Worksheet
Park Maze Message Makers
Design a park maze signal, compare drum test results, and plan a light device to send messages across a clear path.
Grade 1ScienceInteractive · Printable
Aligned to1-PS4-4
What’s included
- Single worksheet
- Auto-graded online
- 1 NGSS standard
- Printable answer key
- 12 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 choose light or sound devices to send messages over a distance.
- Students compare signal test results to choose a device.
- Students draw a message device and describe how to test it.
How to use
Read the passage and prompts aloud. Review the graph together, then let children choose designs and draw their own device. Any hands-on test should be supervised.
Curriculum
NGSS standard covered
Design a simple device that uses light or sound to send a message over a distance.
Preview
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Park Maze Message Makers
Build and test a device that sends a message.

A Message at the Maze
Listen to the passage. Choose answers that fit the helpers' job.
Two Helper Tables
At a city park, Inez and Omar help with a maze game. Their tables are 20 big steps apart. A tall hedge stands between them. They cannot see each other's table, but they can hear a hand drum. They need to send two messages without leaving their tables.
They can make a drum from an empty container with a lid. They will tap the lid gently with a hand. One tap will mean “come.” Two quick taps will mean “wait.” They will leave a long pause between messages. They also have a flashlight and cardboard for making a holder.
- A. Hold up a card for Omar to read.
- B. Flash a light low behind the hedge.
- C. Tap a drum for Omar to hear.
- D. Wave a flag below the hedge.
- A. A flashlight and a cardboard holder
- B. An empty container and its lid
- C. A paper flag and a short stick
- D. A message card and a card stand
- A. Two quick taps, long pause, one tap
- B. One tap, long pause, two quick taps
- C. Two quick taps, long pause, two quick taps
- D. One tap, long pause, one tap
- A. Check whether her drum has a lid.
- B. Count how many taps she can make.
- C. Look at the color of Omar's table.
- D. Ask Omar which message he heard.
Compare the Drum Tests
Use the test notes and graph. A correct message means Omar heard the taps and named the right message.
How many more messages were correct with the tub than with the cup? more messages
- A. The cup drum
- B. The box drum
- C. All three drums
- D. The tub drum
The box worked better than the cup in this test.The cup and tub worked equally well in this test.The box worked better than the tub in this test.The tub worked better than both other drums in this test.
- A. Use a different message code for each drum.
- B. Use the same distance for both drums.
- C. Send more messages with only the tub.
- D. Use gentle taps for only the cup.
Design for a New Spot
Use the new clues. Then draw a device and tell how to test it.
- A. The cup drum tapped under a thick cloth
- B. The tub drum tapped behind a large box
- C. A flashlight in a holder aimed at the card
- D. A flashlight in a holder aimed at the ground
- A. Add a wider base and test the holder again.
- B. Use the same holder and change the flash code.
- C. Keep the tipped holder and flash more quickly.
- D. Leave the holder tipped and move Omar farther away.
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