# TinkerBox HD

## Review Overview

### 6.4

#### TinkerBox HD: An App for Physics

Summary : “Mousetrap” style physics and engineering!

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TinkerBox HD allows students to experiment with basic engineering concepts in either the Invent or Puzzles mode. Using a collection of balls, bolts, motors, ramps, boxes, trampolines, ropes, chains, and more, TinkerBox HD allows users to test out theories about weight, gravity, momentum, etc. outside the confines of a lab. The Puzzles mode sets users up with a beginning action (e.g., a ball falling) and an instructed end result (e.g., sorting different sized balls into different buckets). Users then engage the tools in each level to engineer the desired result. Solutions can be complex or simple, but all must be scientifically considered, which requires users to consider gravity, force, velocity, and other scientific concepts. In the Lab mode, users are free to set up their own engineering designs with the full TinkerBox tool chest.

### Instructional Ideas

1. Teachers can introduce basic physics concepts and demonstrate their actions using this app. Teachers can guide this conversation by asking students questions such as: (1) What do you think would happen if we did that (e.g., move or add an object)?, (2) Which force(s) is causing this movement?, and (3) How could we improve this puzzle? Students can respond orally.
2. Students can use this app to experiment in the Lab function. As they experiment, students can take a screenshot of their puzzle and use an Office app to explain the different phenomena that were part of their puzzle. Teachers can require students to use specific physics vocabulary.
3. As students learn different physics lessons, teachers can allow students to recreate or use the topic of a lesson with this app.
 A1. Rigor A2. 21st Century Skills A3. Conn. to Future Learning A4. Value of Errors A5. Feedback to Teacher A6. Level of Material A7. Cooperative Learning A8. Accom. of Individual Diff.
 B1. Ability to Save Progress B2. Platform Integration B3. Screen Design B4. Ease of Use B5. Navigation B6. Goal Orientation B7. Information Presentation B8. Media Integration B9. Cultural Sensitivity
 C1. Learner Control C2. Interactivity C3. Pace C4. Flexibility C5. Interest C6. Aesthetics C7. Utility