Grade 5 · Laser & Vinyl · Lesson 14

Interactive Museum Exhibit

Create an exhibit visitors activate to reveal a story through light, motion, or sound.

Time3 × 60 minutes + adult fabricationTeamsTeams of 3–4EquipmentBasic materials + Makey Makey/Scratch + laser/vinyl cutters

Project inspiration · 3 images

See, build, and test

Use these images to understand the kind of making, details, and testing involved. They are inspiration—not designs students must copy.

Student directions · Grade 5

What will you make and do?

You will make a small exhibit that lets a visitor do something to discover one fact or story. Choose a paper flap, moving tab or the Scratch/Makey Makey option.

Teacher overview: Students will plan the specific object described below, make and test a first version, then use their results to improve it. Read one step together, demonstrate the unfamiliar action, and let students complete that step before moving on.

  1. 1Plan your project

    Choose one topic and one accurate idea to teach. Sketch what the visitor sees first, what they touch and what the interaction reveals.

  2. 2Make the first parts

    Build the display panel from cardboard. Add a large, clearly labeled control; try a paper mechanism before deciding whether electronics improve it.

  3. 3Put it together

    Add your original fact panel, image or question. For the coded version, make keyboard controls work before connecting physical pads using the coding guide.

  4. 4Test it fairly

    Ask a new visitor to start, discover the fact and return the exhibit to its start. Record any point where they need help.

  5. 5Improve one part

    Change one confusing label, control or reveal. Repeat the same visitor task without coaching.

  6. 6Show and turn in

    Present a working exhibit, the three-part interaction sketch and visitor notes. Explain exactly what the visitor should learn.

How will you know it works?

  • Interaction teaches one clear idea
  • A first-time visitor can use it without coaching
  • The design resets for the next visitor

Before you move on

Explain which measurement, input or design choice you are testing. Predict the result and record what stays the same so your comparison is fair.

Machine cutting, printer setup and electrical power-on require adult approval. A basic-materials model is a valid way to demonstrate the design when equipment is unavailable.

Keep your plan, test notes and before-and-after evidence with the printable design brief below. Use the detailed teacher plan and any coding guide for tool instructions. These steps continue across the lesson’s meetings, not all in one sitting.

Jump to step-by-step coding guide ↓

Scratch · Grade 5 · Guided practice

How to code this project

What you will make: Make an exhibit show an introduction, a fact and a question when visitors press three controls.

Keyboard first; Makey Makey is an optional physical controller. Mechanical flaps remain a no-code alternative.

Before you start

  • Use one panel sprite. Draw three readable costumes named Welcome, Fact and Question with original content about ONE exhibit topic.
  • Optional: teacher-approved Makey Makey, USB cable, three separated conductive pads, insulated clips and an EARTH hand pad.

Opening and saving: Open the teacher-approved Scratch editor and select your sprite. The recipe is a block-by-block guide, not text to paste into Scratch. Build blocks with matching names and keep indented lines inside their enclosing blocks. Save through File → Save to your computer as an .sb3 file; no public sharing is required.

Build it one step at a time

  1. Select the panel sprite and build the four separate scripts below using Events and Looks.
  2. Test all three keyboard keys before adding any physical controller.
  3. With the controller unplugged, have the teacher connect pads to left, right and up inputs and a separate hand pad to EARTH. Keep pads apart.
  4. Connect USB. A visitor touches EARTH and one input pad at the same time; that completes the controller input.
  5. Label the pads Start, Learn and Think. Test with a visitor who has not seen your instructions.
  6. Press Start for each new visitor. No personal information or sound recording is collected.

Your block recipe

when green flag clicked
switch costume to [Welcome]

when [left arrow] key pressed
switch costume to [Welcome]

when [right arrow] key pressed
switch costume to [Fact]

when [up arrow] key pressed
switch costume to [Question]

Predict, test and record

Write your name and date on the printed page. Run every test, note the actual result, and retest after one change.

Try this inputExpected resultActual result / retest
Left, right, up keysWelcome, Fact, Question respectively________________
Touch EARTH and one mapped padSame result as its keyboard key________________
New visitor presses StartWelcome returns________________

If it does not work

  • Keyboard works but pad does not? Check EARTH contact, pad conductivity and matching input with the teacher.
  • Two panels alternate? Separate pads and test one at a time.

Make one change

Revise one confusing label based on visitor feedback; repeat the same visitor task.

We changed __________. We predicted __________. Our test showed __________.

Teacher pacing: Use a 45-minute coding session: 5 minutes to predict, 10 to model a first working response, 20 for paired building, 7 for tests and 3 to save and explain. Continue in another meeting if setup or debugging takes longer; do not rush hardware checks.

Grade 5 support: Start with the working reference version, then explain each condition or state. Keep an input/expected/actual test log and change only one variable at a time.

Teacher learning resources

Preview resources before class. Follow this page’s specified reference build; another tutorial may use different hardware.

