Workshop manual
Everything you need to know to make the projects with children aged 5 to 12: how to support them, safety, cardboard techniques, basic electricity, mechanisms, how to organise a session or a class and what to do when something doesn't work.
How to use this website
Every project page on this website is designed so that the project works first time with real materials: tested measurements, pieces with templates, specific components, steps you can check and safety warnings. This manual is the part common to all projects: what is worth knowing once rather than repeating on every page.
You don't need to read it all before you start. Read this section, the one on the adult's role and the one on safety (about 25 minutes in total). Look up the rest when you need it: the cardboard techniques when you build your first vehicle, the electricity part when you make your first circuit, the section on groups if you work in a classroom.
What you will find on each project page
From the catalogue you can filter by category, age, difficulty and whether you need to buy anything. When you open a project you will see these sections, always in the same order:
| Section | What it contains | What it is for |
|---|---|---|
| Before you start | Real difficulty (1–5), age, time, how much adult help is needed, finished size and what the child learns | Deciding whether the project suits the child and the time you have |
| Materials and tools | Each material with quantity, specification and alternative; marked as from home, recycled or to buy (with an approximate price); tools used only by the adult | Writing the shopping list and gathering everything before you sit down |
| Pieces and templates | The pieces to cut out, with a letter (A, B, C...), measurements in mm and quantity | Printing the templates at actual size and cutting without measuring |
| 3D printer | Whether it is worth printing the project in PETG, which pieces and why; plates ready for a 250 × 250 mm bed, each piece as an STL and its weight in PETG compared with cardboard | Making in plastic the pieces that wear out most, get wet or have to be exact (see 3D printing) |
| Plans and diagrams | Views, assembly details and circuit diagrams | Understanding what it should look like before you build it |
| Step by step | Between 8 and 20 steps, each with a single action, measurements, a mark if the adult does it, and a check | Building without guessing |
| Does it work? The test | How to test it and exactly what should happen, with figures where possible | Knowing whether it is right or something needs fixing |
| If something goes wrong | Symptom–cause–solution table specific to the project | Fixing it without rebuilding the whole thing |
| Safety | Specific warnings for that project | Read before you start, every time |
| The science behind it | Two versions: one to read aloud to the child and a rigorous one for the adult | Explaining without making things up |
| Questions to talk about and Experiment | Open questions and variation experiments (change one thing and see what happens) | Turning a craft into a science activity |
| By age, in groups and challenges | Adaptations for ages 5–6, 7–8, 9–10 and 11–12, classroom organisation and extension challenges | Adjusting the difficulty up or down |
Printable templates at 1:1 scale
Many projects have pieces with templates. The "Print templates at actual size (A4)" button generates one page per A4 sheet with the pieces drawn at their exact size. To get them right:
- In the print dialog choose 100 % scale or "actual size". Turn off "Fit to page" or "Fit to printable area": it is the number one cause of pieces that don't fit (it shrinks them by 3 % to 6 %).
- Use a ruler to measure the 50 mm red line in the header on every sheet: it must measure exactly 50 mm. If it measures 48 mm, print again after checking the scale.
- Black and white printing is fine. Solid lines are for cutting; dashed lines, for folding; circles with a cross, holes.
How to transfer the template to cardboard is explained in Cardboard techniques. If you don't have a printer, each piece has its measurements in mm on the page and you can draw it with a ruler.
Workshop mode
The "Workshop mode (large step by step)" button shows one step per screen, in large type, designed so you can leave the tablet or laptop on the work table while you build. Move on with "Next" or the keyboard arrows. Steps that an adult must do are marked. Recommendations:
- Let the child be the one who presses "Next": that way they set their own pace and don't move on until the step's check is met.
- Read the step aloud (or let the child read it if they already read fluently) before touching anything.
- Protect the screen: a clear freezer bag or a case keeps off drops of glue and paint.
Ticking off steps, materials and finished projects
The materials and preparation lists can be ticked with a click. What you tick is saved in the browser on that device (not in an account): if you change computer or clear your browsing data, it is lost. The "Mark as done" button on each project feeds the catalogue counter and the certificate. The lists in this manual can also be ticked.
Printing
"Print page" generates a paper version without buttons or menus, about 4–8 sheets depending on the project. For a classroom session it is usually enough to print the step by step and the templates; the science for the adult is best read beforehand, on screen. This manual can also be printed in full (about 50 sheets): better to print only the sections you are going to use.
How to choose the first project
The first project has a single mission: to work and to make the child feel they did it themselves. Choose below their level, not above it. Use two criteria: age (motor skills and reading) and patience (how long they can stay focused without seeing a result).
| Profile | Look for | Recommended first projects |
|---|---|---|
| 5–6 years | Difficulty 1, under 30 min, immediate and visible result | Foaming volcano, Moving colours in milk, Two-sided spinning disc that merges pictures, Raisins that rise and sink |
| 7–8 years, little patience | Difficulty 1–2, something that moves or makes a noise at the end | Balloon rocket on a string, Balloon-powered car, Lever catapult |
| 7–8 years, persistent | Difficulty 2, construction with several pieces | Tube torch with a switch, Marble maze tray, Syringe digger arm |
| 9–10 years | Difficulty 2–3, some circuitry or mechanism | Three-light traffic light, Motorised desk fan, Solar car with belt drive |
| 11–12 years | Difficulty 3–4, with room to improve the design | Crane with gear wheel and pinion, Coil and battery motor, Tabletop chain reaction |
If you are torn between two projects, choose the shorter one. A finished 30-minute project is worth more than a 90-minute one left half done. The second session can be more ambitious.
Suggested pathways
First month. At home it is usually more realistic to do 2 sessions a week. Here is a first month of 8 sessions that gradually increases in difficulty and introduces a new technique each time:
- Foaming volcano: measuring quantities, chemical reaction.
- Balloon-powered car: first axles with a straw and wooden skewer.
- Lever catapult: lever and fair test measuring distances.
- Tube torch with a switch: first circuit.
- Syringe digger arm: syringes, joints with split pins.
- Three-light traffic light: polarity, resistors.
- Rubber band car: wheels, friction, improving the prototype.
- Solar car with belt drive: brings together everything above.
By interest.
| Interest | Suggested order (easiest to hardest) |
|---|---|
| Cars and things that move | Balloon rocket on a string → Balloon-powered car → Rubber band car → CD hovercraft → Solar car with belt drive → Scribble-drawing robot → Compressed-air rocket launcher |
| Electricity | Circuits with conductive dough → Tube torch with a switch → Three-light traffic light → Door alarm with buzzer → Motorised desk fan → Push-button telegraph → House with LED lights in each room → Electromagnet with a switch → Coil and battery motor |
| Chemistry and cooking | Foaming volcano → Raisins that rise and sink → Moving colours in milk → Hidden colours in ink → Red cabbage acid indicator → Five-liquid column → Bouncy egg without a shell → Cubic salt crystals |
| Art, light and illusions | Two-sided spinning disc that merges pictures → Thumb flipbook → Mirror and colour tube → Spinning colour disc → Slotted animation drum → Paper dragon that turns its head → Dark box that projects images → Little shadow theatre |
Realistic timings
The times on the project pages are not catalogue figures: they are real build times with a child of the stated age. To plan, add up:
- Adult preparation: 10–30 min (printing, gathering materials, pre-cutting, testing components). Do it the day before if you can.
- Building: the time on the page. Multiply it by 1.5 with children aged 5–7 or if it is the first time you have done something similar.
- Drying: PVA glue 30–60 min (better overnight), hot glue 2–5 min, poster paint 20–30 min.
- Testing and improving: 10–20 min. Don't cut it short: this is where most of the learning happens.
- Tidying up: 10 min, with the children.
If the project takes more than 90 minutes, split it into two sessions: build the structure one day (and leave it to dry) and the electrical part or the decoration another.
The adult's role
The most common mistake is not about safety or technique: it is the adult ending up doing the project while the child watches. It happens without meaning to, because the adult does it faster and better, and because they want it to turn out well. The result is a nice object that the child doesn't feel is theirs and from which they have learnt nothing. Your job is different: to prepare, to look after safety, to do what the child cannot yet do safely and, above all, to ask questions.
Supporting without doing it for them
- Hands behind your back. When the child is cutting, gluing or connecting, keep your hands off the table. If you need to show something, do it on a separate scrap of cardboard (a "practice piece"), not on their piece.
- Only do yourself what is marked as adult on the page (craft knife, hot glue, drilling, fire, oven) and say so: "I'll do this cut because the craft knife is dangerous; you hold the ruler and tell me if it moves."
- Prepare things so they can do it. Pre-cutting a difficult piece, marking in pencil where a hole goes or leaving the wires already stripped is not "cheating": it is bringing the task to their level.
- Accept an imperfect result. A crooked cut that works is a good cut. If the flaw stops it working, turn it into a problem to solve together (see below); don't quietly fix it yourself.
- Sit beside them, not opposite. From the side you see the piece from the same angle and you don't give them "mirror-image" instructions.
What to say and what not to say
| Instead of... | Try... | Why |
|---|---|---|
| "Give it here, I'll do it." | "Do you want me to hold this while you do it?" | You help without taking the task away from them. |
| "Not like that, it's wrong." | "Let's check. What does the page say should happen?" | The check is the referee, not you. |
| "How lovely!" | "You've got the wheels turning without rubbing. How did you do it?" | Praise something specific that depends on their effort. |
| "It's really easy." | "This bit is tricky; lots of people find it hard at first." | If they struggle with something "easy", they feel clumsy. |
| "Be careful." (generic) | "The tip of the craft knife always points away from your hand." | A specific warning can be followed; a generic one can't. |
| "It works because energy is transformed." | "Where do you think it gets the force to move from?" | Let them think first; then the explanation. |
Open and closed questions
A closed question is answered with yes, no or one word; it is useful for checking something quickly ("Have you put the long leg on the red one?"). An open question makes them think and has no single answer; it is the one that makes them learn. Mostly use open ones, and leave at least 5 seconds of silence after asking: the awkward silence is the moment when the child is thinking.
| Moment | Closed (useful, but limited) | Open (the one that makes them think) |
|---|---|---|
| Before starting | "Do you know what a motor is?" | "What do you think is inside a fan to make it spin?" |
| During | "Is it straight?" | "How could we tell if it's straight without looking at it?" |
| When it fails | "Have you connected the wires properly?" | "Which way does the electricity go? Follow the path with your finger." |
| When it works | "Do you like it?" | "What would happen if the wheels were twice as big?" |
| At the end | "Did you have fun?" | "If you did it again, what would you change?" |
Say "I don't know, how could we find out?". Testing it together or looking it up in "The science behind it" section is a better lesson than a made-up answer. No child loses trust in an adult who says "I don't know"; they do lose it if they discover they were told something untrue.
Handling frustration and "I can't do it"
Every project has at least one moment when something doesn't work. That is normal and useful, as long as it doesn't turn into giving up. This script works in most cases:
- Stop and name what they are feeling. "I can see you're cross because the LED won't light up. That's normal, it annoys me too." Don't play it down ("it doesn't matter") or rush to fix it.
- A physical break of 1–2 minutes. Let them put the piece down, drink some water, get up. With children aged 5–7, this break is essential.
- Shrink the problem. "It doesn't work" is too big. "Let's check just one thing: is the battery OK?" A small problem can be solved.
- Let them choose the next step between two specific options: "Shall we test the battery with another LED, or check the clips first?". Choosing gives them back control.
- If they make no progress in 10 minutes, offer more help: you do one part in front of them, explaining out loud, and they do the next.
- If it still doesn't work, park it: "Let's stop here and look at it tomorrow with fresh eyes." Note in the notebook what you have tried. The next day, 80 % of the time, the problem is spotted in 2 minutes.
Helpful phrases: "You can't do it yet" (instead of "you can't do it"), "What have you found out doesn't work?", "Engineers try lots of times before something works".
Mistakes as data
When something fails, the project is giving you information. Treat it like a detective: a car that veers to the left is telling you one wheel rubs more than the other; an LED that doesn't light up is telling you that somewhere the circuit is open or reversed. Ask the child to describe precisely what is happening ("it doesn't go" won't do; "the back wheels turn but the front ones don't" will) and note in the notebook what you change and what result it gives. Change just one thing at a time: if you change three at once and it works, you don't know which one was the problem.
Praise the process, not the talent
"You're so clever" or "you've got an artist's hands" teach that the result depends on something you either have or don't have; when something fails, the child concludes they don't have it. Praise what depends on them: the strategy ("you measured twice before cutting"), the effort ("you tried four ways of holding the motor"), the improvement ("the second version goes twice as far") or the question ("what a good question, I hadn't thought of that"). Be specific and don't overdo it: children can spot automatic praise.
When to step in
Step in immediately, without discussion, if there is a safety risk: misuse of the craft knife, a hand in front of the blade, the hot glue gun pointing at skin, a battery getting hot, small pieces near the mouth of a child under 3, a chemical near the eyes. For everything else, use this scale, from least to most:
- Wait and watch (1–2 minutes): many problems sort themselves out.
- Open question: "What's happening?".
- Hint: "Look at the check in step 5".
- More specific hint: "Look at where the long leg goes".
- Demonstration on a practice piece.
- Doing it together: your hands guide theirs, or you do half.
- Doing it yourself, explaining out loud, only if the step is beyond their physical ability or they have been stuck for more than 15 minutes.
Sharing out tasks by age
The ages are a guide: an experienced 7-year-old can work like a 9-year-old and vice versa. Look at fine motor skills (can they cut along a line? can they open and close a split pin?) more than age.
| 5–6 years | 7–8 years | 9–10 years | 11–12 years | |
|---|---|---|---|---|
| Tools the child uses | Round-ended school scissors, glue stick, sticky tape, PVA glue with a brush | The above + ruler, 13–15 cm scissors, split pins, crocodile clips | The above + awl on modelling clay with supervision, low-temperature glue gun with direct supervision, pliers | The above + locking craft knife and metal ruler with direct supervision, wire strippers, multimeter |
| What the adult does | All cuts in thick cardboard, holes, hot glue, connections with stripped wire, reading the steps | Craft knife cuts, holes, hot glue, stripping wires | Craft knife cuts, drilling, high-temperature glue | Drilling, fire, oven; checks craft knife cuts |
| Consecutive steps they can do alone | 1 (the adult reads and demonstrates each step) | 2–3 | 4–6, reading the page themselves | The whole project with occasional checks |
| Attention span | 10–15 min per task; 30–40 min session | 15–20 min per task; 45–60 min session | 25–30 min; 60–90 min session | 30–45 min; 90 min session or over two days |
| Expected independence | Chooses colours and decoration, glues, tests, observes | Measures with a ruler in cm, builds circuits with clips, suggests an improvement | Follows plans, diagnoses simple faults, measures and records results | Modifies the design, compares versions, explains how it works to others |
| Recommended difficulty | 1 (2 with lots of help) | 1–2 (3 with help) | 2–3 (4 with help) | 3–5 |
Safety in depth
The projects on this website are safe if you follow the pages, but they use sharp tools, heat, batteries, magnets and kitchen products. Almost all accidents in children's workshops come from four sources: craft knife cuts, minor burns from hot glue, batteries or magnets that end up in a small child's mouth, and products that splash into the eyes. This section explains each risk, how to prevent it and what to do if it happens. Each project page also adds its own specific warnings.
