The Windmill of Life

ACES Challenge Entry

Bronze: Indonesia country award

Bronze: Playful aspects award

Participant:
Khusnul Niken and Rizky Julia Putri

School:
SDN Kanyoran 2

Country:
Indonesia

Summary

Education involves contact between educators and learners utilizing a variety of methods and learning models to enable comprehensive learning towards real life application. STEM approaches and learning models, based on specific contexts and environments, are now becoming viable options for improving the quality of relevant learning for learners. Khusnul Niken and Risky Julia Putri of SDN 2 Kanyoran, Kediri Regency, East Java, Indonesia, conducted an experiment entitled “The Windmill of Life” in the ACES STEM Bucket Challenge; an activity using the STEM (Science Technology Engineering Math) approach within the concept of change motion energy that produces electrical energy to light miniature houses.

Learning and Competency Outcomes

The Science element of this project teaches students about natural laws and concepts, such as electric charges generated by electromagnetic induction in a dynamo powered by a windmill. The technology aspect is the use of an artificial tool that can facilitate activities, such as joining cardboard using a glue gun. The concept of a miniature windmill rotating to drive a dynamo to generate power demonstrates engineering concepts, including techniques to solve a problem. The mathematical aspect is demonstrated by measuring the length of the cardboard, which is cut as needed, as well as the combination of flat and volumetric shapes.

Playful Aspects

Apart from the use of STEM approach, it must also be playful and frugal. We assume that the experiment we are conducting, entitled The Windmill of Life, would be a lot more fun and easier to accomplish because the concept is straightforward and applicable to learners within the age range of the Aces STEM Bucket Challenge. Furthermore, our operations are cost-effective, as we source the majority of our materials by recycling available materials, such as used dynamos and cardboard. This game provides a playful atmosphere when children put their creativity into arranging each component and collaborating with both parents and their peers to develop solutions.

Frugal Aspects

Our operations are cost-effective, as we obtain the majority of our materials from second-hand sources, these include used dynamos and cardboard. Utilizing second-hand materials can reduce waste in the local environment and maximize usefulness of existing materials. The utilisation of used items is aligned with the frugal criteria within in the ACES STEM Bucket Challenge criteria, honing children’s creativity by utilizing materials around them. The tools used are also easy to find at low prices. Enabling children to do this activity at a very low cost.