Science // Waves, Light & Sound

Communication with Light & Sound

Design and build a device that uses light or sound to solve the problem of communicating over a distance

Ages
6 to 7
Type
Method
Builds on
1 topic
Leads to
2 topics
Standards
1 code

Quick check

Could the learner design a simple device — like a string telephone or a mirror signalling system — to send a message to someone far away?

Ask this to see whether the topic is secure.

Topic // Mastery

What mastery looks like

What a learner can do once this topic is secure.
  • Design a device that uses light or sound to communicate over a distance (e.g. string telephone, torch signals)
  • Build and test the device, identifying what works and what could be improved
  • Explain how the device uses properties of light or sound to transmit information

Topic // Map

Where this fits

What to learn first and what this topic opens up, with the reason for each link. Required links come first.
  • RequiredMust come first
  • HelpfulHelps, but not essential

Before this

1 topic
  • Waves, Light & Sound // Ages 6 to 8

    Must understand how light works before designing a communication device using it

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Communication with Light & Sound

Ages 6 to 7 // Method

Leads to

2 topics
  • Waves, Light & Sound // Ages 6 to 9

    Must understand how sound works before designing a communication device using it

  • Waves, Light & Sound // Ages 9 to 10

    Must have built a simple communication device before comparing multiple information transfer solutions

Topic // Research-informed

Teaching notes

From the Marble Skill Taxonomy. These notes have not been validated in classrooms, so treat them as a starting point for your own judgement.

The approach

For 6–7 year-olds, teach communication with light or sound as a design-build-test-improve engineering task: the child defines a real problem (send a message to a friend across a distance who can't hear them), plans and physically builds a device (cup-and-string telephone for sound, a torch signaller for light, or a drum for a beat pattern), agrees a shared CODE with the receiver so the device carries real information, then tests it over a measured distance and improves it. The big idea is that communication is information transfer — not merely making light or noise. The underlying physics (why light or sound carries the signal) is deferred to later years and need not be explained here.

Common misconceptions

  • Thinking the device just needs to make light or sound, rather than carry an AGREED message over the distance — communication is information transfer, not mere output.
  • Treating design as one-shot ('I built it, I'm done') instead of an iterative test-and-improve process.
  • Believing a string telephone works best SLACK — in fact the string must be taut to carry the vibration; a loose string kills the signal.
  • Assuming a louder or brighter device is automatically 'better', rather than testing whether the message actually gets across clearly at the far end.
  • Confusing 'communicating' with just making a noise or shining a light at someone — with no shared code, no information is sent.

Useful representations

  • The design–build–test–improve loop shown as an iterative cycle (define → plan → build → test → improve).
  • Cup-and-string telephone (sound) and torch/flashlight signaller (light) as the two canonical build options.
  • A simple agreed code/key (a flash pattern or drumbeat = an agreed message) — the information the device carries.
  • A distance-measured test track — how far away can the message still be received clearly?

Teaching practices

  • Open with a defined, relatable problem ('send a message to a friend across the room / who can't hear you') per K-2-ETS1-1, so the build has a real purpose.
  • Run the FULL iterative cycle — define → sketch/plan → build → test over a real distance → improve — and normalise redesign rather than expecting a one-shot product.
  • Provide real tools and materials and let children physically make the device (cup-and-string telephone, torch signaller, drum); keep focus on whether the signal gets across, not on explaining the physics (assessment boundary).
  • Have children sketch or model their design to communicate it before/while building (K-2-ETS1-2).
  • Agree a simple shared CODE (one flash = yes; a drum pattern = a message) so the device carries real information — communication is information transfer, not just making light or noise.
  • Test and compare: measure how far the message still carries, and weigh two devices' strengths and weaknesses (K-2-ETS1-3, integrating simple 1.MD measurement).
  • Connect to real communication technologies (telephone, lighthouse, drums, semaphore) so children see that devices carry information over distance (DCI PS4.C).

Activities to try

  1. 1

    Build and test a real signal device over a distance

    Why it works: A device communicates only when an agreed code AND a well-built device work together to carry a real message over the distance — communication is sending information, not just producing light or noise.

    1. Name the problem out loud: 'I need to send a message to a friend who is across the room and can't hear me speak.'
    2. Sketch or describe a plan for a device before building it — choose light (a torch signaller), or sound (a cup-and-string telephone or a drum beat pattern).
    3. Build the device from real tools and materials.
    4. Agree a simple shared code with your partner BEFORE sending, e.g. one flash = 'yes', two flashes = 'no', or a drumbeat pattern for an agreed word.
    5. Send the message and check with your partner whether they received the intended meaning correctly.
  2. 2

    Define and brainstorm the problem with an inventor

    Why it works: Good design starts by clearly defining the problem and the audience, and by planning how the signal will carry a meaning — not just how to make a signal.

    1. Take on a real scenario: an inventor needs to signal a ship at sea, or send a message to a friend across a valley.
    2. Answer the inventor's questions: What problem are we solving? Who needs to receive the message, and why can't we just walk over or shout?
    3. Brainstorm ways light or sound could carry the message — flashes, drumbeats, a string line between two cups.
    4. Answer the pushback: 'How will they know what your flash MEANS?' — propose a code.
    5. Hand off your best idea to the building stage and actually make it.
  3. 3

    Explore real communication devices and their codes

    Why it works: People across history use many different devices to send information over distance, and each relies on an agreed code — giving ideas for your own design.

    1. Look at real communication devices one at a time: cup-and-string telephone, lighthouse, drum, semaphore flags, bell.
    2. For each, work out how it sends a signal far away and what 'code' it uses — flashes, beats, flag positions, rings.
    3. Play a 'what message is this sending?' guessing game for a given signal.
    4. Use the examples to spark ideas for your own device and code.

Topic // Standards

Curriculum standards

Codes for the curriculum statements this topic maps to. Each publisher owns its standard text.
Next Generation Science Standards (NGSS) K-5
1-PS4-4

Science // Waves, Light & Sound