Many serious accidents don't happen to the child doing the project, but to a 1–3-year-old brother or sister who finds a coin cell, a magnet or a piece of balloon on the floor. Work at a table they can't reach, count the small pieces at the start and at the end, and sweep or hoover when you tidy up.
Risk table
| Risk | Prevention | If it happens |
|---|---|---|
| Craft knife | Adults only, or children aged 11–12 under direct supervision. A craft knife with a blade lock (wheel or screw), 9 mm blade, extending only 1–2 segments. Always cut on a cutting mat, with a metal ruler, the holding hand behind the edge of the ruler and the blade moving away from the body. Several gentle passes, never one forceful one. Snap off the segment when it stops cutting cleanly: a blunt blade slips and cuts more. When you put it down, blade retracted. | Direct pressure with clean gauze for 5–10 min, raise the hand. If the wound is deep, gaping (edges apart) or doesn't stop bleeding within 10 min, go to A&E. |
| Scissors | Round-ended school scissors for ages 5–8; 13–15 cm pointed ones for 9–12. Hand them over closed, handle towards the other person. Don't walk around with them open. | Same as a small cut: rinse with water, press, plaster. |
| Low-temperature glue gun (about 100–130 °C) | The right one for children aged 9 and over, with supervision. Resting on its stand or on a ceramic plate, never lying on its side. The nozzle and freshly applied glue burn, though less than high-temperature glue. Don't touch the thread left hanging until it has cooled. | Cold running water on the burn for 10–20 minutes. Don't pull off glue stuck to the skin: the water cools it and it comes off by itself. Don't apply toothpaste, oil or ice directly. |
| High-temperature glue gun (about 180–200 °C) | Adults only. It sticks more strongly, but the glue causes second-degree burns on contact with skin. | Cold water for 20 min. If a large blister appears, the burn is bigger than the child's palm or affects the face or joints, get medical attention. |
| Awl, nail, needle | Always make holes with the piece resting on a ball of modelling clay, a piece of cork or a block of polystyrene, never on your hand or in the air. For plastic bottle caps: the adult, with a heated nail or a drill. | Wash with soap and water, disinfect. Check tetanus vaccination status if the nail was rusty. |
| Drill | Adults only. Piece held in a clamp or vice (never by hand for small bottle caps: they spin and cut), safety glasses, hair tied back, no loose sleeves. 2.5–3 mm bit for bottle caps. | Stop the drill first. Treat the cut as for a craft knife. |
| AA, AAA and 9 V batteries | Don't mix new and used batteries or different brands. Remove the batteries from the project when you put it away. Don't carry loose 9 V batteries in a pocket with keys or coins (they can short-circuit and get hot). Use battery holders; don't tape the wires to the battery. | If a battery gets hot: disconnect it (with a cloth if it is very hot) and leave it on a non-flammable surface. If it leaks (white powder or paste), don't touch it with your hands; put it in the battery recycling bin and clean the battery holder with a cotton bud dipped in vinegar. |
| Coin cells (CR2032, LR44...) | The most dangerous items in the workshop. If a child swallows one, it can lodge in the oesophagus and the current causes a serious chemical burn within 2 hours. Keep them in their original packaging, out of reach of children under 6. Projects that use them must have the battery inside a closed compartment or fixed with tape the child can't peel off. | See the box "Swallowed coin cell". |
| Short circuit and overheating | This happens when the + and − of the battery are joined by a wire with nothing in between (no LED, motor or resistor). With AA batteries, the wire and battery heat up within a few seconds and the battery runs flat. Always check the circuit before putting the battery in. Never join a battery's terminals with aluminium foil without a component. | Disconnect. Let the battery cool; if it got very hot, dispose of it in the battery recycling bin. |
| 230 V mains socket | No project is plugged into the mains. Ever. Not with home-made transformers, not by cutting the leads of old appliances. Children must know that experiments are done only with batteries of up to 9 V and that the mains socket can kill. | In case of electric shock: switch off the power at the fuse box before touching the person. Call 112. |
| Neodymium magnets | Very strong: two 10 mm magnets snap together with such force that they pinch the skin. If a child swallows two magnets (or a magnet and a piece of iron), they attract each other through the intestinal walls and perforate them. Banned near children under 6; count them at the start and at the end; keep them in a closed jar. Keep away from cards, mobile phones and pacemakers (more than 15 cm away). | Swallowed magnets: go to A&E immediately, even if the child seems fine. Pinching: separate the magnets by sliding them sideways, not pulling. |
| Balloons | Uninflated balloons and pieces of burst balloon are the leading cause of toy-related choking in children under 8: they are inhaled when trying to blow them up and block the airway. With under-8s, the adult blows up the balloons and picks up every burst piece straight away. | Choking: if they are coughing, encourage them to keep coughing. If they can't cough, speak or breathe: back blows and abdominal thrusts, and call 112. |
| Small pieces | Any piece that fits inside a toilet roll tube (about 3 cm in diameter) is dangerous for children under 3: marbles, small bottle caps, LEDs, split pins, beads, buttons. | As for balloons. If something has been swallowed without choking, seek advice; if it was a battery or magnet, go to A&E. |
| Vinegar, bicarbonate of soda, yeast, soap, salt, sugar | Safe in the quantities on the pages. Vinegar stings in the eyes; the bicarbonate of soda and vinegar mixture can splash. Wear glasses for experiments that fizz or splash. | Eyes: rinse with plenty of tap water, in a gentle stream, for 10–15 minutes, with the eye open. |
| Hydrogen peroxide | The kind from the chemist is 3 % (labelled "10 volume") and is the only one children should handle. Hairdressing peroxide (6 %, 9 % or 12 %, "20, 30 or 40 volume") causes white burns on the skin and damages the eyes: if a page uses it, only the adult pours it, wearing gloves and glasses. The reaction in Giant yeast foam gives off heat. | Skin: rinse with plenty of water; the white mark disappears within 1 hour. Eyes: rinse for 15 min and seek advice. Swallowed: don't induce vomiting; call Poison Information. |
| Bleach, ammonia, drain cleaners | Not used in any project. Never mix bleach with vinegar, acids, hydrochloric acid or ammonia: they give off toxic gases (chlorine, chloramines). Keep them away from the workshop area so nobody mistakes them for water. | If a gas has been produced: leave the room, ventilate, call Poison Information or 112 if there is difficulty breathing. |
| Fire and candles | Projects such as the Pop-pop sailing boat or the The bottle that swallows an egg use a flame: the adult lights and handles it, on a metal tray or in the sink, hair tied back, away from curtains and paper, with a glass of water nearby. Don't use methylated spirits. | Burn: cold water for 20 min. Small fire: cover it with a lid or a damp cloth; never pour water on burning oil. |
| Solar oven | The inside of the Solar oven in a box can exceed 70–90 °C in summer. Take the food out with an oven glove. The aluminium foil reflector concentrates the light: don't look directly at the reflection, and never look at the sun, not even with sunglasses. | Burn: cold water for 20 min. |
| Water and electricity | With 1.5–9 V batteries, getting the circuit wet is not dangerous for people, but it corrodes the contacts and can drain the battery. Keep glasses and bottles at one end of the table and circuits at the other. With 230 V, water is deadly: another reason never to go near the mains socket. | Dry the circuit, remove the batteries, leave to dry for 24 h. |
| Latex allergy | Balloons and many rubber bands are made of latex. Ask families before a group session. Alternatives: nitrile or "latex-free" balloons, silicone bands. | Hives or itching: wash the area and remove the latex. Swollen lips, difficulty breathing: 112. |
If you suspect a child has swallowed a coin cell (even if you're not sure and even if they seem fine): go to hospital A&E immediately or call 112. Don't wait for symptoms to appear. Don't induce vomiting. Don't give them anything to eat or drink, unless the health services tell you to. Take the packaging or an identical battery so it can be identified. The Spanish Toxicology Information Service is available 24 hours a day on 91 562 04 20.
Eye protection
Keep one pair of safety glasses per person in the workshop, including for the adult. They must also cover the sides ("wraparound" style), be marked EN 166 and have an adjustable strap; children's sizes cost €3–6. Prescription glasses don't protect against splashes from the side. They are compulsory for:
- Anything that splashes or fizzes: volcano, Vinegar and bicarbonate of soda rocket, Fizzy drink and sweets fountain, elephant toothpaste.
- Anything that shoots off: Lever catapult, Compressed-air rocket launcher, stretched rubber bands.
- Cutting wire or cables with pliers (the little bits go flying).
- Drilling.
Workshop first aid kit
- Sterile gauze pads (10) and paper surgical tape
- Plasters in various sizes
- Single-dose saline (for rinsing eyes and wounds)
- Antiseptic (chlorhexidine)
- Nitrile gloves (latex-free)
- Tweezers (for skewer splinters)
- Instant cold pack (for bumps)
- Round-ended scissors for the first aid kit
- Sheet with phone numbers: 112 and Toxicology 91 562 04 20
- In the classroom: list of the group's allergies
For burns, the best "first aid kit" is the cold tap: make sure there is one a few steps away.
Workshop rules (to read with the children)
Read them aloud in the first session, ask the children to explain them in their own words and put them up where everyone can see. With children aged 5–7, stick to the first five.
- Tools with the red hand symbol (craft knife, hot glue, drill) are used by an adult or with an adult right beside you.
- Nothing from the workshop goes in your mouth: not pieces, not batteries, not magnets, not mixtures, even if they come from the kitchen.
- Glasses on when something fizzes, splashes or goes flying.
- Scissors are passed closed, with the handle towards the other person.
- If something gets hot, smells strange or breaks: I let go, tell someone and step back.
- Batteries only. Never touch the mains socket.
- Before putting the battery in, I check the circuit with my finger.
- Everything goes back in its place at the end; small pieces go back in their jar.
- I wash my hands after using chemicals, even kitchen ones.
- I test rockets and catapults aiming at the target, never at a person.
Setting up the space and the materials box
A good home workshop doesn't need a room: a table, a big box and somewhere to leave projects to dry are enough. What really makes the difference is having everything ready before you sit down with the child. Every minute you spend looking for the scissors is a minute in which the child loses interest.
The work area
- Table at the right height: when seated, the child's elbows should be slightly above the table. If the table is high, a firm cushion on the chair; if their feet dangle, a box under their feet. For cutting with a ruler, standing is better.
- Protect the surface: an oilcloth, a large piece of cardboard (replaced when it gets damaged) or an A3 cutting mat. For chemistry, a baking tray with a rim: anything spilt stays inside.
- Light: natural, or a lamp that doesn't cast a shadow over the working hand (on the left for right-handers, on the right for left-handers).
- Socket for the glue gun at one end of the table, with the lead not crossing where people walk. If you use an extension lead, tape it to the floor.
- Drying area: a shelf, the top of a cupboard or an open cardboard box where projects can spend the night without anyone touching them. Label them with the name and date.
- Water nearby: a washing-up bowl or the sink for washing brushes and hands, and for cooling burns.
- Bin bag and recycling box to hand from the start, not at the end.
How to organise the materials box
The website suggests a workshop box with everything you need. Ideas that work:
- A large plastic box with a lid (about 40 × 30 × 20 cm) for tools and components, and a cardboard one for recycled materials.
- Small components in a compartment organiser (the kind used for screws or fishing tackle): one compartment per type of LED, one per resistor value (labelled with the value: the colour bands are very hard to read), clips, split pins, magnets, motors.
- Cardboard sorted by size and flattened, standing upright in a box like folders. Throw away any that is damp, crumpled or greasy.
- Clean, dry tubes and bottles, in a separate bag. Milk or juice bottles must be rinsed well or they smell within a week.
- One tray per child (a shoebox lid will do) so their pieces don't get mixed up with someone else's.
- A jar of salvageable parts: motors, LEDs, battery holders and wheels from dismantled projects. Almost all components can be reused ten times.
