Alistair's Time Machine. Brainstorm as a class everything they know about time travel 2. Read Alistair's Time Machine. Stop ten pages before the end. Inform students that they are good friends of Alistair and need to find a way to bring him home.
Students work individually or up to three.
Remind them to create a plan first and that they must use one lever and represent a clock on the time machine. Inform them that they have 30 min. 6. after they show you their plan give them supplies. 7. remind them at intervals how much time they have left. Day 2 1.