Put kids in a virtual lab, experimenting with mechanical engineering concepts and simple machines. Talk to kids about their failed attempts and have them reflect on what they learned from those as well as from their successful attempts in the games. Encourage kids to read the Learn More section and review it before replaying a game.
Continue readingAutodesk Digital STEAM Applied Mechanics is one of three STEAM -- Science, Technology, Engineering, Arts, and Math -- apps from Autodesk, known for many professional-level engineering and architecture products. A taunting cat and crafty mouse lead kids through five mini-games that demonstrate different mechanical principles: "Energy & Work," "Force," "Power," "Loading," and "Mechanisms." Kids can replay games as many times as they want to, but even if they don't win, they can move on to others. Brief instructions introduce each game, and kids can read about the concepts and see diagrams of it in action, but they'll use a lot of trial and error in their hands-on application of the concepts within each game. In "Energy & Work," kids navigate a hot air balloon using fuel for energy. In "Force," they use a catapult to fire balls at the enemy cat. In "Loading," kids use a crane to load varied weights onto trucks. In "Power," kids have to land a spaceship on the moon, and in "Mechanism," they navigate a flying machine and collect cheese along the way.
The app responds slowly sometimes and crashes occasionally. Still, it's a free app offering overall engaging mini-games and well-written explanations of concepts, so it's worth checking out.
Kids can learn some of the principles of applied mechanics with Autodesk Digital STEAM Applied Mechanics. They'll learn by reading and examining diagrams about each interrelated concept: energy & work, force, power, loading, and mechanisms. These concepts are essential for understanding how things work, as well as for creating solutions.
Kids get to apply what they've learned in each of the mini-games, but the games are uneven. Some are quite challenging, almost to the point of frustration. Players don't get any hints. They'll fail, and then they'll try again (and again and again, maybe) as they attempt to apply what they've learned. This approach could work well, but the information they're learning often won't help them actually master the games. Other games are relatively easy and don't always have good replay value.