Recycled materials and what they are for
| Material | Keep | Typical uses |
|---|---|---|
| Shipping boxes (3–5 mm corrugated cardboard) | 2–3 medium boxes, flattened | Chassis, structures, laminated wheels, gears |
| Cereal and biscuit boxes (0.4–0.6 mm thin card) | 5–6 | Folding pieces, tabs, thaumatrope and zoetrope discs, templates |
| Shoebox | 2–3 | Guitar, shadow theatre, planetarium, projector, camera obscura |
| Pizza box (clean, grease-free) | 1 | Solar oven, marble maze, pinball |
| Toilet roll and kitchen roll tubes | 10–15 | Periscope, kaleidoscope, towers, structures, Rube Goldberg |
| Plastic bottle caps (30 mm) | 20–30, matching in groups of 4 | Wheels, buttons, pulleys |
| 0.5 and 1.5 L plastic bottles | 6–8 with caps | Rockets, tornado, Cartesian diver, water filter, xylophone |
| Glass jars with lids | 4–5 | Crystals, cloud, lava lamp, snow globe (with young children, plastic is better) |
| Old CDs and DVDs | 4–5 | Hovercraft, spectroscope, periscope, large wheels |
| Yoghurt pots and plastic cups | 10 | Cup telephone, mixing, measuring |
| Polystyrene trays (clean) | 3–4 | Boats, base for making holes, hologram (the clear ones) |
| Rigid clear plastic packaging (blister packs) | 3–4 | Pyramid hologram, windows |
| Leads from old appliances (without plug, cut off by an adult) | 1–2 | Copper wire for circuits and coils |
Recommended tools
| Tool | Recommended specification | Who uses it | Approximate price |
|---|---|---|---|
| School scissors | 13 cm, round-ended, stainless steel blade; left-handed if needed ("ambidextrous" ones cut badly with the left hand) | 5–8 years | €2–4 |
| Office scissors | 17–21 cm, fine point, for thin card and thin cardboard up to 2 mm | 9–12 years and adult | €4–8 |
| Craft knife | 9 mm blade (more control than an 18 mm one) with wheel or screw lock, metal or rigid plastic body, spare blades | Adult; 11–12 with supervision | €4–8 |
| Metal ruler | 30 cm steel, with cork or non-slip rubber underneath. A plastic one gets cut by the craft knife and the blade jumps over it | Everyone (for cutting, the adult) | €3–6 |
| Cutting mat | A3 (45 × 30 cm), self-healing, with a cm grid | Everyone | €8–15 |
| Low-temperature glue gun | For 7 mm sticks (the thin ones), 10–20 W, with stand and switch. Clear 7 × 100 mm glue sticks | Adult; 9–12 with supervision | €7–12 with 20 sticks |
| Awl | Fine-pointed awl with a handle, or a 3 mm nail. Always on modelling clay or cork | Adult; 9–12 with supervision | €2–4 |
| Side cutters | Diagonal cutters, 12–13 cm, for wire and skewers | Adult; 11–12 | €5–8 |
| Wire strippers | Adjustable or with gauged holes (0.5–1 mm) | Adult; 11–12 | €5–10 |
| Drill or drill-driver with bits | 2.5, 3 and 4 mm bits. Optional: a hot nail works for bottle caps | Adult | If you already have one |
| Multimeter | Basic digital with a 20 V DC range and continuity test with beep | Adult; 11–12 | €10–15 (optional) |
| Safety glasses | EN 166, wraparound, children's size | Everyone | €3–6 each |
| Other | HB pencils, rubber, fine permanent marker, compass, protractor, glue stick, PVA glue, clear sticky tape, masking tape, double-sided tape, clothes pegs (to hold things while they dry) | Everyone | €10–15 for the set |
The basic component kit
Buying components one at a time for each project is expensive and slow. This kit, bought once, covers the electronic and mechanical side of almost every project. Prices are approximate (online and electronics shops, 2026). The detailed list with links is in the shopping list.
| Component | Quantity | Specification | Approx. price |
|---|---|---|---|
| Assorted 5 mm LEDs | 100 (20 of each colour: red, green, yellow, blue, white) | Diffused or clear, 20 mA, long legs | €4–7 |
| Resistors | 20 × 100 Ω, 20 × 220 Ω, 20 × 470 Ω | 1/4 W. Or a 600-piece assortment | €3–6 |
| 2 × AA battery holders with wires | 4 | 15 cm red and black wires; ideally with switch and cover | €4–7 |
| 3 × AA battery holders with wires | 2 | For buzzers and motors that need 4.5 V | €3–5 |
| Alkaline AA batteries | 24 | 1.5 V. Rechargeables (1.2 V) work for almost everything, with slightly less power | €8–12 |
| 130-type DC motors | 5 | 3–6 V, 2 mm shaft, with 2- or 3-blade propellers | €5–9 |
| Low-start solar motor | 2 | RF-300 or "solar motor", starts at 0.4 V and 25 mA | €4–6 |
| Mini solar panel | 2 | 5–6 V, 100–200 mA, about 110 × 60 mm, with wires | €6–12 |
| Active buzzer | 4 | 3–5 V, with wires or legs; beeps with just a battery (don't confuse it with a passive one) | €2–4 |
| Crocodile clip leads | 10–20 | 30–50 cm wire, clip at both ends, assorted colours | €4–7 |
| Solid-core (rigid) wire | 3 colours × 5 m | 0.5 mm (22 AWG), bends and holds its shape; red, black and one other colour | €4–7 |
| Enamelled copper wire | 1 reel of 20 m | 0.3–0.5 mm, for the electromagnet and coil motor | €3–5 |
| Adhesive copper tape | 1 roll | 5 mm × 10 m, with conductive adhesive if possible | €4–7 |
| Neodymium magnets | 20 | 10 × 3 mm discs; 5 discs of 12 × 5 mm for the homopolar motor | €4–7 |
| Needle-free syringes | 4 × 10 ml and 4 × 20 ml | From the chemist, with a standard "luer" tip | €3–5 |
| Aquarium tubing | 2 m | 4 mm internal diameter (fits the syringe tip) | €2–3 |
| Split pins | 100 | 20–25 mm legs, metal | €2–4 |
| Wooden skewers | 100 | 3 mm diameter, 20–25 cm | €1–2 |
| Straight straws | 50 | Reusable plastic or rigid, 5–6 mm internal diameter | €2–3 |
| Rubber bands | 1 assorted bag | Thin office ones and a few 2–3 mm wide | €1–2 |
| Lolly sticks (tongue depressors) | 50 | Flat, wooden, 15 × 1.8 cm | €2–3 |
| Balloons | 20 | 25–30 cm (latex-free if there are allergies) | €2–4 |
Approximate total: about €80–125 including the basic tools (without multimeter or drill). Components only, about €70–95. For a class of 25 pupils, multiply the quantities of LEDs, clips, battery holders and syringes by 3 or 4, not by 25: pupils work in teams and components are reused.
When you open the parcel, connect each motor and a couple of LEDs of each colour to a battery holder. A faulty component spotted now saves you half an hour of frustration on project day. Set aside any that fail.
Cardboard techniques
Cardboard is the main material in half the projects and the cause of half the failures: chassis that bend, wheels that wobble, joints that come unstuck. Almost all of it can be solved with half a dozen techniques you can learn in an afternoon. If you are going to build vehicles, machines or robots, this is the most important section of the manual.
Types of cardboard and when to use each
| Type | Thickness | Where it comes from | Use it for | Avoid it for |
|---|---|---|---|---|
| Thin card (heavy card) | 0.3–0.6 mm | Cereal, biscuit and medicine boxes | Pieces that fold, tabs, discs that spin fast (thaumatrope, Newton's disc), small gear teeth | Structures that carry weight |
| Greyboard (pasteboard) | 1–2 mm | Covers of notebooks and sketch pads, bottoms of shoeboxes | Small, stiff flat pieces, reusable templates, levers | Large pieces that need to be light |
| Single-wall corrugated cardboard | 3–4 mm | Ordinary shipping boxes | Almost everything: chassis, walls, large gears, laminated wheels. It is the "default cardboard" in the project pages | Pieces less than 15 mm wide (they get crushed) |
| Double-wall corrugated cardboard | 6–7 mm | Appliance and removal boxes | Bases, towers, large structures, ramps | Cutting with scissors; small or curved pieces |
| Foam board | 3–5 mm | Stationery shops (A3 for €2–4) | When you need precision and clean cuts: the core is foam, with no flutes | Gluing with high-temperature hot glue (it melts the foam) |
The direction of the flutes
Corrugated cardboard has two flat faces and, between them, a zigzag sheet (the flutes) that forms parallel channels. Look at the edge of any box: you will see the channels as little tunnels. Those flutes make the cardboard behave very differently depending on the direction:
- It bends easily along a line parallel to the channels (the flutes act as a hinge).
- It is very stiff if you try to bend it along a line perpendicular to the channels (you would have to crush every tunnel).
In practice: in a long piece that must not sag (a chassis, a catapult arm, a crane jib), the channels should run along the length of the piece. In a piece that has to be folded (the walls of a box), the fold line should be parallel to the channels. The templates on the website have a "flutes" arrow showing how to place them.
Measuring and marking
- Measure in millimetres, not in centimetres with decimals: "85 mm" is easier to read than "8.5 cm". The project pages always use mm.
- Mark with a well-sharpened HB pencil, using a dot or a small "V" rather than a thick line. Join the dots with the ruler.
- For a right angle, place a set square (or the edge of a sheet of paper, whose corners are at 90°) against a straight edge of the cardboard. Don't trust the edges of a box: they are usually crushed or crooked. Cut a straight edge first and measure everything from it.
- When you need to cut several identical pieces (four wheels, two sides), make one and use it as a template to mark the rest.
- Measure twice, cut once. With children aged 7–10, let the child check the measurement before the adult cuts.
Cutting straight
Scissors cut thin card and single-wall corrugated cardboard well in small, curved pieces. Cut with the part of the blade nearest the pivot (it has more force) and turn the cardboard, not the scissors. For cutting corrugated cardboard straight, a craft knife gives a much better result:
- Place the cardboard on the cutting mat and the metal ruler on the line, with the ruler over the piece you want to keep (if the knife slips, it spoils the offcut, not the piece).
- Hold the ruler with your hand open, fingers away from the edge and resting on the middle of the ruler.
- First pass light, without pressing, just to cut the top face and mark the groove.
- Second pass along the same groove, a little firmer: it cuts the flutes.
- Third pass to cut the bottom face. Three light passes give a clean, vertical cut; one forceful pass crushes the flutes and the blade wanders.
- Hold the craft knife at a low angle (about 30–45° to the table) and the blade perpendicular to the cardboard, not tilted to either side.
Circles
- To draw: a compass, or a round object of the right size (30 mm bottle cap, glass, roll of tape, 120 mm CD). The website template always marks the centre.
- To cut with scissors: first cut out a square around it, then cut off the corners (octagon) and then round it off with small cuts. Turn the cardboard, not your hand.
- To cut with a craft knife: many short, tangential cuts, turning the cardboard. Don't attempt one continuous curve.
- To sand: a sheet of 120-grit sandpaper glued to a wooden block evens out irregular edges.
- To make the centre hole: an awl on the marked centre, with the disc resting on modelling clay. Widen it by twisting a pencil if needed.
Folds: scoring, valley and mountain
A fold that hasn't been scored ends up rounded and crooked. Before folding, score the line by pressing with an empty ballpoint pen, the tip of closed scissors or the back of the craft knife blade, always against the ruler. On thin card one pass is enough; on corrugated cardboard, press until the face is slightly flattened. To fold corrugated cardboard against the flutes, the adult can make a half-depth cut (top face only) on the outside of the fold.
The templates use two types of fold line, as in origami:
Joints
Choosing how to join two pieces matters as much as cutting them well.
| Joint | How it's done | Advantages | Drawbacks |
|---|---|---|---|
| Tabs | Strips of 10–15 mm left on the edge of one piece, folded to 90° and glued to the other piece | Large gluing surface, very strong with PVA glue | You have to plan for them when cutting |
| Cross slots | Two pieces, each with a slot halfway up its height, that slot into each other (see diagram) | No glue; can be taken apart; very stiff | The slot must be exactly the right width |
| Tab and slot | A tongue on one piece fits into a rectangle cut in the other | Positions the pieces precisely | Needs a craft knife for the slot |
| PVA glue (white glue) | A thin layer on both surfaces, press together and hold with clothes pegs or a weight | The strongest on cardboard, cheap, doesn't burn, 5-year-olds can use it | Dries in 30–60 min (24 h for full strength); too much glue softens the cardboard |
| Hot glue | A 3–5 mm bead on one surface, join in under 10 s and hold for 30 s | Fast (1–2 min), fills gaps, sticks plastic and wood to cardboard | It burns; comes off smooth surfaces (plastic, metal) unless they are roughened; leaves "strings" |
| Sticky tape | Clear tape for visible joints, masking tape for temporary ones | Instant, can be adjusted | Comes unstuck with time and heat; not very stiff |
| Glue stick | For paper on cardboard (templates, decoration) | Clean, doesn't wrinkle the paper | No good for joining cardboard pieces that take stress |
| Double-sided tape | For fixing components you want to reuse (panel, battery holder) | Peels off so you can reuse them | Little resistance to heat |
Cross slots: the slot should be as wide as the cardboard is thick (3–4 mm in single-wall corrugated; two craft knife blades held apart, or two parallel cuts and pull out the strip). If it is wider, the pieces wobble; if it is narrower, the flutes get crushed and it breaks. The length is half the height of the piece, from the top on one and from the bottom on the other.
With PVA glue, a thin layer spread with a finger or a brush on both surfaces sticks much better than a puddle on just one. Wait 1–2 minutes until it turns tacky before joining. Excess glue soaks the cardboard, warps it and takes hours to dry.
Hot glue comes off bottle caps, bottles and straws because it has nothing to grip. Roughen the area with sandpaper or the tip of a pair of scissors to make grooves, clean off any grease and apply the glue good and hot. For joints that take force, run a bead of hot glue all round the joint instead of a single dot.
Reinforcements
- L-shaped corners: a 20 × 40 mm strip of cardboard folded to 90° and glued inside a corner doubles its strength.
- Triangles (gussets): a 30 × 30 mm right-angled triangle of cardboard glued into the angle between a wall and the base stops the wall from leaning. It is the most effective reinforcement for towers, cranes and bridges (see structures).
- Laminating: glue 2 or 3 layers of cardboard with the flutes crossed (one with the channels horizontal, the next vertical). The result is stiff in every direction, like plywood. Use it for wheels, gears, levers and bases. Glue them with PVA glue and leave them to dry under a weight (a couple of books) so they don't curl.
- Edges: an exposed corrugated edge gets crushed and frays. Cover it with masking tape.
- Tubes: a kitchen roll tube standing upright can hold a great deal of weight. Use it as a column.
Axles and wheels
This is the technique that makes the most projects fail. The rule is: the wheel and the axle turn together; the axle turns inside a bearing that is fixed to the chassis. If the axle (the wooden skewer) goes straight through a hole in the cardboard, the cardboard wears, the hole gets bigger and the friction slows the vehicle down. The solution is a straw.
Clearances (difference between the diameter of the axle and that of the hole):
| What you need | Axle | Hole or tube | Example |
|---|---|---|---|
| Free to turn (bearing) | 3 mm skewer | 4–6 mm (straw, 4 mm hole) | Straw under the chassis |
| Fixed in place (wheel on axle) | 3 mm skewer | 2.5 mm, push-fit, plus a dot of hot glue | Centre of the bottle cap |
| A piece turning freely on a fixed axle | Fixed 3 mm skewer | 4 mm | Idler pulley, mill wheel |
How to centre a bottle cap. If the hole is not in the centre, the wheel "limps" and the vehicle bounces. A reliable method: draw round the cap on paper, cut out the circle and fold it in half twice; the corner of the fold is the centre. Put the circle inside the cap and mark the centre with the awl. The adult drills it with a 2.5 mm bit or with a nail heated in a flame (held with pliers). The website templates include a centring guide for 30 mm bottle caps.
Checks before you carry on:
- The skewers are straight: roll them on the table; if they "wobble", replace them.
- The two straws are parallel to each other and perpendicular to the long axis of the chassis (use the set square).
- The skewer turns freely inside the straw: blow on a wheel and it should spin several times on its own.