Print support: The lesson’s Print button includes this guide, recipe and test table.

For teachers

Engineering standards

This shows how the lesson connects to the national NGSS engineering standards and what student work you can collect.

Assessed

3-5-ETS1-1

Teams define who needs the interactive museum exhibit and set measurable performance, safety, material, and time limits.

What students show: User-centered problem statement with criteria and constraints.
Practiced

3-5-ETS1-2

Teams compare at least two circuit, code, or enclosure ideas against the success criteria.

What students show: Labeled system diagrams and a recorded design choice.
Assessed

3-5-ETS1-3

Teams run a repeatable test—observe the same visitor tasks and record completion, confusion points, and engagement—then change one variable and retest.

What students show: Test table, code or build revision, and evidence-based explanation.

Materials

  • Cardboard, paper, craft sticks, tape, reusable building pieces, and student-proposed materials
  • Project platform: Basic materials + Makey Makey/Scratch + laser/vinyl cutters
  • Breadboard, paper-circuit supplies, or low-voltage power when needed
  • tabs, buttons, touch pads, cranks, or switches input component or student-designed substitute
  • revealed panels, LEDs, motion, or approved sound output component or student-designed substitute
  • LEDs, resistors, jumper wires, copper tape, switches, and clips as needed
  • Laser + vinyl fabrication materials for an optional case, sign, mount, or model
  • Computer with approved coding or simulation tools when needed
  • Planning sheet, ruler, and test-data table

Teacher preparation

  1. Build and test one possible reference solution without making it the required design.
  2. Prepare a basic-materials table plus optional electronics and fabrication stations.
  3. If coding is used, prepare a starter option for a mechanical sequence, Scratch events, or optional controller logic; students may propose another workable control method.
  4. Prepare optional fabrication templates and a file rule beginning G5_14.
  5. Mark adult approval points before power-on and machine fabrication.

Step by step

How to teach it

Day 1 · 0–20

Meet the user and define success

  1. Introduce the application: Help museum visitors explore a local history, science, art, or invention story through one meaningful interaction.
  2. Identify the user, need, criteria, and constraints.
  3. Draw a system map with input → code → output.
Day 1 · 20–60

Build a first solution

  1. Choose basic, electronic, and fabricated materials based on the team's idea.
  2. Build with power disconnected whenever electronics are used.
  3. Complete an adult check, then troubleshoot one connection or physical feature at a time.
Day 2 · 0–30

Create the behavior

  1. Create the first working control using a mechanical sequence, Scratch events, or optional controller logic.
  2. Predict what one rule, connection, or code change will do before testing it.
  3. Make the system understandable with labels, diagrams, comments, or coding blocks.
Day 2 · 30–60

Test and improve

  1. Use the same procedure each time: observe the same visitor tasks and record completion, confusion points, and engagement.
  2. Record at least three results.
  3. Change one code, circuit, or physical-design variable and retest.
Day 3

Fabricate and present

  1. Design a laser + vinyl fabrication part that protects, mounts, or explains the electronics.
  2. Adult reviews and operates fabrication equipment where required.
  3. Connect the finished system and demonstrate how the evidence improved it.

Assessment

  • Problem statement names a real user and measurable need.
  • Circuit matches the team diagram and uses components safely.
  • Program connects the intended input to the intended output.
  • Test conditions remain consistent and include recorded evidence.
  • Revision addresses a documented failure or user need.

Supports & extensions

  • Use color-coded wires and a photograph of each breadboard step.
  • Provide block coding or partially completed code with one change at a time.
  • Assign roles: circuit builder, coder, tester, and recorder.
  • Let students explain findings orally or with labeled diagrams.
  • Extension: add a second sensor, output, data display, or operating mode.

Safety & responsible use

  • Use only teacher-approved low-voltage classroom electronics; never connect projects to wall current.
  • Disconnect power before changing wires or components.
  • Use the correct resistor with every standard LED and stop immediately if a part becomes hot.
  • An adult handles soldering, laser cutting, printer setup, blades, and final power approval.
  • Keep liquids away from boards unless a sealed, teacher-approved sensor activity specifically requires them.

No-machine alternative

Build with cardboard, paper mechanisms, paper circuits, or a free on-screen simulator. Students may invent another safe way to model the same function, then compare ideas, test one variable, collect evidence, and revise.

Printable student design brief

The challenge

Create a working interactive museum exhibit for this need: Help museum visitors explore a local history, science, art, or invention story through one meaningful interaction.

Success criteria

  • Interaction teaches one clear idea
  • A first-time visitor can use it without coaching
  • The design resets for the next visitor

Constraints

  • Uses original or licensed content only
  • Collects no visitor data
  • Students choose the simplest materials that solve the need

Engineer’s notes

Our user needs…
The input tells the system…
Our code decides…
The output responds by…
Our test data showed…
We improved… because…