Are artifact is the Nintendo consoles. 2. What is the purpose of your artifact? To entertain the player. 3. Who was the original inventor and when was your product invented? Original inventor: Gunpei Yoki Time invented: July 15th, 1983 4. How was it used when it originally invented? How is it used today? Originally used: as an entertainment system Used today: it is still used as an entertainment system today 5. What are some of the innovations that this product has undergone since its original invention? Some innovations are it went from controller to motion controller to a game pad. 6. Which of these areas of technology best classifies the artifact? a. information and communication e. Production, which includes manufacturing and construction g. Energy and Power h. Nanotechnology 7. How has this product impacted society in a positive way? This product has impacted the sociality in a good way by families and friends are spending more time together when playing the Wii. 8. How has this product impacted society in a negative way? People are spending too much time playing Wii and their not spending too much time playing outside. 9. Complete a chart like the one below showing how science, technology, math, and engineering were all used in the creation of your technological product.
Example Science Technology Engineering Math
The Wii Science project is a recently initiated collaborative research project between Stanford University, Sdertrn University and two primary schools: rstadalsskolan in Stockholm, Sweden, and the Nueva New School in Palo Alto, US. It is supported for a total time of 3 years by the Wallenberg Global Learning Network. The primary focus of the project is to introduce science education to learners through the use of a familiar technology: computer and video games. The Nintendo Wii Remote, sometimes called the Wiimote, doesn't simply need to know which way is up. It also needs to be aware of where it is in relation to the TV screen in order to detect movements such as swinging a golf club or hitting a tennis ball with a racquet. Around december 2012, I started working with two other hackers in order to reverse engineer, document and implement the Wii U gamepad communication protocols on a PC. This talk will present our findings and show the current state of our reverse engineering efforts. Classroom technologies are often limited to the thought of as calculators, computers and infinite internet resources. Although students not only have these technologies at home, they also own video gaming systems, and handheld products such as smartphones, tablets, and portable gaming devices. Middle school students are major consumers of video gaming devices, especially Nintendo Wii. The purpose of this paper is to explore how to incorporate a popular gaming device, which students often associate with positive fun experiences, to teach middle school mathematics.
CONCLUSION 1. Why are most products innovated? Most products are innovated because they want to make the product better. 2. Choose one product that you would like to innovate. Why did you choose this product? What change(s) would you make to it? We would like to innovate robot bugs by make them so they can change color so they can hide more, make it remote control, make it so it has a mini camera so you can record what it see, make it so on the controller there is a screen for you to see so it can go farther than you can see.