- The wheels don't touch the chassis or the straw (2–3 mm clearance).
- Seen from the front, the wheels are upright and don't wobble as they turn.
- All four wheels touch the ground at the same time.
If the wheel keeps sliding along and ends up rubbing, add a stop: a 3 mm piece of straw, or a drop of hot glue on the skewer, between the wheel and the straw. Leave 1 mm of play.
Hinges
- Tape hinge: place the two pieces side by side with a 2 mm gap and put masking tape or cloth tape on both faces. Quick and good enough for lids and doors.
- Living hinge: on corrugated cardboard, the adult cuts only the top face and the flutes, without cutting the bottom face. The remaining face acts as the hinge. Use it for folds that are opened and closed only a few times.
- Pin hinge: two pieces of straw glued to one piece and one to the other, alternating, with a wooden skewer running through them. Very durable; it is the one used in the Castle drawbridge.
Joints with split pins
The split pin (the "drawing pin" with legs that open out) is the easiest way to make a joint that turns: arms, legs, levers, the Mechanical hand with tendons or the Syringe digger arm.
- Mark the pivot point on both pieces, at least 10–12 mm from the edge.
- Pierce with an awl over modelling clay and widen to about 4 mm by twisting a pencil: the joint should turn without forcing.
- Lay the pieces on top of each other, push the split pin through and open the legs in opposite directions, flat against the cardboard.
- If it is loose, put a thin-card washer between the pieces. If it is stiff, loosen the legs a little.
- For joints that do a lot of work, reinforce the hole with a circle of masking tape on both faces before piercing.
Cardboard pulleys and gears
Pulley: glue together three laminated discs: two large ones on the outside (for example, 40 mm) and a smaller one in the middle (30 mm). The gap between the two large ones is the groove where the string or rubber band runs, and it stops it slipping off. With bottle caps: glue two caps together base to base, open ends facing out; the join forms the groove.
Gears from the cardboard flutes: the most useful trick for homemade gears. Cut a strip of corrugated cardboard 10–15 mm wide with the channels running across the strip, dampen one face slightly and peel that flat face off: the flutes are left exposed. Wrap the strip, flutes facing out, around a laminated cardboard disc and glue it with PVA glue. The channels act as teeth, all the same (about 4 mm pitch in single-wall cardboard), and they mesh with any other gear made the same way. It is the technique used in the Crane with gear wheel and pinion.
Template gears: cut out the printed gear glued onto two laminated layers. Teeth less than 5 mm wide break in corrugated cardboard: for small gears use 2 mm greyboard. Space the axles of two gears exactly as the project page says (the sum of the two radii): if they are too close they jam; too far apart, they skip.
How to use the 1:1 templates
- Print at 100% and check that the red line in the header measures 50 mm (see How to use this website).
- Cut out the template leaving a margin of about 5 mm around each piece.
- Method 1, gluing: run a glue stick over the back of the paper (only on the corners and the centre if you want to peel it off later) and stick it onto the cardboard, following the flute direction arrow. Cut through paper and cardboard together along the solid line. It is the most precise method.
- Method 2, tracing: hold the template in place with masking tape and go over the outline with an awl or a ballpoint pen, pressing hard: it leaves a mark on the cardboard. Or cut out the template and draw round it in pencil.
- Method 3, reusable template: for pieces you will make many times (in the classroom), glue the template onto 2 mm greyboard, cut it out and use it to draw round.
- Transfer the markings to the cardboard as well: holes (with an awl through the paper), fold lines (scoring them) and the letter of each piece.
3D printing
The pieces for the projects can also be 3D printed. The files are prepared for an Anycubic Kobra 3 with ACE Pro (250 × 250 mm bed) and PETG, although they work on any printer with a bed of that size. On each project page, the "3D printer" section tells you whether it is worth printing the project and which pieces.
- Recommended: the project is better in PETG. This is usually for one of these reasons: it has mechanisms that wear (gears, pulleys, cranks, joints), it has to withstand force (syringes, rubber bands, taut strings), it gets wet or it has to be precise (holes, slits, distances).
- Some pieces: only some pieces benefit from PETG. The rest are made of cardboard or paper because they don't fit on the bed, because they have to be light or because they are paper (templates, scales, drawings).
- Better in cardboard: it isn't worth printing. The project may need to be very light (balloons, air, wind), it may have to float or withstand heat, or it may use only paper.
What you download
- Plates (.3mf): each file is a complete bed with the pieces and their copies already laid out, without overlaps. Open it in Anycubic Slicer Next (or any slicer) and slice it without moving them. Long, narrow pieces that only fit diagonally go on their own plate, already rotated 45°.
- Individual pieces (.stl): for reprinting just the one that has broken or gone missing.
- Don't scale the models in the slicer: the hole clearances and the hinge thickness are calculated in real millimetres.
How the cardboard has been converted to PETG
| On the template | On the printed piece |
|---|---|
| 3 mm corrugated cardboard (4 mm, or 2 layers) | 3 mm plate (4 mm, or 6 mm): slots and joints designed for the thickness of the cardboard still work |
| Thin card (cereal box) | 1.2 mm |
| Card | 0.8 mm (1 mm if it is thick): it can be curved into wide tubes and cones |
| Hole | 0.3 mm larger in diameter: plastic doesn't give like cardboard |
| Slot | 0.2 mm wider and longer |
| Fold (valley or mountain) | Hinge: a groove in the top face that leaves 0.4 mm of PETG (2 layers) |
| Guide line | Groove 0.4 mm deep, only on pieces 1.5 mm or thicker |
| Text and drawings | They don't appear on the piece: mark them with a permanent marker, looking at the template |
The top face of the print is the face you see on the template. The following are not printed: paper, clear or reflective plastics, polystyrene, materials that are not cardboard (straws, skewers, wire, rubber bands...) and pieces that don't fit on the bed: those are made as the project page says.
Starting settings (PETG on the Kobra 3)
Start with the PETG profile in Anycubic Slicer Next for the Kobra 3 (0.4 mm nozzle) and check these values:
| Setting | Value | Why |
|---|---|---|
| Layer height | 0.2 mm | The hinges are exactly 2 layers. At 0.28 mm they would be 1 layer and would break. |
| Nozzle / bed temperature | 230–245 °C / 70–80 °C | Whatever your PETG spool says. |
| Part cooling fan | 30–50% | With more fan, PETG bonds less well between layers and the hinges snap. |
| Perimeters | 2 | Enough for flat pieces. |
| Top / bottom layers | 4 / 4 (3 / 3 to save weight) | On 3 mm pieces they account for most of the weight. With 3 + 3 the piece weighs 15% less. |
| Infill | 15%, gyroid or grid | 3 mm pieces have hardly any infill. Increase to 30% for cranks and axle supports. |
| Supports | None | All the pieces are flat. |
| Surface | Textured PEI plate, clean and grease-free | PETG grips very well. On a smooth bed use a glue stick as a release layer: otherwise it can tear pieces off the surface. |
The grams and times given on each project page are an estimate made with these settings. The slicer will give you the exact figure.
The ACE Pro: colours and drying
- One colour per plate. Each piece on the plate is an object with its letter and name, so you can assign it a colour. But all the pieces build up at the same time, layer by layer: with two colours on the same plate, the printer would change filament on every layer and purge a lot of plastic. Choose one colour for the whole plate and change spools in the ACE Pro before the next plate.
- Colours with a purpose. For light and shadow projects (spectroscope, camera obscura, shadow theatre, planetarium, zoetrope) use black or dark, opaque PETG: light colours let light through the plastic. For those that diffuse light (smart house, lava lamp), white or translucent PETG.
- Drying. PETG absorbs moisture from the air. If it crackles while printing, leaves lots of strings or the hinges break on the first bend, dry it in the ACE Pro (at its maximum temperature, for about 4–6 hours) and store it with desiccant.
Hinges: bending without breaking
- Wait until the bed has cooled completely: the PETG comes away on its own or by flexing the plate slightly.
- Bend each hinge slowly the first time, resting the piece on the edge of the table. A "valley" fold bends towards the top face (the groove closes) and a "mountain" fold bends backwards.
- Bend and unbend it 3 or 4 times before gluing. A well-printed PETG hinge withstands hundreds of bends.
- If a hinge cracks on the first bend, the filament is damp or the fan is set too high (see above).
Assembly: clearances, axles and glue
- Axles: 3 mm skewers go in with 0.3 mm of clearance and turn without rubbing. If one is a tight fit, ream the hole by twisting a 3.5 mm drill bit with your fingers, without a drill.
- Gluing PETG: PVA glue and glue sticks don't grip. Use superglue (cyanoacrylate) (applied by the adult) or hot glue, and sand the contact area first with 120-grit sandpaper. Double-sided foam tape also works for mounting onto cardboard.
- Burrs: the adult removes them with a craft knife; children can smooth the edges with sandpaper.
What changes compared with cardboard
- Weight. At the same thickness, a PETG piece weighs between 3 and 5 times as much as a cardboard one (the project page gives both weights). In things moved by little force (balloons, solar motor, wind, vibration) this is a problem. In things that turn or get knocked it can be an advantage: a heavier drum turns more smoothly and a heavier domino falls more reliably.
- Water: PETG doesn't soften in water, but it doesn't float (1.27 g/cm³). A boat needs a closed hull.
- Heat: PETG starts to soften at around 75–80 °C. No pieces inside the solar oven, with boiling water or in a car in the sun in summer.
- Durability: a PETG piece can last for years. It is worth it for things that are used again and again (launchers, gauges, frames, mechanisms).
Printer safety
- An adult operates the printer. The nozzle reaches about 240 °C and the bed 80 °C: children watch from outside and don't touch the bed until it has cooled down.
- Print in a ventilated room and not in the children's bedroom.
- Small pieces (washers, spacers, counters) can be swallowed: keep them out of reach of children under 3.
Print a piece and cut out the same one in cardboard. Weigh both on kitchen scales, measure their thickness and test how much they bend with the same weight on top. It is a good introduction to density and to why engineers choose one material or another for each part.
Electricity without fear
You don't need to know electronics to make the electrical projects on this website. You need to understand five ideas (circuit, voltage, current, polarity, short circuit) and know how to look for a fault methodically. Everything runs on 1.5 to 9 V batteries, which are not dangerous to people. The only real danger is the mains socket, which is never used.
The circuit: the water analogy
Picture a circuit as a closed water circuit: a pump pushes the water through a pipe, the water turns a waterwheel and returns to the pump.
| Electricity | Water | For the child |
|---|---|---|
| Battery | Pump | "The battery pushes the electricity." |
| Voltage (volts, V) | How hard the pump pushes | "How many volts = how much push the battery has." |
| Current (amps, A; milliamps, mA) | How much water passes each second | "How much electricity is flowing." |
| Wire | Pipe | "The path." |
| LED, motor, buzzer | Waterwheel that the water turns | "What the electricity makes work." |
| Resistor | A narrowing in the pipe | "A brake so that not too much gets through." |
| Switch | A stopcock | "A door that opens or closes the path." |
The key idea: electricity only flows if the path is closed, from the positive terminal (+) of the battery, through the components, to the negative terminal (−). If there is a break anywhere (a loose wire, a crocodile clip that isn't biting, an open switch), nothing works. That is why it is called a circuit: it is a circle.
Batteries: which to use
| Battery | Voltage | Approx. capacity | Use it for | Watch out |
|---|---|---|---|---|
| AA (LR6) | 1.5 V (rechargeable: 1.2 V) | 2000–2800 mAh | Almost everything, in holders for 2 (3 V) or 3 (4.5 V). Motors, LEDs, buzzers | It is the default choice: cheap, powerful and easy to handle |
| AAA (LR03) | 1.5 V | 800–1200 mAh | Small projects where an AA won't fit (slim torch) | They last half as long as AAs |
| 9 V (6LR61) | 9 V | 400–550 mAh | Several LEDs in series, electromagnet for short bursts (a few seconds) | Gives little current: drives motors poorly and runs down quickly. Its two terminals sit close together and short-circuit easily |
| CR2032 (lithium coin cell) | 3 V | 220 mAh | One LED in very small projects (cards, fireflies) | Extremely dangerous if swallowed (see safety). Won't drive motors |
| 4.5 V flat battery | 4.5 V | ~ 3000 mAh | Electromagnet, single-coil motor, telegraph | The strips on the top touch easily: store it with tape over one of them |
Why we put batteries in battery holders: they connect with firm wires, they are easy to replace, and it is much harder to short-circuit them by accident. Two AA batteries in a 2-battery holder are in series: their voltages add up (1.5 + 1.5 = 3 V). The red wire is +, the black one is −. If the battery holder has a switch, turn it off while you are building.
Polarity
Some components work the same whichever way round they are connected (resistors, bulbs, motors, although a motor changes direction). Others only work one way round: LEDs, active buzzers and solar panels. This is called polarity. A convention worth always following: red = positive (+), black = negative (−). If all the + wires are red, mistakes can be spotted at a glance.
The LED
An LED (light-emitting diode) is a small lamp that uses very little power, but it has two requirements:
- It goes one way round. The long leg (anode) goes towards the + of the battery; the short leg (cathode) towards the −. If the legs have been trimmed, look at the rim of the casing: the flat side is the short leg (−). Inside a clear LED, the larger piece is usually the −. If you put it in the wrong way round it doesn't break: it simply doesn't light up. Turn it round.
- It needs a resistor to limit the current. An LED doesn't limit the current by itself: if you connect it directly to a battery with a higher voltage than it needs, so much current flows that it heats up and burns out in seconds (or weakens and lasts much less). The resistor can go before or after the LED: it makes no difference.
Which resistor to use. Values calculated for about 10–15 mA, enough for the LED to shine brightly and last a long time. If you don't have the exact value, use the next one up: the LED will be slightly less bright, with no danger.
| Power supply | Red, yellow or orange LED (≈ 2 V) | Blue, white or bright green LED (≈ 3 V) |
|---|---|---|
| CR2032 (3 V) | No resistor (the battery itself limits the current) | No resistor |
| 2 × AA (3 V) | 100 Ω | No resistor, or 47 Ω if you have one |
| 3 × AA (4.5 V) | 220 Ω | 100 Ω |
| 9 V battery | 470 Ω | 470 Ω |
Green LEDs can be 2 V (yellowish green) or 3 V (bright green). Start with the resistor from the red column; if it doesn't light up or is very dim, try the one from the blue column.
