Simple Machines challenge
Students will work in teams to design and build a Rube Goldberg-inspired machine that solves a simple challenge using everyday materials and at least one simple machine. Along the way, they’ll explore cause and effect, test their ideas, and improve their designs through creative engineering.
Elementary
simple machines, cause-and-effect

Project Details
Theme
December | Product Design
Messy Level
2
Suggested Location
Lab
Prep & Classroom Structure
Before students arrive: Set up one materials station with cardboard, cups, string, craft sticks, wheels, tape, dominoes, balls, blocks, tubes, ramps, and other reusable building materials. Prepare one Challenge Card per group of 5 students and place each card face down at the team workspace. If possible, pre-sort a small starter bin of materials for each team so students can begin quickly, while keeping additional supplies at a shared materials table.
The session should feel like an engineering challenge, not a craft project. Machines do not need to look polished. Encourage experimentation, unusual ideas, and redesign.
Avoid showing students examples of completed Rube Goldberg machines immediately before building, since students may copy the solution rather than develop their own.
If a team's machine does not fully work by the end, they can still present it. Ask them to explain where it failed and what they would change next. That debugging process is part of the engineering objective.
For a 45–60 minute session, a good pacing guide is approximately 5 minutes introduction, 5 minutes planning, 20–25 minutes building and testing, 10 minutes final testing/debugging, and 10 minutes demonstrations and reflection.
How it works:
Instead of telling students what to build, each card gives them a problem to solve. This keeps the activity open-ended and avoids giving away the engineering solution.
Each team of 5 receives one card with this structure:
YOUR CHALLENGE
Solve the problem by creating a crazy machine that completes the task.
YOUR MACHINE MUST
Complete the challenge successfully
Use at least 1 of these simple machines: lever, pulley, wheel & axle, inclined plane
Include at least 3 connected actions
Start with one action from your team
Finish the rest of the sequence without anyone touching it
Be tested and improved at least once
ENGINEERING TEAM ROLES
Students can rotate or share responsibilities: Designer sketches the idea, Builder leads construction, Materials Manager gathers supplies, Tester runs trials, and Debugger/Reporter watches for problems and explains the final design.
Materials
Building Materials
Cardboard sheets and scrap cardboard
Cardboard tubes
Paper or plastic cups
Craft sticks
Wooden blocks or building blocks
Dominoes
Straws
String or yarn
Rubber bands
Pipe cleaners
Index cards
Construction paper
Aluminum foil
Paper plates
Simple Machine Materials
Toy wheels or bottle caps for wheel-and-axle systems
Wooden dowels, skewers, or pencils for axles
String and small spools, rings, or classroom pulleys for pulley systems
Craft sticks, rulers, or strips of cardboard for levers
Blocks, cups, or small boxes to use as lever fulcrums
Cardboard, foam board, or plastic tracks for inclined planes/ramps
Chain-Reaction Materials
Ping-pong balls
Pom-poms
Marbles or lightweight balls
Small toy cars
Dominoes
Wooden blocks
Cups
Tubes
Bells or buzzers
Lightweight objects to knock over
Small buckets or containers
Toy figures or small objects for delivery/rescue challenges
Assembly Supplies
Masking tape or painter’s tape
Clear tape
Scissors
Glue dots
Binder clips
Clothespins
Rubber bands
Planning & Testing Supplies
1 Challenge Card per team
Pencils
Scratch paper or engineering-design sheets
Markers
Optional timer
Optional measuring tape or rulers
Project Instructions
Divide students into teams of 5 and give each team one Challenge Card describing a problem their machine must solve.
Teams identify the final action their machine needs to accomplish, such as moving an object, delivering an item, knocking something over, or reaching a target.
Brainstorm a contraption that uses at least one simple machine such as a wheel and axle, pulley, lever, or inclined plane.
Build a prototype using the available materials. The contraption should include at least 3 connected actions where one action triggers the next.
Test the machine from beginning to end without touching it once it starts.
If it stops, teams identify where the cause-and-effect sequence failed, make an adjustment, and test again.
Teams demonstrate their final machine and briefly explain which simple machine they used, how one action caused another, and one improvement they made during testing.
