Design 3 Rubberband Car Vocab

12345678910111213141516171819202122232425262728293031
Across
  1. 4. - The axle that receives power from the rubber band
  2. 7. - The round part of the car that rolls along the ground
  3. 8. - The rubber band system that stores energy and powers the car
  4. 14. - How straight and correctly positioned parts are compared with each other
  5. 15. - A small part used to keep a wheel from rubbing against the chassis
  6. 17. - The ability of a material or structure to resist bending
  7. 19. - The center part of a wheel where it connects to the axle
  8. 22. - A cylinder that something can wind around as the axle turns
  9. 23. - A rule or limitation that a design must follow
  10. 24. - An early version of a design built to test ideas
  11. 25. - The location where one end of the rubber band attaches to the car
  12. 26. - A force that resists movement when two surfaces rub against each other
  13. 30. - The distance between the front axle and rear axle
  14. 31. - Energy stored when a rubber band is stretched or twisted
Down
  1. 1. - The distance between the wheels on opposite sides of the car
  2. 2. - Requirements used to judge whether a design is successful
  3. 3. - The outer surface of a wheel that grips the ground
  4. 5. - The movement of energy from the rubber band to the axle wheels and car
  5. 6. - A rod that connects the wheels and allows them to rotate
  6. 9. - A tube or sleeve that supports an axle and reduces friction
  7. 10. - The main frame or body of the car that supports all other parts
  8. 11. - The grip between the wheels and the ground
  9. 12. - A new or improved version of a design
  10. 13. - How well a design turns stored energy into useful movement
  11. 16. - The amount of matter in an object
  12. 18. - The distance across the center of a circle or wheel
  13. 20. - A part that helps an axle rotate with less friction
  14. 21. - How quickly an object increases its speed
  15. 27. - A twisting force that causes an axle or wheel to rotate
  16. 28. - Something that can be changed during an experiment or test
  17. 29. - When improving one part of a design may make another part worse