For adults, the formula: R = (Vbattery − VLED) / I. For example, a red LED (2 V) with a 9 V battery and 15 mA: R = (9 − 2) / 0.015 = 467 Ω → 470 Ω. The resistors in the kit are identified by their colours (4 bands): 100 Ω = brown-black-brown; 220 Ω = red-red-brown; 470 Ω = yellow-violet-brown; the fourth, gold band is the tolerance. Keep them in labelled compartments and you won't have to read colours.
DC motors
The motors in the kit (type 130, 3–6 V) start turning as soon as they receive current. Three things worth knowing:
- The direction of rotation depends on how you connect them. If you swap the two wires, it turns the other way. There is no "wrong" way: if the fan blows backwards or the car goes in reverse, swap the wires.
- They turn very fast and with little force (about 6000–9000 revolutions per minute with no load). To drive a vehicle you need to reduce the speed with a pulley or gears (see mechanisms); connected directly to a wheel, the motor stalls.
- They need quite a lot of current to start (0.3–1 A). That is why a type 130 motor won't start with a mini solar panel (which gives 100–200 mA) and doesn't work well with a 9 V battery. Solar projects need a low-start-current "solar motor" (RF-300 or similar), which turns with 25 mA, as in the Solar car with belt drive. A motor that hums but doesn't turn is asking for more current than it is getting, or is mechanically jammed.
Active and passive buzzers
An active buzzer has a small circuit inside that makes it beep as soon as it receives direct current: it is the one needed for projects such as the Door alarm with buzzer or the Push-button telegraph. It has polarity (long leg or red wire to +) and usually comes with a sticker that is meant to be removed after soldering; you can leave it on, it just muffles the sound. A passive buzzer is just a small speaker: with a battery it only "clicks" when connected. If you are buying one, look for an "active buzzer 3–5 V". To tell them apart: connect it to 2 AA batteries; if it beeps continuously, it is active.
Homemade switches
A switch is nothing more than two metal contacts that touch or separate. Three versions you can make in 5 minutes:
- Paperclip and split pins: two split pins pushed into a piece of cardboard about 25 mm apart; a wire under each one (wound round the legs). A metal paperclip (with no plastic coating) is hooked on one of them and swings round to touch the other. It is the switch in the Tube torch with a switch.
- Aluminium foil: two 2 × 2 cm squares of aluminium foil stuck down with tape, each with the stripped end of a wire underneath. When they are pressed together (for example, when a door closes or someone steps on a mat) the circuit is closed. It is the basis of the Door alarm with buzzer.
- Push button: a 2 × 8 cm strip of cardboard folded in half, with aluminium foil or copper tape on the inside face of each half, and a small piece of craft foam or cardboard between them at the end by the fold so that they spring apart on their own. When you press, the contacts touch; when you let go, they open. Ideal for the Push-button telegraph.
Connections without soldering
- Crocodile clips: the quickest way to test. Clip onto the metal, not the plastic of the wire. Cheap clips sometimes have the wire badly attached inside: if a circuit fails, swap the clip.
- Twist and tape: strip 15 mm from each wire, cross the strands and twist them together 4–5 turns, fold the joint back and cover it with electrical tape. To join a wire to an LED leg, wind the wire 3 times round the leg.
- Split pins as terminals: wind the wire round the legs before opening them out.
- Copper tape: tracks stuck onto cardboard or paper. If the tape doesn't have conductive adhesive, don't cut the tape at corners: fold it over on itself. At joins, put a piece on top and press down.
- Conductive dough: homemade dough made with salt conducts; dough made with sugar insulates. See Circuits with conductive dough.
- Stripping wires: use wire strippers; if you don't have any, the adult scores the insulation with scissors while turning the wire (without squeezing) and pulls it off. The copper strands should be left shiny and uncut.
Series and parallel
When there are two components (two LEDs, two motors) they can be connected in two ways:
| Series | Parallel | |
|---|---|---|
| Paths | One | One per component |
| If one fails | Everything goes off | The others keep going |
| Voltage needed | The sum of them all | That of just one |
| Battery | Lasts as long as with one, but needs more volts | Runs down sooner (each component draws current) |
| When to use it | Batteries (they add up for more voltage), several LEDs with a 9 V battery | Almost always with LEDs and motors: traffic lights, house, torch with several LEDs |
If you put several LEDs in parallel with a single resistor, the one that needs the least voltage takes almost all the current, shines very brightly and gets damaged. Each LED needs its own resistor.
The short circuit
A short circuit is a path with nothing to slow the current down: a wire (or aluminium foil, or a clip) that directly connects the + and − of the battery. All the battery's energy turns into heat in the wire and in the battery itself. With AA batteries you can feel it getting hot within 5–10 seconds and the battery runs flat; with lithium batteries or several batteries it can even cause burns. Signs: the wire or the battery holder gets hot, nothing works, the battery runs down very quickly. Prevention: trace the route of the circuit with your finger before putting the battery in ("a wire comes out of the +, goes through the resistor, through the LED and back to the −") and check that no bare wires are touching.
Troubleshooting a circuit that doesn't work
Follow this order. In the vast majority of cases the fault is in the first three steps.
- Is it switched on? The battery holder switch set to ON, the homemade switch closed.
- Are the batteries all right? Fitted according to the + and − markings in the battery holder; new or tested in another device (or with the multimeter: more than 1.3 V each).
- Are the LEDs, buzzers and panels the right way round? Long leg towards the +. If in doubt, turn it round: it won't break.
- Is the circuit closed? Follow the path with your finger from the + to the −. Look for clips biting plastic instead of metal, wires twisted together without being stripped, split pins not touching the wire.
- Is there a short circuit? If something gets hot, disconnect it and look for two wires touching or a path that bypasses a component.
- Is a component faulty? Test each part on its own directly with the battery holder (the LED with its resistor). Swap the crocodile clips for different ones.
- Is it the right resistor? A 470 Ω one with 2 AA batteries leaves the LED very dim, almost invisible in daylight.
- Divide and conquer: if the circuit is large, build just the first part (battery + one LED) and keep adding parts until it stops working. The last part added is the suspect.
Basic multimeter (optional, for adults and over-11s)
A €10–15 multimeter turns troubleshooting into a 30-second check. You only need two functions:
- Measuring batteries: set the dial to "V⎓" (direct current), 20 V range. Red probe on the +, black on the −. A new AA battery reads 1.5–1.6 V; below 1.2 V it is too flat for motors. If you get a negative number, you have the probes the wrong way round (no harm done).
- Continuity (the beep): dial set to the speaker or diode symbol. With no battery in the circuit, touch the two ends of a wire, a clip or a closed switch: if it beeps, current can pass. Ideal for finding broken clips and badly stripped wires.
Don't use the current ranges (A, mA) unless you know what you are doing: if you measure the current directly across the terminals of a battery, you create a short circuit and can blow the multimeter's fuse. And never, under any circumstances, bring it near a mains socket with the children.
Mechanisms and physics
Behind every vehicle, crane or catapult there is a handful of physical principles that keep coming up. Knowing them lets you explain why a project works and, above all, why it doesn't. For each concept you'll find an explanation for you, a sentence you can say word for word to a 6–8-year-old, and the projects on the site where it appears.
Levers
For the adult. A lever is a rigid bar that turns about a support point (the fulcrum). The law of the lever says that effort × distance from the fulcrum = load × distance from the fulcrum. If you push three times further from the fulcrum than the load is, you need a third of the force, but your end travels three times as far: a lever doesn't give you free energy, it trades force for distance. Depending on where the fulcrum, the effort and the load are, there are three classes:
For the child: “With a lever you can lift very heavy things if you push far away from the point where it rests. The further away you push, the less force you need.”
Where it appears: Lever catapult (try moving the fulcrum and measure the launch distance), Castle drawbridge, Tabletop pinball machine (the flippers), Arcade claw machine, Push-button telegraph (the key).
Pulleys
For the adult. A fixed pulley (attached to the ceiling or the crane's jib) doesn't reduce the force, it only changes its direction: you pull down to lift something up. A movable pulley (which rises with the load) shares the weight between two lengths of string and halves the force, in exchange for pulling twice as much string. Combining pulleys (a block and tackle) multiplies the effect. Two pulleys of different sizes joined by a belt (a rubber band) work like gears: the gear ratio is the ratio of the diameters. In the Solar car with belt drive, the motor shaft (about 3 mm with its sleeve) drives a 20 mm pulley: about 7 turns of the motor for every turn of the wheel, and 7 times more force.
For the child: “A pulley is a wheel with a groove that the string runs through. If the string goes down on one side, it goes up on the other. With several pulleys you can lift heavy things with very little force, but you have to pull lots of string.”
Where it appears: Pulley crane with winch, Solar car with belt drive (belt), Castle drawbridge, Tabletop chain reaction.
A rubber-band belt slips if it is slack or if the pulley is smooth. Tension the band just enough (it shouldn't stretch more than 20 %), put a cable sleeve or electrical tape on the motor shaft so it grips, and make the pulley groove with the side discs at least 3 mm bigger than the middle one.
Gears and gear ratio
For the adult. Two meshed gear wheels turn in opposite directions. If one has 12 teeth and the other 24, when the small one makes a full turn it has pushed 12 teeth of the big one, which has only gone half a turn. The gear ratio is 12:24 = 1:2. When the small one drives the big one (reduction), the output shaft turns more slowly but with more torque (turning force); the other way round (step-up), it turns faster with less force. It's the same as changing gear on a bicycle. To make the last gear turn the same way as the first, you add one in between (an “idler”), which doesn't change the ratio.
For the child: “The teeth on one wheel push the teeth on the other. If the big wheel has twice as many teeth, the small one has to go round twice for the big one to go round once. The big one goes more slowly, but it's stronger.”
Where it appears: Crane with gear wheel and pinion, Solar car with belt drive, Cup wind meter (for counting turns).
Wheels and axles
For the adult. A wheel greatly reduces friction compared with dragging an object: instead of sliding over the floor, the wheel rolls, and the friction is concentrated at the axle, which is small and can be lubricated or put in a bearing. A large wheel gets over obstacles better and travels further per turn; a small one needs less force to turn. The vehicle only goes straight if the two axles are parallel and the wheels are the same.
For the child: “It's much easier to push a box with wheels than to drag it. The wheels turn, and the stick in the middle, the axle, turns inside a tube so it doesn't get stuck.”
Where it appears: all the vehicles: Solar car with belt drive, Rubber band car, Balloon-powered car; also the Four-blade pinwheel and the Cup wind meter. Technique in Cardboard techniques.
Friction
For the adult. Friction is the force that resists sliding between two surfaces. It depends on the materials and how hard they press together, and hardly at all on the contact area. It's the enemy at the axles (it slows the vehicle down and drains the battery) and the ally at the wheels (without friction against the floor they would skid) and in joints. That's why we put rubber bands on smooth bottle caps as tyres and use straws as bearings for the axles. Air causes friction too: the CD hovercraft glides on a cushion of air that almost eliminates friction with the table.
For the child: “When two things rub together, they slow each other down. That's why you slip in socks and not in trainers. We want the wheels to grip the floor, but the axle to turn without being slowed down.”
Where it appears: Rubber band car, CD hovercraft, Marble maze tray, Tabletop pinball machine.
Hydraulics with syringes
For the adult. If you join two syringes with a tube full of water and push one plunger, the other comes out. Water is practically incompressible: all the volume that goes in at one end comes out of the other instantly. The system also works with air, but air compresses like a spring: there is a delay, the movement is spongy and it loses force. That's why we use water. If the syringes are different sizes, the pressure is the same throughout the liquid (Pascal's principle), but the force is proportional to the area of the plunger: pushing a 10 ml syringe (plunger about 15 mm) against a 20 ml one (about 20 mm), the big one pushes with about 1.8 times more force, but moves 1.8 times less. That's how car brakes and diggers work.
For the child: “You can't squash water. If you push water along a tube, it comes out at the other end and pushes whatever is there. Air does squash, like a cushion, which is why with air it moves in jerks.”
How to fill it without bubbles: put both syringes and the tube under water in a washing-up bowl (a little food colouring helps you see the bubbles). Fill one syringe completely, leave the other with its plunger pushed in, join the two with the tube under the water and lift the whole thing out. If there are bubbles left, push them towards one syringe held with its tip upwards, undo the tube and push them out.
Where it appears: Syringe digger arm, Hydraulic goods lift.
Centre of gravity
For the adult. This is the point where we can imagine all the weight of an object is concentrated. An object stays upright as long as the vertical line through its centre of gravity falls within its base. The lower it is and the wider the base, the more stable the object. A hanging object comes to rest with its centre of gravity directly below the point it hangs from: that's why toy tightrope walkers have weights at the ends of their arms, below the support point.
For the child: “Everything has a point where it balances. If you put the weight low down and the feet wide apart, it's very hard for it to fall over.”
Where it appears: Table that seems to float, Six-legged jointed spider, Spaghetti and marshmallow tower, Gliding paper aeroplane (the paperclip on the nose moves the centre of gravity forward and stabilises it).
Structures and triangles
For the adult. A rectangle of bars joined at the corners is easily deformed (it turns into a rhombus) because its angles can change. A triangle isn't: with three fixed sides, its shape is unique. That's why cranes, electricity pylons and bridges are full of triangles. In cardboard, a diagonal or a triangular corner brace in each corner turns a floppy structure into a rigid one. Also, parts work better in tension or compression than in bending: a flat A4 sheet holds nothing up; folded like a concertina or rolled into a tube, it holds up books.
For the child: “Push a square made of sticks: it bends out of shape. Now try a triangle: it doesn't move. Triangles are the strongest shape.”
Where it appears: Spaghetti and marshmallow tower, Accordion paper bridge, Pulley crane with winch, Crane with gear wheel and pinion.
Elastic and potential energy
For the adult. Energy isn't created, it's transformed. A stretched rubber band, a bent plastic spoon or a blown-up balloon store elastic energy; an object held up high stores gravitational potential energy (more the higher and heavier it is). When they are released, that energy turns into movement (kinetic energy). In every transformation some is lost as heat and sound through friction, which is why a marble never climbs back up to the height it started from. “Friction-powered” cars store energy in a flywheel that spins fast.
For the child: “When you stretch a rubber band, you're storing energy inside it. When you let go, the energy comes out and launches the ball. A marble up high also has energy stored: when it falls, it uses it to run.”
Where it appears: Lever catapult, Rubber band car, Jumping paper frog, Marble maze tray, Tabletop chain reaction.
