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Message Trials at the Ultimate Disc Field
Compare shape-board and whistle codes using practice-field test results, then evaluate improvements for sending clear messages.
Grade 4ScienceInteractive · Printable
Aligned to4-PS4-3
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What’s included
- Single worksheet
- Auto-graded online
- 1 NGSS standard
- Printable answer key
- 14 questions
- Classroom-ready
Details
- Format
- Interactive · Printable
- Grade
- Grade 4
- Subject
- Science
- Question types
- Fill in the blank, Multiple choice, Matching, Circle the answer, Short answer
About this worksheet
What students practice
- Students use ordered shape and sound patterns to encode and decode field messages.
- Students compare two signaling designs using evidence from tests under different conditions.
- Students evaluate code changes and propose a signaling plan supported by test results.
How to use
Read the field report and code key together. Have students work through the comparisons, then discuss how test conditions affect a design choice.
Curriculum
NGSS standard covered
Compare ways of using patterns, such as codes, to send information.
Preview
OwlSheets.com
Message Trials at the Ultimate Disc Field
Compare patterned signals and judge ways to improve them.
Two Ways to Send a Message
Read the report and code key. Use the order of the shapes or sounds to answer.
The Recreation Club's Field Report
An ultimate disc club practices on a large grass field. During drills, a coach needs to send three messages to players waiting across the field. The club builds a shape board and tries a whistle code. These are practice messages, not emergency signals. Players learn both code keys before testing. They read the board from left to right and listen to whistle notes in the order they are made.
The board shows two large shapes side by side. Each message has its own ordered pair of shapes. The whistle uses two notes for each message. A short note lasts less time than a long note. There is a small gap between the two notes and a longer pause between messages. An adult uses the whistle at a comfortable volume. No player stands close to it.
The club tests both designs in three conditions: a quiet field in daylight, a noisy field in daylight, and a quiet field in dim evening light. For each condition, the club sends 12 messages with each design. It uses the same players, distance, and mix of messages. The board size and whistle volume stay the same. A recorder counts how many messages the players identify correctly. The graph shows the club's results.
The club wants a method that players can understand when conditions change. It also wants room to add another message later. After the first tests, members suggest larger shapes, a new code pair, and a way to request a repeated message. The club has not tested those changes yet. Members must decide which suggestions address a problem in the results and what evidence to collect next.
Switch ends: board = circle, circle; whistle = short, short.
Collect discs: board = circle, triangle; whistle = short, long.
Water break: board = triangle, circle; whistle = long, short.
Commas separate the two parts of one message.
- A. Collect discs
- B. Water break
- C. Switch ends
- D. A message not in the key
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