Project
Materials

Spinning Lamp version 2

WHAT WILL YOU MAKE?

A small decorative lamp that spins, and casts beautiful light around the room when plugged in.

WHAT WILL YOU LEARN?

You will learn to use woodworking and other construction techniques to create an artful lamp housing. You will also learn to wire and solder the electrical components for a lamp and motorized base.

STEPS

STEP 1

Use the compass to draw 2 four-inch diameter circles onto the cardboard. Use the protractor to divide one of the circles into twelve equal pieces.

STEP 2

Cut both circles out. Measure and mark one inch of PVC pipe. Cut it off with the hack saw. Sand the sawed edges down.

STEP 3

Center the PVC over one of the discs and trace its outer edge. Cut out what you traced. Repeat this step with the other cardboard disc. Make sure both discs fit snugly over the PVC.

STEP 4

Measure and cut six mini craft sticks in half. Measure and mark the midpoint of the sticks that you cut in step 7, but do not cut them this time.

STEP 5

Glue the sticks upright along the 12 dividing lines so that half of each stick goes past the edge of the disc. Now apply glue to the top edges of the sticks and glue the other cardboard disc on top

STEP 6

Push the PVC through the center and make sure that your gear is as level as possible. Once it is level, glue the PVC pipe in place. The PVC will help reduce friction as this gear spins over the lamp socket.

STEP 7

Use the compass to draw 2 two-inch diameter circles onto the remaining cardboard. Use the protractor to divide one of the circles into fifths.

STEP 8

Measure and cut five 1.5" long pieces from the wooden dowel. Sand the edges down. Mark the halfway point on each of the five pieces.

STEP 9

Use your pencil to poke a small hole into the center of each small cardboard disc. You will eventually attach the motor shaft here, so don't make the holes too big! Glue each dowel piece to the 5 dividing lines so that half of each dowel extends beyond the edge of the disk.

STEP 10

Apply glue to the top of each dowel and press the other cardboard disc on top. Please refer to the PDF from week 9 of the Fall 2015 Maker Camp After School Program to see how to make this lamp base.

STEP 11

Find a piece of plywood large enough to hold the lamp that you want to design. Ours is 10" x 11". Drill a hole large enough for the lamp socket to fit through. Drill another hole that is large enough for your motor. Before you drill this second hole, arrange your gears on the board to see where the hole placements should be.

STEP 12

Glue the lamp base to the bottom of the plywood so that the lamp socket pokes out through the other side. Your larger gear will spin on this. Glue the smaller gear to the shaft on your motor. Make sure it is not glued to the base of the motor and that it is parallel to the ground when the motor is upright!

STEP 13

Mount your smaller gear so that the dowels will hit the craft sticks directly in the middle of each stick. Glue the motor in place once you have found the correct height it should be at. Glue wall supports to your plywood that are the same height as the base you made in step 20. We made two notches in one of our walls: one for the lamp cord and one for the switch.

STEP 14

Glue the battery holder to the bottom so that it is near the switch and motor. Solder your circuit. The switch should connect the red wire on the battery holder to the red wire on the motor. The remaining black wires should be soldered together.

STEP 15

This part is where you can really let your creativity flow! What design do you want to make to go over your bulb? We made a cozy, A-frame cabin. Use tissue paper or vellum to give your spinning designs a surface to project onto.

STEP 16

What will you have spinning on your gears? We cut out paper children to run through the cabinv. Make sure your design is on a thick piece of paper like cardstock. To attach your design, cut and strip some hookup wire and bend it at a right angle. Glue one side of the angle to your cutout.

STEP 17

Next apply hot glue to the corrugated space on your large gear and wedge the other side of your hookup wire angle in between the layers of corrugation. Make sure your design is above or on top of the craft sticks, not suspended between two sticks. You can bend the wire into the desired placement that you want.

STEP 18

Add more designs to your gear. How many can you make? Your lamp is almost ready to go! Just finish building whichever enclosure you want to place over the bulb. Once your enclosure is ready, lower it over the gears and finish decorating the outside of your lamp. Happy making!