Action and reaction
For the adult. Newton's third law: when one body pushes another, it receives an equal push in the opposite direction. A balloon that pushes air out backwards is pushed forwards; a rocket doesn't “lean” on the air, it pushes the gases (or the water) it throws out. The more mass it throws out and the faster, the greater the thrust: that's why the bottle rocket with a little water goes much further than with air alone.
For the child: “If you push something, that something pushes you back. The balloon pushes the air backwards, and the air pushes the balloon forwards.”
Where it appears: Balloon-powered car, Balloon rocket on a string, Compressed-air rocket launcher, Vinegar and bicarbonate of soda rocket, Pop-pop sailing boat.
Inclined plane and screw
For the adult. Moving a weight up a ramp takes less force than lifting it straight up, in exchange for covering more distance. A screw is an inclined plane wrapped around a cylinder: as you turn it, whatever is in the thread rises little by little. Archimedes' screw lifts water by turning a tilted helix.
For the child: “It's easier to walk up a gentle slope than to climb up a wall, even though the path is longer.”
Where it appears: Spiral water lifter, Marble maze tray, Tabletop chain reaction.
Chemistry and science experiments
An experiment isn't a magic trick you repeat until it gets boring. It's a question you answer by testing. The difference between “making a volcano” and “experimenting with a volcano” is small in time (10–15 minutes more) and huge in what the child learns. This section explains how to turn any project into a real experiment.
The method, step by step
- Question. Something specific that can be tested. Not “how does the volcano work?”, but “does more foam come out if I add more vinegar?”. The project pages include questions in the “Experiment” section; the best ones are the ones the child comes up with.
- Hypothesis (prediction). What they think will happen and why, before testing it: “I think more foam will come out because there's more liquid to react”. Get them to write it down or draw it. Getting the prediction wrong isn't a mistake: it's the most interesting part, because it means they've learnt something they didn't know.
- Fair test: change only one thing. If you change the vinegar and the bicarbonate of soda too, you won't know which of the two made the difference. There are three kinds of variable:
- The one I change (independent variable): the amount of vinegar: 25, 50 and 75 ml.
- The one I measure (dependent variable): the height of the foam in the glass, in cm.
- The ones I keep the same (control variables): the same spoonful of bicarbonate of soda, the same glass, the same vinegar temperature, the same colouring, the same way of pouring it in.
- Measure. With numbers, not impressions. “Loads came out” can't be compared; “it rose 6 cm” can. Use a ruler, tape measure, stopwatch, syringe or kitchen scales.
- Repeat 3 times. No experiment comes out the same twice. Repeat each test 3 times and work out the average (add them up and divide by 3). If one of the three is very different from the other two, think about what might have happened (did the catapult move?) and repeat it.
- Conclusion. Answer the original question using the data: “With more vinegar more foam comes out up to 50 ml; with 75 ml it's about the same because there's no bicarbonate of soda left to react”. And compare it with the hypothesis: were you right? Why not?
- New question. Every conclusion opens up another: “What if I add more bicarbonate of soda with the 75 ml?”.
Catapult: position of the fulcrum or weight of the projectile → distance in cm. Balloon car: size of the balloon or diameter of the straw → distance travelled. Solar car: sun, shade, cloud → time to cover 1 metre. Crystals: cold or hot water → size after 3 days. Paper aeroplane: with or without a paperclip → distance. Dancing raisins: fizzy water or fizzy drink → number of rises in 1 minute.
By age
| Age | How far to go |
|---|---|
| 5–6 years | Predict with “yes/no” or “more/less” (a happy or sad face, an arrow up or down). Compare two cases (with and without). Measure with objects (“it got as far as the chair”, “3 blocks high”). Draw what happened. |
| 7–8 years | Write the prediction in one sentence. Measure with a ruler in cm and a stopwatch in seconds. A 2-column table. Repeat 3 times and pick the middle result. |
| 9–10 years | Identify what is changed, what is measured and what is kept the same. Work out the average. Make a simple bar chart. |
| 11–12 years | Design their own experiment, explain the sources of error, suggest improvements to the method, link the result to the science on the project page. |
The inventor's notebook
A notebook (hardback if possible, so it can be used on the table) where the child records each project. It lets them see their progress, feeds into the portfolio and helps them remember what worked. One page per project with these headings; with young children, the adult writes down what they say and the child draws.
| Heading | What to write or draw | Example (spoon catapult, age 9) |
|---|---|---|
| Date and project | Number and name | 12 March. Catapult |
| My question | A question that can be tested | Does it go further if the fulcrum is closer to the spoon? |
| What I think will happen and why | The hypothesis | I think so, because the spoon will move faster. |
| What I change / what I measure / what I keep the same | The three variables | Change: position of the fulcrum (3, 6 and 9 cm from the spoon). Measure: distance in cm. Same: same paper ball, same rubber band, same force (press down until it touches the table). |
| Results table | Test 1, 2, 3 and average | 3 cm: 140, 152, 147 → average 146 cm. 6 cm: 110, 98, 105 → 104. 9 cm: 62, 70, 66 → 66. |
| Drawing | The project with its parts labelled with arrows | Catapult with “fulcrum”, “arm”, “spoon”, “rubber band”. |
| What happened | What was observed, with the data | The closer the fulcrum is to the spoon, the further it goes. |
| Why I think it happened | Their explanation | The long arm makes the spoon travel further in the same time, so it goes faster. |
| Problems and how I solved them | What went wrong | The rubber band kept coming off; I wrapped it round twice. |
| Next time I'd try... | New question or improvement | A heavier ball (modelling clay). |
Measuring: quantities and equivalents
The project pages give quantities in ml and g. If you don't have scales or a measuring jug, these equivalents are good enough for the experiments (level spoonfuls, levelled off with a finger or a knife):
| Household measure | Volume | Water, vinegar, milk | Bicarbonate of soda | Fine salt | Sugar |
|---|---|---|---|---|---|
| Level teaspoon | 5 ml | 5 g | ≈ 5 g | ≈ 6 g | ≈ 4 g |
| Level tablespoon | 15 ml | 15 g | ≈ 14 g | ≈ 18 g | ≈ 12 g |
| Ordinary drinking glass (filled to 1 cm from the rim) | ≈ 200 ml | 200 g | — | ||
| Breakfast cup | ≈ 250 ml | 250 g | — | ||
| Yoghurt pot (empty, filled to the top) | ≈ 125 ml | 125 g | — | ||
- A 20 ml syringe without a needle is the most accurate and cheapest liquid-measuring tool in the workshop. Use it for small amounts (hydrogen peroxide, soap, colouring).
- Kitchen scales accurate to 1 g: for salt and sugar in the crystals (Cubic salt crystals, Rock candy on a string), where the amount matters.
- Yeast: Giant yeast foam needs dried baker's yeast (a 5–11 g sachet depending on the brand). Baking powder is no good: it's bicarbonate of soda with an acid.
- Temperature: “lukewarm water” = 35–40 °C (you can comfortably put your finger in it). “Hot tap water” = 45–55 °C. Crystals need very hot water (heated by the adult, not boiling, and handled by the adult).
- Time: the stopwatch on a mobile phone. One person says “go” and another times it.
- Distances: a dressmaker's tape measure or a builder's tape. Stick masking tape on the floor every 50 cm to measure launches and runs quickly.
Kitchen products: what each one does
| Product | What it is | Projects | Precautions |
|---|---|---|---|
| Vinegar (wine or cider vinegar, ≈ 4–6 % acetic acid) | An acid | Volcano, bicarbonate rocket, bouncing egg, acid detector | Stings in eyes and cuts |
| Bicarbonate of soda | A base; with an acid it produces gas (CO2) | Volcano, rocket, acid detector | Nothing special in these quantities |
| 3 % hydrogen peroxide (pharmacy) | Breaks down into water and oxygen; yeast speeds up the reaction | Elephant toothpaste | Goggles. Only 3 % with children (see safety) |
| Dried baker's yeast | Living fungi with an enzyme (catalase) | Elephant toothpaste | None |
| Washing-up liquid | Breaks surface tension and traps gas in bubbles | Psychedelic milk, soap boat, bubbles, elephant toothpaste | Irritates the eyes |
| Salt and sugar | Dissolve in water; when the water evaporates, they crystallise | Crystals, density tower, floating egg | None |
| Oil | Doesn't mix with water and is less dense | Lava lamp, liquid tower | Don't pour it down the sink |
| Contact lens solution containing borate + bicarbonate of soda | Links the glue molecules into chains | Homemade stretchy slime | Don't use borax powder. Wash hands afterwards. Not for under-3s or children with irritated skin |
| Red cabbage | Contains a pigment that changes colour with acidity | Red cabbage acid indicator | Stains clothes |
Waste and cleaning up
- Vinegar, bicarbonate of soda, salt, sugar, 3 % hydrogen peroxide, soap: down the sink with plenty of water.
- Oil: never down the sink. Keep it in a bottle and take it to the used cooking oil bin or the recycling centre.
- Slime, glue, modelling clay, recycled paper: in the rubbish bin, not down the sink (they block the pipes). Wipe containers out with kitchen roll first, then wash them with water.
- Batteries: in a battery recycling bin (supermarkets, electronics shops). Never in the rubbish.
- LEDs, motors, panels, broken wires: these are electronic waste. Collect a few and take them to the recycling centre. Try to reuse them first.
- Cardboard and paper: in the paper recycling bin, free of hot glue and tape if possible.
- Wet PVA glue: comes off with water. Dried, on clothes: soak in lukewarm water and rub. On the table: scrape it off.
- Hot glue on the table: let it cool completely and lift it off with a spatula or a card.
- Food colouring on hands: soap and a pinch of bicarbonate of soda, rubbing well. Use nitrile gloves if it matters.
- Poster paint: washes off with water while still wet. On clothes, cold water (hot water sets some pigments).
Spend the last 10 minutes of each session tidying up with the children: each one cleans their tray, puts the small parts back in their pot and takes the waste to the right place. It's part of the work, not a punishment.
Planning a session
A well-planned session has an opening that hooks them in, a stretch of uninterrupted building time, a moment for testing and improving, and a wrap-up where you talk about what has been learnt. Without structure, a session tends to turn into 70 minutes of rushed building, 5 of testing and no reflection at all: exactly the opposite of what you want.
Structure of a 60–90-minute session
| Phase | 60 min | 90 min | What happens |
|---|---|---|---|
| 0. Preparation (without the children) | 15–20 min beforehand | 20–30 min beforehand | Read the whole project page, gather the materials in trays, pre-cut anything marked for adults, test the components, print the templates, plug in the hot glue gun on its stand. |
| 1. Hook | 5 min | 5–10 min | Show the result (a prototype you've made, a video from the video list or a photo) or set a challenge: “Can we make a car that moves without batteries and without being pushed?”. Ask a question and listen to their ideas. |
| 2. Rules and safety | 2 min | 3–5 min | Go over the rules that apply today (goggles, hot glue, balloons). Hand out goggles if needed. |
| 3. Plan | 3 min | 5–10 min | Look at the plan or diagram on the project page together. Share out the tasks. With older children, have them make a sketch in their notebook. |
| 4. Building | 25–30 min | 35–40 min | Follow the steps. The adult moves around, does the adult tasks and asks questions. Announce the time left at the halfway point and 5 minutes before the end. |
| 5. Testing and improving | 10 min | 15–20 min | Test following the “Does it work?” section of the project page. Measure and record. Identify a fault or an improvement, change one thing and test again. |
| 6. Wrap-up | 5 min | 5–10 min | Each child says what they've made, what problem they had and how they solved it. Read “The science behind it” (children's version) aloud. Write it up in the notebook. |
| 7. Tidying up | 5 min | 5–10 min | Everyone tidies up. Project to the drying area with name and date. |
If halfway through building you can see there won't be enough time, cut the decorating, not the testing. An unpainted car that works is a finished project; a painted one that hasn't been tested isn't. Decorating can be done another day or at home.
30-minute version
For a weekday afternoon or half an hour of form time. Choose a difficulty 1 or 2 project with a time on the project page of 30 min or less, or split a longer one.
- Beforehand: everything ready in the tray, tricky pieces pre-cut, templates already stuck onto the cardboard.
- Minutes 0–3: the challenge or the question.
- Minutes 3–20: building.
- Minutes 20–27: test, one improvement, second test.
- Minutes 27–30: one sentence each: “Today I found out that...”. Tidy up.
Projects that fit well into 30 minutes: Balloon rocket on a string, Two-sided spinning disc that merges pictures, Moving colours in milk, Raisins that rise and sink, Paperclip floating on water, Gliding paper aeroplane, One-sided strips, Foaming volcano.
To split a long project into 30-minute sessions, divide it at the drying times: session 1, structure and gluing; session 2, axles, wheels or circuit; session 3, testing, improving and decorating.
Example of a full session: balloon-powered car
Project: Balloon-powered car. Group: 4 children aged 8–9 and one adult. Length: 75 minutes. Aim: build the car, get it to travel at least 3 metres and test one variable (how much the balloon is blown up).
Preparation (25 min, the day before).
- Print 4 copies of the templates at 100 % and check the red 50 mm line at the top of each sheet.
- Prepare 4 trays with: a 16 × 9 cm piece of cardboard, 4 matching bottle caps, 2 wooden skewers, 3 straight straws, 2 balloons, 2 rubber bands, tape, template.
- Drill the 16 bottle caps (adult, with a 2.5 mm drill bit) using the centring guide.
- Stick a start line on the corridor floor and marks every 50 cm up to 6 m.
- Prepare a 20 cm strip of cardboard to measure the balloon's diameter, a tape measure, notebooks and pencils.
- Build a test car and check that it works.
- Ask about latex allergies.
Minutes 0–7. Hook. The adult blows up a balloon, lets it go and it flies round the room. “Why did it move? Which way was the air coming out and which way was the balloon going?”. Listen to the answers without correcting. “Today we're going to tame that balloon: we'll put it on a car so it goes in a straight line. How many metres do you think it'll go?”. Each child writes their guess in their notebook.
Minutes 7–10. Rules. “There are balloons today: if one bursts, you give me all the pieces. Nobody puts a piece of balloon in their mouth. Cars are released in the corridor, never pointed at anyone”.
Minutes 10–13. Plan. Look at the diagram on the project page together and find: chassis, bearings, axles, wheels, nozzle. “What do you think the straw under the chassis is for?”.
Minutes 13–43. Building. Each child builds their car following steps 1 to 8 in Workshop mode (one screen for everyone or the printed project page). Planned adult input:
- Step 3: check that the straws are parallel (this is the most common mistake). Ask: “How do you know they're parallel?”.
