Select a stage from the tabs below for a list of sample STEM activities.
Select an activity to view the activity description, context, outcomes and criteria for assessing learning.
Early Stage 1 (Kindergarten) Sample Activities
Students design and create a collage displaying the materials that could be used to make a superhero’s clothes.
Students design and make a container that will carry and protect three hens' eggs.
Students design and create a piece of clothing or device to keep a teddy bear dry.
Students explore the way the characteristics of footprints can help us infer how they were made.
Students design and create an object that will provide a pet's need or want.
Students will design and make a comfortable bed for Princess Pea so she cannot feel the pea underneath her mattress..
Students document the weather over a period of time.
Stage 1 (Years 1 and 2) Sample Activities
Students are challenged to investigate which surface will make a toy car travel the greatest distance.
Students investigate the distance a toy car will travel by changing the slope of a ramp.
Students explore forces, design and build a toy.
Students explore links between mathematics and art.
Students investigate, design and make an article of clothing.
Students design and construct a bee using materials that reflect the function of its body parts.
Students investigate the problem ‘How do the characteristics of water affect the way oil mixes with it?’.
Stage 2 (Years 3 and 4) Sample Actvities
Students investigate balls made of different materials to determine whether the materials that make up the balls affect the way the balls bounce.
Students design and make a vessel, with a sail, that will transport an object across a body of water.
Students explore experimental design and measurement by investigating forces.
Students explore the effects of different wheel and axle arrangements.
Students explore magnetism, and design and make a device that uses magnetism to move.
Students develop and model a playground design with living and non-living features.
The students design a building for their local area, using computer-aided drawing to visualise their plans and build a model of their design.
Stage 3 (Years 5 and 6) Sample Activities
A Rube Goldberg invention is a device or set up that is deliberately over-engineered to perform a simple task in a complicated way. They generally involve chain reactions.
Students use materials provided to design and make a machine that performs a simple task and fits a certain criteria, eg there must be at least three transfers of energy.
Students design and make a game that uses electricity as an essential requirement of the structure of the game.
Students explore flight by testing and varying the design of paper airplanes.
Students use their knowledge of electricity and light to design and make a lampshade.
Students explore efficiency by building air-powered, model vehicles.
Students design and construct a functioning waterwheel.
Students research, design and build a cooling system that can be used without electricity.