.
Other
educational
objectives
include
developing
effective
skills
in creativity,
teamwork,
and
communication.
This
project
replaced
a
15
minute
tower building
project
with
cookies.
While
the
cookie
tower
contest
was
fun
and
served
as
an
ice breaker,
the
teacher
consensus
was
that
it
did
not
teach
significant
teamwork
skills
or
how to
manage
the
iterative
nature
of
the
design
process.
The
15
minute
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