- Step 5: the adult puts the dot of hot glue on the bottle caps. Check the 2 mm clearance.
- Step 6: help hold the balloon while the child winds the rubber band round.
- Minute 28: “15 minutes of building left”. Minute 38: “5 minutes left”.
- Whoever finishes first: blow on the wheels and count how many turns they make on their own. If it's fewer than 2, find what's rubbing.
Minutes 43–63. Testing and improving. In the corridor. First test of each car with the balloon at 20 cm (the adult blows it up or supervises if they're under 8). Measure and record. Questions: “Did it go straight? What could you change?”. Each child makes one adjustment (straighten the nozzle, free a wheel that's rubbing) and tries again. Then the experiment: each child tests their car with the balloon at 10, 15 and 20 cm in diameter, once each (older children, three times each). Results go into a shared table on a large sheet of paper.
Minutes 63–70. Wrap-up. Look at the shared table: “What happens when the balloon is blown up more? Did it happen with every car? Which car went furthest and what's different about it?”. Read the children's version of “The science behind it”. Each child fills in their notebook: “My car went ___ m. What worked best was ___. Next time I'd change ___”. Compare with their first guess.
Minutes 70–75. Tidying up. Burst balloons in the bin (counted), cars on the shelf with names, trays clean.
If there's time left or another session: the challenge “the car that carries a load furthest” (stick on 1-cent coins: how many can it carry over 2 m?) or try a wider nozzle.
The engineering cycle
Engineers don't get it right first time: they follow a cycle that repeats. Teaching it explicitly helps children understand that failing and redoing is part of the work, not a failure. You can print the diagram and put it up in the workshop.
| Phase | What the child does | Adult's question | Example (jet car) |
|---|---|---|---|
| Ask | Understands the problem, the challenge and the constraints (materials, time) | “What does it have to do? What have we got to do it with?” | A car that moves using only a balloon and travels 3 m. |
| Imagine | Suggests ideas; they all count, none are ruled out | “Can you think of three ways to...?” | Balloon at the front, back, on top; long or short straw. |
| Plan | Picks an idea, draws it, makes a list of materials and measurements | “What will you need? What order will you do it in?” | Drawing with measurements in the notebook; follow the project page. |
| Create | Builds and tests | “Does it do what you expected?” | Assemble, blow up, release, measure. |
| Improve | Identifies a fault, changes just one thing, tests again | “What's slowing it down most? What would you change first?” | It veers to the left: straighten the nozzle. It goes 1 m further. |
The project pages mostly cover the plan and create phases (because they give you the finished design). To work through the whole cycle, use the “Challenges for inventors” on each project page: they set a problem with no ready-made solution (a car that carries an egg without breaking it, a crane that lifts 200 g) and leave the ask, imagine and improve phases to the child.
Groups and classrooms
Doing a project with one child at the kitchen table and with 25 in a classroom are different activities. With a group, the challenge isn't technical but logistical: making sure everyone has materials, that nobody is waiting around with nothing to do, that the adult can handle the dangerous tasks without losing sight of the rest, and that the noise doesn't get out of hand. Each project page includes a “With a group or in class” section with specific guidance; this is the general picture.
Adult-to-child ratio
| Type of project | 5–6 years | 7–8 years | 9–12 years |
|---|---|---|---|
| No dangerous tools (paper, tape, PVA glue, mild kitchen chemistry) | 1 adult / 6–8 children | 1 / 10–12 | 1 / 15–25 |
| With circuits and small parts | 1 / 4–5 | 1 / 8 | 1 / 12–15 |
| With hot glue, awl or craft knife used by children | Not recommended | 1 / 4 (at a station) | 1 / 6 (at a station) |
| With fire, balloons (under-8s) or products that splash | 1 / 4 | 1 / 6 | 1 / 10 |
In a classroom with a single teacher, choose projects from the first row or prepare everything that needs adult tools in advance, and set up a hot glue station that the teams visit in turn. Ask for one or two volunteers (parents, older pupils) for the higher-risk sessions: an extra adult completely changes the session.
Teams and roles
For building projects, teams of 3 (ideal) or 4 (maximum). With 5 or more, someone is always just watching. For quick, cheap projects (thaumatrope, paper aeroplane), it's better to work individually. Give specific roles and rotate them every session, so everyone gets a turn at each one:
| Role | Responsibility |
|---|---|
| Materials manager | Collects the tray, checks against the list that everything is there, and returns it complete and clean. They are the only one who gets up to ask for materials (this cuts down movement around the classroom). |
| Instruction reader | Reads each step aloud and checks that the check has been passed before moving on to the next. |
| Builder | Does the main hands-on part of that step. With 3 members, the builder role rotates at each step. |
| Recorder and spokesperson | Notes down measurements and problems, takes photos if possible, and explains the project at the wrap-up. |
Laminated role cards or coloured pegs on clothing make it clear who is doing what. Remember that everyone builds: the role just adds a responsibility.
Stations
When there are tools that can't be on every table, organise the classroom into stations:
- Hot glue station: a table next to a socket, with 1–2 glue guns, a ceramic base, a glass of cold water nearby and an adult who stays put. Teams put their names on a list on the board and go when it's their turn.
- Cutting station: cutting mat, metal ruler, craft knife; adult only (or supervised over-11s).
- Testing station: the car track, the catapult target, the bowl of water. With a shared record sheet.
- Shared materials station: tape, glue, felt-tip pens, spares.
For short chemistry or light projects, another option is a carousel: 4–5 different experiments on 4–5 tables, 12–15 minutes at each, with the printed project page on the table. It works very well with the optical illusions and the air and water experiments.
Preparing materials for 25
- One tray per team with everything needed counted out, plus 10 % spare on the teacher's desk (balloons, straws, bottle caps, LEDs: something always fails).
- Pre-cut whatever slows things down. If cutting out the 8 cardboard pieces takes a team 20 minutes, cut them yourself beforehand (or in an earlier “parts factory” session). Class time is for assembling, testing and thinking.
- Test a complete prototype before the session, with the same materials the pupils will have.
- Print templates on 120–160 gsm paper if you're going to use them as patterns.
- Ask families for recycled materials 2–3 weeks in advance with a specific list: “4 matching 30 mm bottle caps, 2 toilet roll tubes, 1 cereal box”. Check that they arrive clean.
- Electrical components: one labelled envelope or zip-lock bag per team. At the end, check that everything comes back (especially magnets and coin cells).
Example for the Balloon-powered car, 25 pupils in 8 teams of 3 (one car per team plus a demonstration one): 9 cardboard rectangles of 16 × 9 cm, 36 bottle caps (+4), 18 wooden skewers (+4), 27 straws (+5), 18 balloons (+10), 18 rubber bands, 9 printed templates, 1 roll of tape for every 2 teams.
Time and noise
- A visible timer (on the interactive whiteboard or a large sand timer). Announce the halfway point and the last 5 minutes.
- An agreed quiet signal (hand up, a rhythmic clap, switching the light off for a second), practised at the start. Don't try to talk over the noise.
- Acceptable noise: a workshop is noisy. The test isn't silence but whether you can hear your teammate without shouting.
- Instructions before handing out materials: nobody listens with a tray in front of them. Explain first, then the materials manager collects the tray.
- Planned noisy moments: testing balloons, rockets and buzzers in the corridor or the playground, taking turns.
Early finishers and late finishers
Those who finish early (there's always someone):
- First, the full test with measurements: many have “finished” without testing.
- A challenge from the project page (“Challenges for inventors”) or an experiment from the “Experiment” section.
- Being a “technical assistant”: helping another team by asking questions, without touching their project.
- Documenting: drawing the project with its parts in the notebook, writing the instructions for a younger child.
- Decorating, once everything above is done.
Those who are slower:
- Keep spare pre-cut pieces to hand out if cutting is holding them up.
- Prioritise: make sure they get to test the project, even if they don't decorate it.
- Let them finish in another session or at home: store the project with their name on it.
- Check whether the problem is fine motor skills, understanding the step or how the team is organised; each one is solved differently.
Inclusion
| Need | Adaptations that work |
|---|---|
| Limited fine motor skills (age, dyspraxia, physical disability) | Pre-cut pieces; self-opening (spring-loaded) or table-top scissors; templates enlarged to 150 % (if the project allows it); foam board instead of corrugated cardboard (it cuts with less force); sticky tape instead of glue; crocodile clips instead of twisting wires together; thick pencils and felt-tip pens; taping the piece to the table with masking tape. Give them assembly and testing tasks rather than cutting. |
| ADHD or attention difficulties | One step at a time (Workshop mode helps), with the check as a visible goal; a tickable list of steps; an active role that involves moving around (materials manager, in charge of the test track); a timer for each phase; letting them work standing up; movement breaks every 15–20 minutes; a table with only the materials for the current step; quick-result projects to start with. |
| Autism (ASD) | Prepare them in advance: show the finished project and the steps before the session, with a visual timetable for the session. Warn them about noises (balloons bursting, buzzers, geyser) and offer ear defenders or earplugs; let them watch noisy tests from a distance. Literal, specific instructions (“cut along the black line” rather than “cut it out”). Clear roles and rules, with no last-minute changes. Offer gloves for textures that may bother them (slime, glue, elephant toothpaste) and don't make them touch them. Respect it if they prefer to work alone. |
| Visual impairment | Raised pieces (mark lines with an awl or a bead of cold hot glue), high contrast (thick black felt-tip on light cardboard), sound-based and tactile projects (Musical scale with bottles, String telephone, Rubber-band box guitar, Door alarm with buzzer). |
| Reading difficulties or pupils still learning English | The diagrams on each project page; Workshop mode read aloud; pairing with a classmate who reads; key vocabulary on picture cards (axle, wheel, battery, wire). |
| Allergies | Latex (balloons, rubber bands), nuts (some recycled materials), gluten (homemade flour play dough), colourings. Always ask the families. |
Links to the curriculum
The projects fit the core knowledge of Spanish Primary Education (LOMLOE, Royal Decree 157/2022) and, in Infant Education (age 5), the area of Discovery and Exploration of the Environment. Some matches:
| Subject | Content covered | Example projects |
|---|---|---|
| Knowledge of the Natural, Social and Cultural Environment (formerly Natural Sciences): scientific culture | Scientific method, matter and its properties, mixtures and solutions, chemical changes, forces and motion, light and sound, energy and its transformations, magnetism, water | Foaming volcano, Five-liquid column, Layered water filter, A rainbow from a glass and a slit, Floating needle compass, Solar oven in a box |
| Knowledge of the Environment: technology and digitalisation / Technology in Year 1 of secondary (ESO) | Design process (engineering cycle), simple machines, structures, electric circuits, mechanical components, materials and tools, teamwork | Crane with gear wheel and pinion, Three-light traffic light, Accordion paper bridge, Tabletop chain reaction, Syringe digger arm |
| Mathematics | Measurement (length in mm and cm, volume in ml, mass in g, time), spatial sense (2D shapes, nets of 3D shapes, symmetry, angles), number sense (proportions: gear ratio), statistics and probability (tables, averages, bar charts) | Lever catapult, Equatorial sundial, Two-bottle water clock, One-sided strips, Hologram pyramid |
| Arts Education (Visual Arts; Music) | Colour and colour mixing, optical illusion and movement, design and decoration, sound and pitch, making instruments | Spinning colour disc, Slotted animation drum, Little shadow theatre, Musical scale with bottles, Rubber-band box guitar |
| Language | Instructional texts (writing instructions for someone else), oral presentation (presenting the project), technical vocabulary | Any project, at the wrap-up and in the notebook |
To plan around learning situations, a good format is a 3–4-session challenge: session 1, the problem and the basic project from the project page; session 2, experimenting with one variable and recording data; session 3, redesigning to meet a challenge; session 4, presentation and assessment with the rubric.
Assessing without marks
At home there's no need to assess anything. But in the classroom, or if you want to see how a child progresses over the months, it helps to observe with clear criteria. The aim isn't to give the car a mark, but to see what the child can do: follow instructions, solve problems, explain, collaborate and improve. A project that doesn't work can come with excellent learning, and a perfect one with very little (if the adult made it).
Four-level rubric
Use it by observing during the session and at the wrap-up. You don't need to assess all five criteria for every project: pick two per session. The level names are designed to be shared with the children.
| Criterion | 1. Getting started | 2. On the way | 3. Got it | 4. Expert |
|---|---|---|---|---|
| Follows instructions | Needs the adult to point out each action; skips steps | Follows the steps with reminders; sometimes doesn't check before carrying on | Follows the steps in order, reads the diagrams and does the checks | Follows the steps independently, reads plans with measurements and spots mistakes in the instructions |
| Solves problems | When something goes wrong, gets stuck or gives up | Asks for help straight away; tries solutions at random | Describes the problem and tries solutions one at a time | Diagnoses the cause methodically, changes only one thing at a time and checks |
| Explains how it works | Describes what it does (“it goes fast”) without explaining why | Names a part or concept with help (“because of the battery”) | Explains how it works in their own words using the vocabulary on the project page (“the air comes out backwards and pushes the car forwards”) | Links it to other phenomena, predicts what will happen if something is changed and gives reasons |
| Collaborates | Works alone or hogs the materials; finds it hard to listen | Takes part in the team when asked | Carries out their role, listens and takes turns | Helps others without doing the work for them, suggests agreements, shares out tasks |
| Improves their prototype | Considers the project finished once it's assembled | Makes changes if they're suggested | Suggests and tests at least one improvement, and compares results | Does several iterations with data, records what improved and why |
From age 8, ask them to place themselves on the rubric for one or two criteria, and to say why. With 5–7-year-olds, use three faces or three colours (“I did it on my own”, “I did it with help”, “not yet”) and a single question: “what did you do on your own today?”.
Portfolio
The portfolio is the collection of evidence of the child's work over time. It shows progress better than any mark. It can be the inventor's notebook itself or a folder. What to include for each project:
- A photo of the finished project and, if possible, one of the first prototype and another of the improved version
- A short video (10–20 s) of the project working, with the child explaining what it does
- The notebook page: question, prediction, data table and conclusion
- A drawing with the parts labelled
- A sentence: “The hardest part was... and I solved it by...”
- The self-assessment or the adult's observation on the rubric
Every 6–8 projects, go through the portfolio with the child: “Look at your first car and your latest one. What can you do now that you couldn't before?”. It's one of the most valuable moments in the workshop.
Wrap-up questions
Pick two or three per session, not all of them. The answers tell you more than any test:
- What does your project do? Explain it to someone who hasn't seen it.
- Which part was the hardest? How did you solve it?
