Objectives
  • Students identify and design a Disney World attraction to be developed for family entertainment at one of the Walt Disney World Theme Parks.

  • Students will design and create a solution that they manage and document from start to finish.

  • Students will understand , utilize and incorporate Science, Technology, Engineering, Art and Math (STEAM) Skills as they think about key skills needed in today's workplace: problem solving, analytical thinking, and the ability to work independently.

  • Students and teachers will utilize and incorporate ten of the I.S.T.E. N.E.T.S. (National Educational Technology Standards)

  • Creativity and Innovation

  • Communication/Collaboration

  • Critical Thinking/Problem Solving/Decision Making

  • Facilitate/Inspire Student Learning and Creativity

  • Research and Information Fluency

  • Technology Operations/Concepts

  • Develop Digital-Age Learning Experiences and Assessments

  • Model Digital-Age Work and Learning

  • Model Digital Citizenship and Responsibility

  • Productivity and Professional Practice

  • Students will use "soft" skills on the projects as much as they use math and science. These soft skills include:

    • Communication and cooperation skills to listen to customer needs or interact with project partners.

    • Creative abilities to solve problems and develop new ideas.

    • Leadership skills to lead projects or help customers.

    • Organization skills to keep track research, data and significant information.

 

Chapter 1.   Program Details and PBL

Chapter 2:   Essential Elements

Chapter 3:  Project Overview & Pre-Assessment

Chapter 4.   Expanding knowledge

Chapter 5.  Organizing a Team

Chapter 6.  Getting to know Disney Theme Parks

Chapter 7:  Explore Disney Parks-Themes and Lands

Chapter 8.   Backstory and Mythic Storytelling

Chapter 9.   Exploring Communication-Collaboration-Creativity-Web Tools 

Chapter 10.  Blue Sky

Chapter 11. Story Mechanics - Creating the Story

Chapter 12. Audio - Video - Sound - Music - Lighting - Special effects

Chapter 13. Theme Park Design and Layout

Chapter 14. People - Patents - Search - Research

Chapter 15. Architect - Concept Art - Design - Sketch - 3D models

Chapter 16.  Testing - Experimenting- Simulations

Chapter 17.  Engineering/Research:  The People Behind the Park

Chapter 18.  Design-Models-Quick Build

Chapter 19.  Dreaming Walt Disney Style

Chapter 20.  Assessments - Public Relations-Presentations

 

Design A Theme Park Attraction

        PBL-STEM-Maker Project

 

FREE - Download the "Imagineering Classrooms" Handbook here:

               E-Book:   289 pages Download HERE

 

10 day program DOWNLOAD              9 Week program DOWNLOAD  

Requirements of the Project:


Disney Theme Park Attraction Design Team Tasks

 

1. Organizing a Team - select you team members based on their skills. You need:  5-6 members that can: Direct and manage the group; Disney expert; Researcher - Google/search expert; Mind Mapper/Brainstorming; Computer-skills expert/Presentation; Art Designer; Story Teller; Engineer; Model Builder- Sketchup; Audio-Music editor; Recorder-note taker

 

2. Blue Sky - the name that Imagineers give to the theoretical planning process--the bouncing around of ideas about how to design, why to design and what to design. The idea board stage of Imagineering.  Group will brainstorm ideas for theme park attractions-always keeping in mind the story line for the attraction.  Sketch the overall attraction and then the individual segment. Queue - Interactivity -Type of ride-Story-Music/Audio- Surprise  element- "Weinie" etc. Evidence of vision-what would happen if....Could we...Maybe we could.. or how about?  What park will the attraction best fit in?

 

3. Storytelling - Evidence of Inspiration, creativity, creative space, Story Weaving, Development, Exposition Plan (what your story is about), Goals and Story Mechanics. Moves on to the storytelling phase--unlike most theme parks, Disney prides itself on telling stories throughout its entire enterprise. This can also encompass or lead into a research and development phase.

 

4. Research - Evidence of research and writing skills, search for knowledge, any systematic investigation to establish facts. Know how to Define the task, Locate information, Select resources, Organize notes and present the ideas.  Discover who the individuals are that design, build and operate the Disney Theme Parks by researching, checking patent ideas, what has worked in the past-What's NEW today.  What music might work-locate audio file and mp3 audio.

 

5. Design - Architect - Models - Design is the most lengthy, because it involves exceptionally detailed and technical planning. Evidence of descriptive writing, -sketches, drawing, rendition, topography, location of ride design of track and car, slope and model building. This is where the "engineer" part of "Imagineering" starts to come into play. Computer and 3D models are constructed to make the ride move from idea to reality.

 

6. Testing - Laying the Groundwork. Students engage in preparation activities that set the stage for the learning ahead. Expanding Knowledge.  Mini-experiences in each of job roles  Mini-Engineer Experience-Students test design ideas using online simulations and then create Marquette's (small model of an intended work) , or 3-D models of a theme park attraction, ride or coaster design.

 

7. Engineering -Evidence of technical writing skills, model building, construction, design, audio, video and multimedia.  The team then takes the models and story and makes it all into a physical reality, building the ride. All of the following come into play: Creative People; Technical People; Systems Engineers; Project Engineers; Mechanical Engineers; Architectural Engineers; Structural and Civil Engineers; Ride Control Engineers; Show Control Engineers; Audio/Video Engineers; Lighting Designers; Special Effects Designers; Finance

 

8. Effects -How will the theme, story, design , music, lighting, sound and special effects all fit into the attraction?

 

9.  Closeout - The ride is extensively tested and checked from every point, angle, location and experience. Once the testing is satisfied, it's time for closeout, where everything is finalized and the Imaginers move on to their next project. Evidence of project management, attention to details, checklists,  quality assurance and report writing.

 

 

10.  Summative Assessments/Public Relations-Evidence of persuasive writing skills, Presentation skills , Multimedia presentation software.  Each person in the group MUST provide a section of the final presentation.

 

Table of Contents

Imagineering Classrooms

S.T.E.M - S.T.E.A.M - P.B.L. - I.B.L.