Materials:

  • corrugated cardboard
  • vellum or white tissue paper
  • mini craft sticks
  • 3/16" wooden dowel
  • 1.5" inner diameter PVC
  • lamp socket
  • lamp cord
  • fluorescent bulb
  • 25-30 RPM 6V motor
  • hookup wire
  • switch
  • four AA batteries
  • AA battery holder
  • pencil
  • craft knife
  • scissors
  • hot glue gun and glue
  • protractor
  • compass
  • ruler
  • hack saw
  • phillips screwdriver
  • drill
  • 1.5" hole saw bit
  • 15/64" bit
  • sandpaper
  • soldering iron + solder
  • wire strippers
  • 10" x 11" plywood
  • two 1" W x 3" L x 1/2" D pieces of plywood
  • two 1" W x 2" L x 1/2" D pieces of plywood
  • four 1" W x 10" L x 1/2" D pieces of plywood
  • one 3" x 3" piece of bass wood
  • wood scrap
  • cardstock
  • misc. decorations
  • paint

See More Projects in these topics:

Arts & Crafts Electronics Fabrication Woodworking

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Construction Site
Maker Camp
Maker Camp is a do-it-yourself online resource to help leaders like you organize a summer camp that engages children in making. Our goal is to provide you and your campers with the inspiration and the helpful resources, along with many possible projects to fit a wide range of interests and abilities. The idea is to focus on making as a playful, social activity. Maker Camp provides enough support for anyone to get started. Making provides experiences that help children become self-directed learners and good problem-solvers.
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Please Note

Your safety is your own responsibility, including proper use of equipment and safety gear, and determining whether you have adequate skill and experience. Power tools, electricity, and other resources used for these projects are dangerous, unless used properly and with adequate precautions, including safety gear and adult supervision. Some illustrative photos do not depict safety precautions or equipment, in order to show the project steps more clearly. Use of the instructions and suggestions found in Maker Camp is at your own risk. Make Community, LLC, disclaims all responsibility for any resulting damage, injury, or expense.

Maker Camp Project Standards

Based on NGSS (Next Generation Science Standards)

National Core Arts Standards

The National Core Arts Standards are a process that guides educators in providing a unified quality arts education for students in Pre-K through high school. These standards provide goals for Dance, Media Arts, Music, Theatre, and Visual Arts with cross-cutting anchors in Creating, Performing, Responding, and Connecting through art. The Anchor Standards include:
  1. Generate and conceptualize artistic ideas and work.
  2. Organize and develop artistic ideas and work.
  3. Refine and complete artistic work.
  4. Select, analyze, and interpret artistic work for presentation.
  5. Develop and refine artistic techniques and work for presentation.
  6. Convey meaning through the presentation of artistic work.
  7. Perceive and analyze artistic work.
  8. Interpret intent and meaning in artistic work.
  9. Apply criteria to evaluate artistic work.
  10. Synthesize and relate knowledge and personal experiences to make art.
  11. Relate artistic ideas and works with societal, cultural, and historical context to deepen understanding.
Please visit the website for specific details on how each anchor applies to each discipline.

NGSS (Next Generation Science Standards)

The Next Generation Science Standards (NGSS) are K–12 science content standards. Learn more.

Forces and Motion

  • 3-PS2-3. Ask questions to determine cause and effect relationships of electric or magnetic interactions between two objects not in contact with each other.
  • HS-PS4-5. Communicate technical information about how some technological devices use the principles of wave behavior and wave interactions with matter to transmit and capture information and energy.

CCSS (Common Core State Standards)

The Common Core is a set of high-quality academic standards in mathematics and English language arts/literacy (ELA).