- What happened that you didn't expect?
- Why do you think it works? What if we take this piece off?
- What did you change after the first test? Did it get better?
- If you did it again, what would you do differently?
- Where have you seen something that works the same way in real life?
- What question do you still have? What would you like to try next time?
- Who in your team helped you, and how?
How to celebrate
- Exhibition or “invention fair”. At the end of a term or a block of projects, each child or team presents a project to families or another class: 2 minutes to explain what it does, how it works and what they improved. A card next to each project with the name, project number and an explanatory sentence written by the child. Visitors can leave questions on sticky notes.
- Live demonstrations: car race, catapult target contest, bridge load test. With measurements and a results table on display, and with prizes for the best improvement and the best explanation too, not just the best result.
- Certificate. The site generates a certificate with the child's name and the number of projects marked as done. Hand it over at a special moment (at the end of the first month, or at 10, 25, 50 projects), with a specific sentence about something they've learnt.
- Inventors' wall: photos of each project on a wall or a board, with the date. Watching the wall grow is a real motivation.
- Teaching someone else: have the child teach a brother or sister, a friend or a younger child how to make the project. It's the ultimate proof that they've understood it.
Avoid prizes for “the prettiest” or “the best” with no criteria: they discourage most children. If there are prizes, base them on a variety of criteria (longest distance, best improvement, best explanation, team that worked together best) so that different children can shine.
General problems and solutions
Each project page has its own “If something goes wrong” table. This one gathers the problems that come up in many projects. Before anything else, apply the general rule: describe exactly what is happening, change only one thing and test again.
| Symptom | Likely cause | Solution |
|---|---|---|
| The cardboard bends or sags (chassis, arm, base) | The flutes run the wrong way; cardboard too thin or damp; piece too long and narrow | Cut it again with the channels running along the length of the piece. Laminate 2 layers with the flutes crossed. Glue an L-shaped reinforcement or a tube along it. |
| The cardboard has curled while drying | Too much PVA glue on one side only (the water makes that side swell) | Put the piece under a weight (books) overnight. Next time, use a thin layer and glue both sides, or dry it under a weight from the start. |
| Glued pieces come apart | PVA glue not given time to dry; hot glue cold when joining; dusty or shiny surface | Glue: hold with pegs for 30 min and don't force it before 2 h. Hot glue: join within 10 s. Sand or scratch shiny surfaces. |
| Hot glue won't stick to plastic (bottle caps, bottles, straws) | Smooth or greasy surface; low-temperature glue on smooth plastic | Scratch it with sandpaper or scissors, clean with alcohol or soap and water, and dry. Use high-temperature glue (adult). Run a bead right round the joint instead of a dot. |
| Hot glue leaves strings all over the project | Pulling the gun away in a straight line | When you finish the bead, turn the nozzle in a small circle before pulling it away. Cold strings come off by hand or with a hairdryer. |
| The wheels rub against the chassis | No clearance between wheel and chassis; crooked bottle cap | Move the wheel 2–3 mm away. Add a stop (a short piece of straw) so it doesn't slide along. |
| The wheels wobble as they turn | Off-centre hole; hole too big; bottle cap glued on crooked | Drill another bottle cap using the centring guide. If the hole is too big, fill it with hot glue and line it up by looking at it head-on while it cools. |
| The axle comes out or the wheels slide along | Wheel not fixed to the axle; no stops | A dot of hot glue between bottle cap and skewer. Straw stops between the wheel and the bearing. |
| The vehicle veers to one side | Axles not parallel; one wheel rubs more; wheels of different sizes; off-centre thrust | Check with a set square that the bearings are parallel. Blow on each wheel: the one that turns least is the one that's rubbing. Centre the nozzle, propeller or motor. |
| The vehicle doesn't move even though the motor is turning | Belt or gear slipping; too much friction at the axles; wheels skidding on the floor | Tighten the belt or put a sleeve on the motor shaft. Check the bearings. Put rubber bands on as tyres. |
| The LED doesn't light up | LED the wrong way round; open circuit; flat battery; resistor too large; LED burnt out | Turn the LED round. Trace the circuit with your finger and check the clips. Change the batteries. Test the LED on its own with 2 AA batteries and 100 Ω. See troubleshooting. |
| The LED is very dim | Resistor too high; battery nearly flat; blue or white LED with 2 AA batteries and a resistor | Check the resistor table. Change the batteries. With a white or blue LED and 2 AA batteries, try without a resistor. |
| The LED lit up for a moment and now doesn't work | It burnt out because there was no resistor | Replace the LED and add the correct resistor. |
| The motor doesn't turn | Open circuit; flat battery; shaft mechanically jammed; not enough from the solar panel | Connect the motor straight to the battery holder: if it turns, the fault is in the circuit or the mechanics. Turn the shaft with your fingers to see if it's jammed. With a solar panel, use a low-start motor and direct sunlight. |
| The motor hums but doesn't turn | Load too big; too little current (9 V battery, panel); shaft rubbing on its mount | Give it a little push with your finger. Use AA batteries instead of 9 V. Free the shaft or reduce the load with a pulley. |
| The motor turns the wrong way | Reversed polarity | Swap the motor's two wires. |
| The battery or a wire gets hot | Short circuit | Disconnect immediately. Look for bare wires touching or a direct path from + to −. Don't reconnect until you've found it. |
| The buzzer only clicks | It's a passive buzzer; or an active one connected the wrong way round | Turn it round. If it's still the same, it's passive: replace it with an active 3–5 V one. |
| The homemade switch sometimes fails | Dirty or oxidised contacts; the paperclip doesn't press; wire badly wound round the split pin | Sand the contacts. Bend the paperclip so it presses. Wind the bare wire 3 times under the legs of the split pin. |
| The syringe leaks water or the hydraulic system feels “spongy” | Tube loose on the nozzle; air bubbles; tube too wide | Tube with a 4 mm inside diameter pushed on firmly (warm the end of the tube in hot water so it goes on further). Refill under water. If it drips, wrap electrical tape round the joint. |
| The chemical reaction barely bubbles | Old or damp bicarbonate of soda or yeast; baking powder instead of baker's yeast; weak vinegar; out-of-date hydrogen peroxide | Use freshly opened products. Check it's baker's yeast. Test the bicarbonate of soda with a little vinegar: it should fizz straight away. |
| The crystals don't grow | Solution not saturated; container moved; too much humidity | Dissolve salt or sugar in hot water until a little is left undissolved at the bottom. Leave the jar undisturbed in a dry place for 3–7 days. |
| The template doesn't fit or the pieces don't match up | Printed with “fit to page” | Print at 100 % and check the red 50 mm line at the top of each sheet. |
| The project has come out crooked | Starting edges not straight; measuring from different edges; gluing without checking it's square | If it works, leave it. If not, remake the crooked piece, always measuring from a straight edge you've cut yourself, and check it with a set square before the glue dries. |
| The child gets bored or distracted | Project too long or difficult for their age; waiting time (drying, turns); the adult is doing too much | Split it into sessions. Have a side task during drying times (decorate another piece, set up the track). Put them back in charge with a question or a decision. Switch to a project with quick results. |
| The child wants to give up because “it won't work” | Built-up frustration, tiredness | Script in the section The adult's role: name it, pause, shrink the problem, choose, park it if necessary. |
| The child wants to do it “their way” and not follow the project page | Curiosity, a wish to invent (that's a good thing) | If there's no risk, let them try their idea and compare it with the one on the project page. If their version fails, that's data; if it works, it's an improvement. |
| Materials run out halfway through the project | No check beforehand | Before each session, tick off the materials list on the project page. Keep the basic spares from the kit. Look at the alternatives suggested for each material on the project page. |
Glossary
Terms that appear in this manual and on the project pages, explained simply. Many also appear in the “New words” section of each project, with a definition to read to the child.
- Acid
- A substance that, like vinegar or lemon, tastes sour, reacts with bicarbonate of soda to produce gas and turns red cabbage indicator pink.
- Action and reaction
- Newton's third law: if one body pushes another, it receives an equal push in the opposite direction. It explains rockets and the balloon car.
- Amp (A)
- Unit of electric current. The projects use milliamps (mA): 1 A = 1000 mA. An LED uses about 10–20 mA; a small motor, 150–500 mA.
- Anode
- Positive leg of an LED or a diode: the long one. It goes towards the + of the battery.
- Average
- The result of adding up several measurements and dividing by how many there are. Used to sum up 3 repeats of a test.
- Axle
- Rod that a wheel, gear or pulley turns on. In the projects, a 3 mm wooden skewer.
- Base (chemistry)
- A substance that is the opposite of an acid, such as bicarbonate of soda or soap. It turns red cabbage indicator green or blue.
- Battery
- A device that produces electricity from a chemical reaction. It has a positive (+) and a negative (−) terminal.
- Battery holder
- A holder that keeps the batteries in place and has output wires. The batteries inside are usually in series.
- Bearing
- A fixed part that an axle turns in with little friction. In the projects, a straw glued to the chassis.
- Belt
- A rubber band or string that joins two pulleys and passes the turning from one to the other.
- Buzzer
- Electronic sounder. An active buzzer beeps just by connecting it to a battery; a passive one needs an oscillating signal.
- Cathode
- Negative leg of an LED: the short one, on the flat side of the casing. It goes towards the − of the battery.
- Centre of gravity
- The point where all the weight of an object can be considered to be concentrated. The lower it is, the more stable the object.
- Chemical reaction
- A process in which some substances turn into different ones, often with gas, heat or a change of colour.
- Circuit
- A closed path that current flows round, from the + of the battery, through the components, to the −.
- Clearance
- Play or free space between two parts so that one can move relative to the other without rubbing.
- Conductor
- A material that lets electricity through: metals (copper, aluminium, steel), salty water, graphite, salty modelling dough.
- Crystallisation
- The formation of ordered solid crystals when a solution cools or its water evaporates.
- DC motor
- A motor that turns when it receives current from a battery. If you swap its wires, it turns the other way.
- Density
- How much mass there is in a given volume. Less dense things float on denser ones: oil on water, water on honey.
- Elastic energy
- Energy stored in a deformed object that tends to return to its shape: a stretched rubber band, a spring, a blown-up balloon.
- Electric current
- The amount of electricity that passes through a circuit each second. Measured in amps.
- Electromagnet
- A magnet that only works while current flows through a coiled wire (coil), usually wound round an iron nail.
- Fair test
- An experiment in which only one thing is changed and everything else is kept the same.
- Flute (of cardboard)
- The zigzag layer between the two faces of corrugated cardboard. It forms channels that decide which way the cardboard bends.
- Friction
- The force that resists sliding between two surfaces. It slows down axles, but lets wheels grip.
- Fulcrum
- The support point a lever turns on.
- Gear
- A toothed wheel that passes its turning on to another one it meshes with. Two meshed gears turn in opposite directions.
- Gear ratio
- How many turns one wheel (gear or pulley) makes for each turn of the other. Worked out by dividing the teeth or the diameters.
- Hinge
- A joint that lets two parts turn relative to each other like a door. In cardboard: tape, living (folded) or axle hinges.
- Hydraulics
- Using an enclosed liquid to transmit force and movement, as in the syringe arm.
- Hypothesis
- A reasoned prediction about what will happen in an experiment, written down before testing.
- Indicator
- A substance that changes colour depending on acidity, such as red cabbage juice.
- Inertia
- The tendency of an object to stay as it is: still if it's still, moving if it's moving.
- Insulator
- A material that doesn't let electricity through (plastic, paper, dry wood, rubber) or that is poor at conducting heat.
- Kinetic energy
- The energy an object has because it is moving. The faster and heavier it is, the more it has.
- Laminate
- To glue several layers of cardboard together, with the flutes crossed, to get a stiffer piece.
- LED
- Light-emitting diode. A small, very low-power lamp that only works one way round and needs a resistor.
- Lever
- A rigid bar that turns about a support point and lets you trade force for distance.
- Magnet
- An object that attracts iron and has two poles (north and south). Like poles repel; unlike poles attract.
- Mountain fold
- A fold that forms a roof or ridge. On the templates, a dash-dot line.
- Multimeter
- A device that measures the voltage, current, resistance and continuity of a circuit.
- Nozzle
- A tube that a jet of air or water comes out of to push a vehicle along, like the straw on the balloon car.
- Open circuit
- A circuit with a break somewhere (a loose wire, an open switch): the current doesn't flow.
- Parallel
- A way of connecting components in which each one has its own path between the + and the −. If one fails, the others keep going.
- Polarity
- The way round a component must be connected: which side goes to + and which to −.
- Potential energy
- Energy stored by being up high. When the object falls, it turns into movement.
- Pressure
- Force spread over a surface. In an enclosed liquid, it is transmitted equally in every direction.
- Prototype
- The first version of an invention, made to test and improve it.
- Pulley
- A wheel with a groove that a string or belt runs through. It changes the direction of the force or reduces it.
- Refraction
- The change of direction of light as it passes from one material to another, such as from air to water. It explains the water-drop magnifier and the rainbow.
- Resistor
- A component that limits the current. It protects LEDs. Measured in ohms (Ω).
- Series
- A way of connecting components one after another, in a single path. The voltages add up; if one fails, everything fails.
- Set square
- A tool for drawing and checking right angles. Also, a triangular reinforcement in a corner.
- Short circuit
- A direct connection between the + and − of a battery with nothing to limit the current. It heats the wires and battery and drains it.
- Slot
- A narrow cut in a piece for another to fit into. Its width should equal the thickness of the cardboard.
- Solar panel
- A device that turns light into electricity. It has polarity: red wire +, black −.
- Solution
- A uniform mixture of one substance (the solute, such as salt) in another (the solvent, such as water). Saturated: it can't take any more solute.
- Split pin
- A metal fastener with a head and two legs that open out. Used for pivoting joints and as a terminal in circuits.
- Surface tension
- The force that makes the surface of water behave like an elastic skin. It lets a paperclip float; soap breaks it.
- Switch
- A device that opens or closes a circuit at will.
- Tab
- A strip left on the edge of a piece so it can be folded and glued to another.
- Template (1:1)
- A drawing of a piece at its real size, for copying onto the cardboard. Printed at 100 %.
- Valley fold
- A fold that forms a V towards you. On the templates, a dashed line.
- Variable
- Anything that can change in an experiment: the one I change, the one I measure and the ones I keep the same.
- Volt (V)
- Unit of voltage. An AA battery gives 1.5 V; two in series, 3 V.
- Voltage
- The force with which the battery pushes the electricity. Measured in volts (V).