Storybook Rescue Zipline
Log in to saveKids engineer a working zipline to rescue a storybook character stranded across a gap. It's an exciting blend of physics and storytelling that ends in a dramatic live rescue performance.
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Every level teaches the same core idea — pick the one that fits your time, budget, and energy today.
Setup
Gather only common or recycled items needed to build a zipline between two anchor points and attach the figurine with a paper-clip hook. Place the materials beside a simple recording sheet or blank paper, and prepare the Storybook Rescue Zipline challenge in one working area; no digital device is needed.
Activity
- Set the scene: a storybook character is stranded, and the team must predict what angle and height will get them safely across.
- Build a zipline between two anchor points and attach the figurine with a paper-clip hook.
- Test the rescue and discover the figure gets stuck or falls partway, then adjust the angle or reduce friction.
- Perform the final rescue for an audience, narrating the character's dramatic escape.
Done when: The learner completes Storybook Rescue Zipline after carrying out this core test: Test the rescue and discover the figure gets stuck or falls partway, then adjust the angle or reduce friction. The learner then uses that result to complete the final task: Perform the final rescue for an audience, narrating the character's dramatic escape.
Materials
String or yarn, tape, paper clips, a small figurine, two chairs or boxes as anchor points
Shown for the Quick Start version — switch tabs above to see what changes.
Steps
- Set the scene: a storybook character is stranded, and the team must predict what angle and height will get them safely across.
- Build a zipline between two anchor points and attach the figurine with a paper-clip hook.
- Test the rescue and discover the figure gets stuck or falls partway, then adjust the angle or reduce friction.
- Perform the final rescue for an audience, narrating the character's dramatic escape.
Standards it satisfies
NGSS · K-2-ETS1-2
Develop a simple sketch, drawing, or physical model to illustrate how the shape of an object helps it function as needed to solve a given problem.