Grade 3 · 3D Printing · Lesson 09

Solar Shade Tracker

Make a model shade that can be adjusted as the light direction changes.

Time3 × 60 minutes + adult fabricationTeamsTeams of 3–4EquipmentCardboard mechanisms + optional 3D print or servo

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 a movable cardboard shade that keeps a marked model area out of a lamp’s light. Your shade must adjust for three lamp positions.

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

    Draw the target area and the three teacher-marked lamp positions. Sketch a shade that slides, tilts or turns to cover it.

  2. 2Make the first parts

    Build a stable base and one cardboard hinge or slider. Move it by hand first and check that it does not snag or fall over.

  3. 3Put it together

    Attach the shade panel and mark three useful positions. Optional printed connectors or a screen model should help this movement; they are not required.

  4. 4Test it fairly

    Move the same cool lamp to each marked position. Adjust the shade and trace or estimate how much of the target is shaded each time.

  5. 5Improve one part

    Change the panel size or one joint location. Repeat all three lamp positions rather than checking only the easiest one.

  6. 6Show and turn in

    Demonstrate the moving shade and submit a three-position comparison with arrows showing how your mechanism moves.

How will you know it works?

  • Shade adjusts toward the brighter side
  • Covers the target area in all three tests
  • Mechanism moves freely and safely

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 step-by-step coding guide ↓

Scratch · Grade 3 · Guided practice

How to code this project

What you will make: Make a screen model of three shade positions before testing the cardboard shade.

Optional keyboard model, not an automatic sun sensor or a servo controller. Use the actual cardboard shade and lamp to decide which positions protect the target.

Before you start

  • Paint a long horizontal shade sprite. Set rotation style to all around.
  • Make a paper chart with columns key, screen direction, cardboard position and shaded area.

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. On the shade sprite, add the four separate scripts below. Events holds each key-pressed hat; Motion holds point in direction.
  2. Start with the green flag; then press 1, 2 and 3 one at a time.
  3. Sketch the three screen positions. In Scratch, direction 90 is right; these numbers are not servo angles.
  4. At each approved lamp position, manually adjust the real shade and record which position works best.
  5. Choose new screen directions to illustrate your observations. Explain that the keyboard stands in for a person choosing a position.

Your block recipe

when green flag clicked
point in direction (90)

when [1] key pressed
point in direction (60)

when [2] key pressed
point in direction (90)

when [3] key pressed
point in direction (120)

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
Green flagReturns to horizontal starting drawing________________
Keys 1, 2, 3Three distinct rotations________________
Repeat key 2Returns to the same position________________

If it does not work

  • Does not rotate? Choose all-around rotation, not left-right.
  • Image spins around an odd point? Check the costume center in the costume editor.

Make one change

Choose three positions that better represent your tested shade; label them in the chart.

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.

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 solar shade tracker 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—move one lamp to three marked positions while keeping distance fixed—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 mechanisms + optional 3D print or servo
  • Breadboard, paper-circuit supplies, or low-voltage power when needed
  • observed light direction or optional light sensors input component or student-designed substitute
  • hand-adjusted mechanism or optional servo shade output component or student-designed substitute
  • LEDs, resistors, jumper wires, copper tape, switches, and clips as needed
  • 3D Printing 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 position chart, mechanical rule, or optional servo commands; students may propose another workable control method.
  4. Prepare optional fabrication templates and a file rule beginning G3_09.
  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: Keep a model playground seat shaded as the direction of a lamp changes.
  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 position chart, mechanical rule, or optional servo commands.
  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: move one lamp to three marked positions while keeping distance fixed.
  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 3d printing 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 solar shade tracker for this need: Keep a model playground seat shaded as the direction of a lamp changes.

Success criteria

  • Shade adjusts toward the brighter side
  • Covers the target area in all three tests
  • Mechanism moves freely and safely

Constraints

  • Begins with cardboard or reused materials
  • Lamp remains cool and teacher controlled
  • Teams decide whether fabrication or electronics improve the design

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…