5.0 / 5.0
The winning team is the one that has built the largest structure.
Activity details
Duration: 18 minutes
Participants: 4 - 12 people
Cost: $ 10
Age range: 7-25 years old
Equipments
Understand the importance of the prototype in project management
It is difficult to find marshmallows in Asia, use modeling clay.
The winning team is the one that has built the largest structure.
Participants receive a kit including 20 spaghetti, scotch, a marshmallow and strings.
- The structure cannot be suspended from a higher element such as a chair, a candlestick...
- It is forbidden to cut or eat part of the marshmallow otherwise the team is disqualified. It is also forbidden to use the plastic bag containing the kit
- Teams are authorized to cut spaghetti, strings and tape to form new structures
- The game has a duration of 18 minutes and when this lasts has elapsed, the team is no longer authorized to touch the structure under penalty of being disqualified
CONCRETELY:
- How would you describe the role you have taken on in your team?
TO GO FURTHER:
- Do you need to put strategies in place to successfully complete your build?
#group work
- False working assumptions: The marshmallow is a metaphor for highlighting hidden assumptions when carrying out a project. The guess is that the marshmallow is light and therefore easily supported by spaghetti. But when the team tries to build the tower, they realize that the marshmallow isn't so light after all.
- Test: The lesson to be learned from this challenge is that you must always justify your assumptions in a project, test them as quickly as possible and several times. It is this mechanism that makes it possible to produce innovations
- Other explanations by the creators of this experiment: https://www.ted.com/talks/tom_wujec_build_a_tower?language=fr
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Each player pulls one of the strings attached to the cardboard circle of the team, to succeed in building a tower.
#Thinking activity #Sport activity #outdoor game #Indoor game #cooperative mode #dynamic game
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