Virtual Labs: Electricity
Grade 6

This software title is an exciting way for grade 6 students to explore electrical circuits in an inexpensive way. Students can carry out experiments with electrical materials that would be expensive in regular classrooms. Ready-to-use experiments are provided; these include activity sheets and electronic files (when required). Other resources included as part of the software package are the “Sci-Clopedia”, a research and reference tool, and reference materials from the World Book Encyclopedia. The purchase of the software includes a binder of information prepared for teacher use, which is an excellent resource. This binder provides general information about using the software, photocopy-ready activity sheets for students, a full answer key for the various activities, and “Away-from-the-Computer Activities” which are suggested as complements to the software activities.

The activities provided are high interest and interactive ones. They require very little advance preparation, and are appropriate for students with varying abilities. They provide experiences with electricity that are not always achievable in a typical classroom, whether caused by problems of cost, space, or time. The software is listed on the Authorized List and may be purchased with Credit Allocation funds.

The grade 6 Electricity outcomes that can be addressed through activities provided with this software are:

•	use tools and apparatus such as batteries, bulbs, and wires in a manner that ensures personal safety and the safety of others (205-9)
•	identify and explain the dangers of electricity at work or at play (303-31)
•	compare a variety of electrical pathways by constructing simple circuits, and illustrate the electrical circuits with drawings and appropriate symbols (303-23, 207-2)
•	follow instructions for testing the conductivity of different solids and liquids, and draw conclusions as to which materials tested were insulators or conductors (205-3, 300-20)
•	describe the role of switches in electrical circuits, and identify materials that can be used to make a switch (303-24, 204-8)
•	compare characteristics of series and parallel circuits (303-25)
•	demonstrate how electricity in circuits can produce light, heat, sound, motion, and magnetic effects (303-26)
•	propose electrical circuitry problems to investigate, and plan a set of steps to solve them (204-1, 204-7)

The Electricity Labs that best fit outcomes from the above list are:
Lab 1 – Battery and Bulb
This activity teaches how to use the various parts of the environment and is necessary in order to become familiar with the software.
Lab 2 – Follow the Path	Outcome (303-23, 207-2)
Lab 3 – Good Conductor, Bad Conductor	Outcome (205-3, 300-20)
Lab 4 – Short the Circuit	Outcome (303-23, 207-2)
Lab 5 – Making It Go	Outcome (303-26)
Lab 6 – Broken? Fix It	Outcome (303-23, 207-2)
Lab 7 – That’s a Switch	Outcome (303-24, 204-8)
Lab 8 – All in a Row	Outcomes (303-25) and (303-23, 207-2)
Lab 9 – A Fork in the Road	Outcomes (303-25) and (303-23, 207-2)
Lab 10 – Circuit Combos	Outcomes (303-25) and (303-23, 207-2)
Lab 11 – Using Schematics	Outcomes (303-25) and (303-23, 207-2)
Lab 12 – Thinking With Electricity	Outcome (303-23, 207-2)
Lab 13 – Batteries Included	Outcomes (303-23, 207-2) and (204-1, 204-7)
Lab 14 – Light Up My Life	Outcome (303-26)
Lab 17 – Ring My Bell	Outcome (303-26)
Lab 38 – Play It Safe	Outcomes (205-9), (303-31)