Grade 3 · Laser & Vinyl · Lesson 19

Light-Up Creature Mask

Invent a fantastic creature whose colors, shapes, and lights reveal its personality.

Time3 × 60 minutes + adult fabricationTeamsTeams of 3–4EquipmentCardboard + paper circuits + vinyl/laser details

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 3

What will you make and do?

You will make an original creature face with a light that helps tell its story. A wall-mounted face is a complete option; wearing the mask is not required.

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

    Sketch two creatures and label one expressive feature, such as glowing eyebrows or a warning spot. Choose what the light means in the story.

  2. 2Make the first parts

    Build the face from cardboard and paper layers. For a wearable option, keep vision and breathing areas clear and ask the teacher to approve the fit.

  3. 3Put it together

    Build the teacher-checked paper circuit on the table with power off. Add the switch and protected light only after an adult checks the complete circuit.

  4. 4Test it fairly

    Run three on/off tests on the table and ask a viewer what emotion or message the light adds. Test comfort separately with power disconnected.

  5. 5Improve one part

    Change one expressive detail or switch position. Retest the message and operation without covering openings or exposing wires.

  6. 6Show and turn in

    Present the creature’s short story, labeled face plan and test notes. Explain how the light supports your original idea.

How will you know it works?

  • Creature is original and visually expressive
  • Light supports the story instead of being decoration only
  • Wearable version fits safely and allows clear vision

Before you move on

Tell a partner what you are making. Point to the part you will work on next. Draw or dictate your test notes if writing slows you down.

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 input–output instructions ↓

No code · Grade 3 · Guided practice

How the project responds

What you will make: Explain and test the input–output rule without adding a computer.

The core project does not require programming. Optional blinking or timed-controller extensions need a teacher-selected board and a separate, matching circuit plan; do not attach this battery circuit to a computer pin.

Before you start

  • Teacher prepares and checks the exact low-voltage circuit, component ratings and LED current-limiting resistor where used.
  • Disconnect power before changing any connections; follow the main lesson’s safety directions.

Build it one step at a time

  1. Draw two boxes labeled input and output. Connect them with an arrow.
  2. Copy the rule below. Predict the output for each input state.
  3. Teacher checks the circuit and approves power-on. Change only the input, not the wiring.
  4. Run three trials of both states, recording what actually happens.
  5. If the result differs from the rule, switch power off and ask the teacher to check the circuit before adjusting it.

Your input–output rule

Open switch → LEDs off; closed switch → LEDs on.

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
Before activating the inputNo alert/light________________
Activate input using the lesson’s safe testExpected light/alert________________
Return to the starting stateReturns to no alert/light________________

If it does not work

  • Test the circuit on the table before mounting it; record three on/off cycles. Keep all powered parts away from the face during testing.
  • A diagram of a rule is an algorithm, not uploaded code. If you choose a programmable extension, first identify the exact board, input module and output ratings.

Make one change

Change one approved mechanical feature or probe placement, keeping the circuit unchanged, then repeat the same tests.

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 3 support: Model one block at a time; partners alternate choosing blocks and explaining the result. Accept spoken or drawn test evidence.

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 light-up creature mask 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—ask viewers to identify the creature's mood, then test comfort, visibility, and light reliability—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: Cardboard + paper circuits + vinyl/laser details
  • Breadboard, paper-circuit supplies, or low-voltage power when needed
  • a handmade switch, flap, or pull tab input component or student-designed substitute
  • one or more glowing creature features output component or student-designed substitute
  • LEDs, resistors, jumper wires, copper tape, switches, and clips as needed
  • Vinyl + laser 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 visual story sequence or optional blinking pattern; students may propose another workable control method.
  4. Prepare optional fabrication templates and a file rule beginning G3_19.
  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: Create a wearable or display-only creature artwork that communicates a mood or story without words.
  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 visual story sequence or optional blinking pattern.
  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: ask viewers to identify the creature's mood, then test comfort, visibility, and light reliability.
  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 vinyl + laser 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 light-up creature mask for this need: Create a wearable or display-only creature artwork that communicates a mood or story without words.

Success criteria

  • Creature is original and visually expressive
  • Light supports the story instead of being decoration only
  • Wearable version fits safely and allows clear vision

Constraints

  • No sharp edges or lights directly in front of eyes
  • May be a wall artwork instead of wearable
  • Begins with cardboard and adds machines only where useful

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…