AthleteLab
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Environmental Conditions & Athletic Performance

Project Details

  • Grade Level
    Grade 2-12
  • Duration
    1 Hour
  • Type
    Foundation
  • Level
    Level 1
  • Topic
    Coding, Sports, Science
  • Example Project
    See Example
  • Project ID
    fitbit-102
  • Devices
    Chromebook
    Mac
    Windows

Environmental Conditions & Athletic Performance

Use Micro:Bit sensors to measure environmental conditions (temperature, humidity) and see how they affect athletic performance.

Driving Problem

Tasks

Think about a hot summer day and a cool autumn day. How would playing soccer or running be different on each of those days? Share your thoughts with the class.
Let's set up our Micro:Bit! Attach your temperature and humidity sensors, and upload the code. Check the readings and share with the class what the temperature and humidity are in our classroom right now
Let's get moving! Choose a few physical activities like running, jumping, or playing a sport. Before starting each activity, measure and record the temperature and humidity using your Micro:Bit. Perform the activity for a set period, then measure and record your performance (e.g., time taken, number of repetitions, distance covered). Write everything down in your Environmental Performance Journal. Now pair up with a classmate and compare your data. What differences do you see in your performance under different conditions? Share your observations and discuss how temperature and humidity might have affected your performance. Let’s create a chart together to visualize our findings.
Let’s create a big class chart! Use different colors or symbols to represent different types of activities like running, jumping, and playing sports. Everyone adds their data to the chart. We’ll compare the results and see how temperature and humidity affected performance. What patterns do you notice? In your Environmental Performance Journal, write a report about your observations. How did temperature and humidity affect your performance? What can athletes do to prepare for different environmental conditions? Write down your ideas and share them with the group.
In your groups, prepare a presentation on your findings. Include charts, graphs, and photos of your experiment setup and activities. Explain how temperature and humidity impacted your performance and what athletes can do to prepare for different conditions. Practice presenting your findings to the class. Present your findings to the class. After each group presents, we will discuss the results and ask questions. Reflect on what you learned and how you can apply this knowledge to real-life situations, like planning a training session or a sports event.

ISTE Learning Standards

Computational Thinker

Students develop and employ strategies for understanding and solving problems in ways that leverage the power of technological methods to develop and test solutions.

1.5.a Problem Definitions: Students formulate problem definitions suited for technology-assisted methods such as data analysis, abstract models and algorithmic thinking in exploring and finding solutions.
1.5.b Data Sets: Students collect data or identify relevant data sets, use digital tools to analyze them and represent data in various ways to facilitate problem-solving and decision-making.
1.5.c Decompose Problems: Students break problems into component parts, extract key information and develop descriptive models to understand complex systems or facilitate problem-solving.
1.5.d Algorithmic Thinking: Students understand how automation works and use algorithmic thinking to develop a sequence of steps to create and test automated solutions.

Creative Communicator

Students communicate clearly and express themselves creatively for a variety of purposes using the platforms, tools, styles, formats and digital media appropriate to their goals.

1.6.a Choose Platforms or Tools: Students choose the appropriate platforms and tools for meeting the desired objectives of their creation or communication.
1.6.b Original and Remixed Works: Students create original works or responsibly repurpose or remix digital resources into new creations.
1.6.c Models and Visualizations: Students communicate complex ideas clearly and effectively by creating or using a variety of digital objects such as visualizations, models or simulations.
1.6.d Customize the Message: Students publish or present content that customizes the message and medium for their intended audiences.

Digital Citizen

Students recognize the rights, responsibilities and opportunities of living, learning and working in an interconnected digital world, and they act and model digital citizenship in ways that are safe, legal and ethical.

1.2.a Digital Footprint
: Students cultivate and manage their digital identity and reputation, and are aware of the permanence of their actions in the digital world.
1.2.b Online Behavior: Students engage in positive, safe, legal and ethical behavior when using technology, including in social interactions online or when using networked devices.
1.2.c Intellectual Property: Students demonstrate an understanding of and respect for the rights and obligations of using and sharing intellectual property.
1.2.d Digital Privacy: Students manage their personal data to maintain digital privacy and security, and are aware of data-collection technology used to track their navigation online.

Empowered Learner

Students leverage technology to take an active role in choosing, achieving and demonstrating competency in their learning goals, informed by the learning sciences.

1.1a Learning Goals: Students articulate and set personal learning goals, develop strategies leveraging technology to achieve them and reflect on the learning process itself to improve learning outcomes.
1.1b Customized Learning Environments: Students build networks and customize their learning environments in ways that support the learning process.
1.1c Feedback to Improve Practice: Students use technology to seek feedback that informs and improves their practice and to demonstrate their learning in a variety of ways.
1.1d Technology Operations: Students understand the fundamental concepts of technology operations; demonstrate the ability to choose, use and troubleshoot current technologies; and are able to transfer their knowledge to explore emerging technologies.

Innovative Designer

Students use a variety of technologies within a design process to identify and solve problems by creating new, useful or imaginative solutions.

1.4.a Design Process: Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.
1.4.b Design Constraints: Students select and use digital tools to plan and manage a design process that considers design constraints and calculated risks.
1.4.c Prototypes: Students develop, test and refine prototypes as part of a cyclical design process.
1.4.d Open-Ended Problems: Students exhibit a tolerance for ambiguity, perseverance and the capacity to work with open-ended problems

Global Collaborator

Students use digital tools to broaden their perspectives and enrich their learning by collaborating with others and working effectively in teams locally and globally.

1.7.a Global Connections
: Students use digital tools to connect with learners from a variety of backgrounds and cultures, engaging with them in ways that broaden mutual understanding and learning.
1.7.b Multiple Viewpoints: Students use collaborative technologies to work with others, including peers, experts and community members, to examine issues and problems from multiple viewpoints.
1.7.c Project Teams: Students contribute constructively to project teams, assuming various roles and responsibilities to work effectively toward a common goal.
1.7.d Local and Global Issues: Students explore local and global issues, and use collaborative technologies to work with others to investigate solutions.

Knowledge Constructor

Students critically curate a variety of resources using digital tools to construct knowledge, produce creative artifacts and make meaningful learning experiences for themselves and others.

1.3.a Effective Research Strategies: Students plan and employ effective research strategies to locate information and other resources for their intellectual or creative pursuits.
1.3.b Evaluate Information: Students evaluate the accuracy, perspective, credibility and relevance of information, media, data or other resources.
1.3.c Curate Information: Students curate information from digital resources using a variety of tools and methods to create collections of artifacts that demonstrate meaningful connections or conclusions.
1.3.d Explore Real-World Issues: Students build knowledge by actively exploring real-world issues and problems, developing ideas and theories, and pursuing answers and solutions.

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ISTE Learning Standards

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