Classroom activity Grade 6 Engineering & Design

Camp Marloch Constructed Wetland Design Activity

A grade 6 engineering station rotation where teams score competing constructed-wetland design options on a rubric, then combine the best features into one class design.

Objectives

  1. Students will score competing constructed-wetland design options on a shared rubric.
  2. Students will combine the best-scoring features from several designs into one wetland plan.

Vocabulary

Greywater
Gently used water from showers, bathtubs, bathroom sinks, and washing machines. With the right setup, it can be reused to water plants instead of going down the drain.

Also: constructed wetland, design rubric, trade-off

Teacher overview

This is a station rotation for teams of three or four students. Camp Marloch, a fictional summer camp, wants a constructed wetland to clean the greywater from its wash station before it soaks back into the ground. A constructed wetland is a shallow, plant-filled bed of gravel where roots and the tiny living things on them break down waste as water moves through. Four stations each hold one design decision, and the format follows how engineers choose among options: teams score competing choices on a shared rubric, then the class combines the best-scoring features into one design.

The session runs about 5 minutes for the introduction, 28 minutes for the rotation (7 minutes at each of four stations), and 12 minutes for building the class design and the debrief. All card text, the design brief, and the score sheet are in the Student Handout below; prep consists of printing and cutting apart the cards.

Activity Directions

  1. Before class, print the Station Cards from the Student Handout, cut them apart, and set up four stations around the room. Each station holds the three cards for one decision: Station 1 is bed material (cards 1A to 1C), Station 2 is plant choice (2A to 2C), Station 3 is water depth (3A to 3C), and Station 4 is flow path (4A to 4C). Each card names one option and lists its pros and cons. If the class has more than four teams, put two sets of cards at each station so two teams can work there at the same time. Print one design brief and one score sheet for each team.
  2. Give each team the design brief and score sheet, and assign each team a starting station. Read the design brief aloud and explain the shared rubric: every option is scored 1 to 3 on cleaning power, cost, and upkeep, where 3 is always best for the camp. A 3 for cost means the cheapest to build, and a 3 for upkeep means the least work to keep running. Point out that cleaning power is the camp's main goal (the criterion), while cost and upkeep are the limits the camp must work within (the constraints).
  3. At each station, the team reads all three option cards, discusses the pros and cons, and writes a rubric score for each option on its own row of the score sheet. The team adds the three scores to get a total out of 9 and circles the option with the highest total for that decision. If two options tie, the team circles the one with the higher cleaning power score, because cleaning the water is the camp's main goal.
  4. After 7 minutes, call time and have teams rotate to the next station. Repeat until every team has scored all four stations.
  5. Bring the class together. For each station in turn, ask each team to report the option it circled and that option's rubric scores, and tally the reports on chart paper. The option circled by the most teams becomes the class choice for that decision. If two options are circled by the same number of teams, choose the one the teams scored higher on cleaning power, for the same reason as in step 3.
  6. Assemble the four winning options into one combined "Camp Marloch wetland" design on the chart paper, with a simple side-view sketch showing the bed material, the plants, the water depth, and the flow path. This combined design is the class solution built from the best feature at each station.
  7. End the activity when the combined design is complete and posted. Close with these debrief questions so teams connect the rubric choices back to how a wetland cleans water: "How does a constructed wetland actually clean the greywater?" "Why did we score each option on three measures instead of just cleaning power?" "Why can combining the best feature from each station give a better design than any single team's plan?" "Do any two of our winning options work against each other?"

Answer Key

Scores will vary by team, since the rubric asks for judgments. The sample below is one reasonable set of scores that follows the card text, and it shows how the tie rule in step 3 works. Use it to check that teams are reading the cards, not to mark a team's scores wrong.

Option Cleaning power Cost Upkeep Total
1A Pea gravel 3 2 2 7
1B Coarse sand 3 2 1 6
1C Crushed stone 1 3 2 6
2A Cattails 3 3 1 7
2B Bulrushes 3 1 2 6
2C Sedges 1 2 3 6
3A 6 inches 1 3 2 6
3B 12 inches 3 2 2 7
3C 18 inches 2 1 2 5
4A Straight path 1 3 3 7
4B Zigzag baffles 3 2 2 7
4C Two cells in series 3 1 2 6

With these scores, the combined design is a pea-gravel bed planted with cattails, holding 12 inches of water, with zigzag baffles. At Station 4 the straight path and the zigzag baffles tie at 7, and the tie rule picks the baffles because they score higher on cleaning power. The 12-inch depth also suits cattails, whose roots reach about 12 inches below the water level.

Signs that a team has misread a card:

  • Coarse sand scored 3 on upkeep. Card 1B says it clogs quickly and may need replacing more than once a season.
  • Crushed stone or the straight path scored 3 on cleaning power. Both cards say water moves through fast or skips parts of the bed.
  • The 6-inch depth scored 1 on cost. Card 3A says it is the cheapest depth to build, so it should score 3.

Recording prompts:

  1. Answers will vary. A strong response names the decision and the measure the team disagreed on, for example, "Plant choice, because cattails clean well and cost little but need cutting every fall."
  2. Either bulrushes (2B) or two cells in series (4C) fits, with a cleaning power score of 3 and a cost score of 1. The 18-inch depth (3C) also fits if a team scored it high on cleaning power.

Debrief questions from step 7:

  1. Debrief question: "How does a constructed wetland actually clean the greywater?" Answer: Water moves slowly through gravel and plant roots, where microbes living on the stones and roots break down waste and the roots take up nutrients, so the water that leaves is cleaner than the water that entered. The longer the water stays and the more gravel and root surface it touches, the more cleaning happens, which is why depth and flow path matter.
  2. Debrief question: "Why did we score each option on three measures instead of just cleaning power?" Answer: A design that cleans well but costs too much or needs constant upkeep may not be the best real choice, so cost and upkeep are constraints that matter alongside cleaning power, which is the main criterion.
  3. Debrief question: "Why can combining the best feature from each station give a better design than any single team's plan?" Answer: Each team's plan is strong in some decisions and weak in others, so taking the highest-scoring option at every station builds one design that carries the best feature from each, which is how engineers optimize a solution.
  4. Debrief question: "Do any two of our winning options work against each other?" Answer: Answers depend on the class design. A strong response checks the plant against the depth, for example, sedges with a 12-inch or 18-inch depth would leave much of the water below the roots, and cattails with an 18-inch depth would leave the bottom 6 inches below the roots.

Differentiation

Support

Remove the coarse sand, sedges, 18-inch, and two-cells cards so each station has two options instead of three (teams leave those rows of the score sheet blank), and highlight one pro and one con on each remaining card so teams can focus on scoring rather than reading. Pair students who need support with a strong reader at each station.

Extension

Ask a team to identify one place where two winning options conflict, for example a plant whose roots do not reach the bottom of the chosen depth, and propose a change that resolves the conflict while keeping the design's cleaning power high. As a further step, the team can argue whether cleaning power should count double in the total and show whether that change would alter any of the class's winning options.

ELL supports

Add picture icons to each station card, such as gravel, sand, and large stones at Station 1, a cattail, a bulrush, and a sedge at Station 2, a water-depth ruler at Station 3, and arrow diagrams at Station 4, so the options are clear without heavy reading. Give a sentence frame for the recording prompts: "We picked ___ because it scored high on ___."