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Send a Message to the Museum Rover worksheet preview

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Send a Message to the Museum Rover

Use museum exhibit test data to plan a light or sound device that sends messages across a room.

Grade 1ScienceInteractive · Printable

Aligned to1-PS4-4

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What’s included

  • Single worksheet
  • Auto-graded online
  • 1 NGSS standard
  • Printable answer key
  • 13 questions
  • Classroom-ready

Details

Format
Interactive · Printable
Grade
Grade 1
Subject
Science
Question types
Fill in the blank, Multiple choice, Circle the answer, Short answer, Drawing

About this worksheet

What students practice

  • Students use test results to compare devices that send messages with light or sound.
  • Students design a simple device and signal code to send a message over a distance.
  • Students choose a fair way to test a message device.

How to use

Read the story, graph, and questions aloud. Let students discuss the test results, then draw a device using the listed materials.

Curriculum

NGSS standard covered

1-PS4-4

Design a simple device that uses light or sound to send a message over a distance.

Preview

OwlSheets.com

Name Date

Send a Message to the Museum Rover

Plan and test a device that sends a message across a room.

A Message for the Rover

Listen to the story. Think about how to send a message.

The Rover Exhibit

A science museum has a pretend moon rover. One visitor stands at a control desk. A partner stands beside the rover, six big steps away. The visitor must send “move” or “stop” without speaking or walking over. The partner moves or stops the rover by hand.

The museum team has a flashlight, a small bell, cardboard, and tape. Visitors may build a message device with these parts. They can make flashes of light or gentle bell sounds. Everyone must agree on what each signal means. Keep the flashlight away from eyes.

Museum Signal Code
One flash or one bell ring = MOVE
Two flashes or two bell rings = STOP
1.
What must the device do?
  • A. Pull the rover across the room.
  • B. Send a signal across the gap.
  • C. Carry the partner to the desk.
  • D. Make the rover move by itself.

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