Play chess Assessment Observation Adaptions Set up an on-going tournament for those who are eager to improve. Encourage students to play with someone who plays at their own level. Marshmallows Metre stick Graph Procedure Set up the competition area - a long hallway works well. Mark the launching line. Students take turns launching 3 marshmallows.
Students graph the farthest distance travelled by one of their marshmallows.
Challenge Working individually or with a partner, modify the catapult to toss the marshmallow farther. You may adapt the design, materials, strength of the rubber hand, and any other factor you think will affect the distance thrown. For the contest, you have three chances to shoot your catapult, and the longest distance of the three trials is your official entry in the contest. The student whose catapult throws the marshmallow the farthest wins. During the launches, record students' names and how far their catapults threw the marshmallow.