Geometry

  • Grades K-2
    • CCSS.MATH.CONTENT.K.G.A.1 Describe objects in the environment using names of shapes, and describe the relative positions of these objects using terms such as above, below, beside, in front of, behind, and next to.
    • CCSS.MATH.CONTENT.K.G.A.2 Correctly name shapes regardless of their orientations or overall size.
    • CCSS.MATH.CONTENT.K.G.A.3 Identify shapes as two-dimensional (lying in a plane, "flat") or three-dimensional ("solid").
    • CCSS.MATH.CONTENT.K.G.B.5 Model shapes in the world by building shapes from components (e.g., sticks and clay balls) and drawing shapes.
    • CCSS.MATH.CONTENT.K.G.B.6 Compose simple shapes to form larger shapes.
    • CCSS.MATH.CONTENT.1.G.A.1 Distinguish between defining attributes (e.g., triangles are closed and three-sided) versus non-defining attributes (e.g., color, orientation, overall size); build and draw shapes to possess defining attributes.
    • CCSS.MATH.CONTENT.1.G.A.2 Compose two-dimensional shapes (rectangles, squares, trapezoids, triangles, half-circles, and quarter-circles) or three-dimensional shapes (cubes, right rectangular prisms, right circular cones, and right circular cylinders) to create a composite shape, and compose new shapes from the composite shape.
  • Grades 3-5
    • CCSS.MATH.CONTENT.4.G.A.3 Recognize a line of symmetry for a two-dimensional figure as a line across the figure such that the figure can be folded along the line into matching parts. Identify line-symmetric figures and draw lines of symmetry.
  • Middle School
    • CCSS.MATH.CONTENT.6.G.A.4 Represent three-dimensional figures using nets made up of rectangles and triangles, and use the nets to find the surface area of these figures. Apply these techniques in the context of solving real-world and mathematical problems.
    • CCSS.MATH.CONTENT.7.G.A.1 Solve problems involving scale drawings of geometric figures, including computing actual lengths and areas from a scale drawing and reproducing a scale drawing at a different scale.
    • CCSS.MATH.CONTENT.7.G.A.2 Draw (freehand, with ruler and protractor, and with technology) geometric shapes with given conditions. Focus on constructing triangles from three measures of angles or sides, noticing when the conditions determine a unique triangle, more than one triangle, or no triangle.
    • CCSS.MATH.CONTENT.7.G.A.3 Describe the two-dimensional figures that result from slicing three-dimensional figures, as in plane sections of right rectangular prisms and right rectangular pyramids.
    • CCSS.MATH.CONTENT.8.G.A.1 Verify experimentally the properties of rotations, reflections, and translations.
    • CCSS.MATH.CONTENT.8.G.A.3 Describe the effect of dilations, translations, rotations, and reflections on two-dimensional figures using coordinates.
    • CCSS.MATH.CONTENT.8.G.A.4 Understand that a two-dimensional figure is similar to another if the second can be obtained from the first by a sequence of rotations, reflections, translations, and dilations; given two similar two-dimensional figures, describe a sequence that exhibits the similarity between them.

NGSS 3-5.Engineering Design

The Next Generation Science Standards (NGSS) are K–12 science content standards.
  • 3-5-ETS1-1. Define a simple design problem reflecting a need or a want that includes specified criteria for success and constraints on materials, time, or cost.
  • 3-5-ETS1-2. Generate and compare multiple possible solutions to a problem based on how well each is likely to meet the criteria and constraints of the problem.
  • 3-5-ETS1-3. Plan and carry out fair tests in which variables are controlled and failure points are considered to identify aspects of a model or prototype that can be improved.
For additional information on using content standards with our projects please visit the Maker Camp Playbook.

NGSS MS.Engineering Design

The Next Generation Science Standards (NGSS) are K–12 science content standards.
  • MS-ETS1-1. Define the criteria and constraints of a design problem with sufficient precision to ensure a successful solution, taking into account relevant scientific principles and potential impacts on people and the natural environment that may limit possible solutions.
  • MS-ETS1-2. Evaluate competing design solutions using a systematic process to determine how well they meet the criteria and constraints of the problem.
  • MS-ETS1-3. Analyze data from tests to determine similarities and differences among several design solutions to identify the best characteristics of each that can be combined into a new solution to better meet the criteria for success.
  • MS-ETS1-4. Develop a model to generate data for iterative testing and modification of a proposed object, tool, or process such that an optimal design can be achieved.
For additional information on using content standards with our projects please visit the Maker Camp Playbook.

NGSS HS.Engineering Design

The Next Generation Science Standards (NGSS) are K–12 science content standards.
  • HS-ETS1-1. Analyze a major global challenge to specify qualitative and quantitative criteria and constraints for solutions that account for societal needs and wants.
  • HS-ETS1-2. Design a solution to a complex real-world problem by breaking it down into smaller, more manageable problems that can be solved through engineering.
  • HS-ETS1-3. Evaluate a solution to a complex real-world problem based on prioritized criteria and trade-offs that account for a range of constraints, including cost, safety, reliability, and aesthetics as well as possible social, cultural, and environmental impacts.
  • HS-ETS1-4. Use a computer simulation to model the impact of proposed solutions to a complex real-world problem with numerous criteria and constraints on interactions within and between systems relevant to the problem.
For additional information on using content standards with our projects please visit the Maker Camp Playbook.

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