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The Chemistry of Sports Drinks

Project Details

  • Grade Level
    Grade 2-8
  • Duration
    2 Hours
  • Type
    Foundation
  • Level
    Level 1
  • Topic
    Sports, Science
  • Lesson Plan
    Download
  • Project ID
    fit-103
  • Devices
    Non-computer

The Chemistry of Sports Drinks

Investigate the ingredients and pH levels of various sports drinks, compare homemade and commercial sports drinks, and analyze taste test results.

Driving Problem

Tasks

Brainstorm why athletes would use sports drinks, which you think they prefer and list the typical ingredients found in them. Write down your thoughts in your notebook. Then, share your thoughts with the class.
Divide into small groups and examine the labels of different commercial sports drinks. List all the ingredients you find and compare them with other groups. What similarities and differences do you see?
In your groups, test the pH levels of each sports drink. Write down the pH levels of each drink in your notebook.Compare your results with the class and create a chart showing the pH levels of all the drinks.
In your groups, make your own batch of homemade sports drinks using the provided ingredients. Feel free to adjust the recipe and create variations. Write down your recipe and any changes you made. Test the pH level of your homemade sports drink and record the results. Compare the pH levels of your homemade drinks with those of commercial drinks.
Organize a blind taste test where you sample both commercial and homemade sports drinks. Rate each drink based on taste, texture, and overall preference. Record your ratings in your notebook. Compile the taste test results and create a chart showing the preference ratings for commercial vs. homemade sports drinks. Discuss the potential reasons for the preferences and how the ingredients and pH levels might affect taste and hydration efficiency.
In your groups, prepare a presentation on your findings. Include charts, graphs, and photos of your experiment setup and activities. 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 choosing the best sports drink.

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.

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.

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.

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

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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