
STEAM Challenges
Versatile STEAM activities that work beautifully for first-week excitement, end-of-year fun, or anytime you need an engaging team challenge!
Teaching Tip: Have students do a planning session with their classmates, where they put their ideas on paper before they get access to the materials.
Saving Fred


Here are the rules!
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Fred cannot fall into the “lake” (the table/floor). If he falls, Fred “drowns.”
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Do not injure Fred — no stabbing, tearing, or damaging him with the tools.
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You cannot touch the materials directly with your hands (unless you are resetting the challenge).
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The goal: rescue Fred by getting his life preserver around him while following all the rules.
Teacher Tip: Side note: If you have groups of 4 (as opposed to 2) you can have students limited to only being able to use 1 paperclip, which hopefully will lead to teamwork (as opposed to arguments LOL)
Supplies Needed (per group)
4 paper clips
1 plastic cup
1 gummy worm
1 gummy ring
Tower Building
There are so many supply options for this activity! You don’t have to be the “fun teacher” who uses marshmallows and gumdrops—you can be the creative teacher who uses expired spaghetti and tape. Or even better, the teacher who keeps it simple with just index cards and no tape at all. The challenge is in the design, not the materials!
Before you start set some criteria:
Will students have access to unlimited materials?
Will there be a time limit?
Will students be able to tape their tower to the ground?
Teacher Tip: If you want to add an extra component to the challenge, here are some ideas.
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Strongest Tower (holds the most weight)
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Earthquake challenge (survives a shaking test)
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Wind challenge (survives a fan/blowing test)
Straw Towers
Supplies Needed
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Straws
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Scissors
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Tape
Pasta Towers
Supplies Needed
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Spaghetti (or toothpicks)
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Tape (or marshmallows or gumdrops)
Paper Towers
Supplies Needed
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Newspaper, paper, or index cards
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Tape (or no tape)
Paper Rockets
Teacher tips:
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Students can work in partners or indiviually.
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Create a starting point for students to test their rockets.
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Show a quick example, not a perfect example. Let students see how the rocket works, but avoid showing a “best” design so they create their own solutions.
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Let students test and redesign. The engineering process is the focus—encourage students to improve their rockets after each launch.
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You can set the criteria however you see fit. Here are the typical goals:
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Longest distance traveled.
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Most accurate rocket (hits a target)
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Supplies Needed
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Paper
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Straw
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Scissors
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Tape








