Build, move, and create — Art Machines are kinetic sculptures that use systems of connected levers and fulcra to come alive. Learners assemble compound machines that extend and retract in unison, then redesign them into unique creatures and inventions. This Spark weaves science, engineering, and artistic design into one hands-on challenge where every project looks different.
Child-friendly scissors for cutting and modifying components.
Drawing materials such as water-based markers to create the face or features of each creature.
Creature Feature design sheet — a copy for each learner, available on the FutureMakers website.
Tape as a backup adhesive for learners who run out of sticky strips.
Build, move, and create — Art Machines are kinetic sculptures that use systems of connected levers and fulcra to come alive. Learners assemble compound machines that extend and retract in unison, then redesign them into unique creatures and inventions. This Spark weaves science, engineering, and artistic design into one hands-on challenge where every project looks different.
Art Machines are hands-on, interactive sculptures designed to move using simple mechanical principles. By assembling levers and fulcra in creative ways, learners explore movement, balance, and artistic expression — an engaging entry point into fundamental engineering concepts with room for creativity at every step.
Learners start by following a core build, then redesign, experiment, and iterate — creating a creature that speaks, an arm that lifts, and a student-designed invention. Because this is a STEAM challenge, each learner's finished project should look uniquely their own.
Child-friendly scissors for cutting and modifying components.
Drawing materials such as water-based markers to create the face or features of each creature.
Creature Feature design sheet — a copy for each learner, available on the FutureMakers website.
Tape as a backup adhesive for learners who run out of sticky strips.
Question: What do you notice about the different pieces in your kit? How do you think they will work together?
Question: How can we connect the pieces so they can move?
Question: How does movement transfer from one part of the machine to another?
Question: How can we make our Art Machine unique? The example has a face — what will theirs look like?
Question: How do we connect our creature to the machine so it moves?
Question: Now that your Art Machine is working, what could you change to make it do something completely different?
RI.K-2.7 – Use illustrations and words in a text to describe key ideas: Example: Learners refer to visual guides and instructional diagrams to build their Art Machines, identifying how each part contributes to the final design.
SL.K-2.1 – Participate in collaborative conversations: Example: Learners discuss their design choices with peers, describe challenges they encounter, and work together to solve problems.
RI.3.7 – Interpret information from diagrams and text: Example: Learners analyze instructional diagrams in the build guide to correctly assemble their Art Machine, then describe the function of each part.
W.3-5.2 – Write informative/explanatory texts: Example: Learners document their design process, explaining why they placed the fulcrum in a certain location and how different lever lengths affected motion.
RST.6-8.7 – Analyze diagrams and scientific texts: Example: Learners compare their designs to instructional diagrams, troubleshooting issues based on written instructions and experimental observations.
W.6-8.1 – Write arguments to support claims with evidence: Example: Learners write a report explaining which fulcrum placement was most effective for movement, providing evidence from their experimentation.
K.MD.A.1 – Describe measurable attributes of objects: Example: Learners compare different lever lengths and discuss how moving the fulcrum affects balance and movement.
K.G.A.1 – Describe objects using names of shapes and their relative positions: Example: Learners describe the X-shape of connected levers and identify the position of the fulcrum relative to the lever ends during assembly.
3.MD.B.4 – Measure and estimate lengths: Example: Learners measure the length of levers and record how small adjustments impact movement efficiency.
4.MD.A.2 – Use measurement to solve problems involving distances: Example: Learners measure distances between fulcrum placements and solve for optimal lever arm lengths to maximize range of motion.
6.RP.A.3 – Use ratio reasoning to solve problems: Example: Learners experiment with different lever-to-fulcrum ratios and analyze how changing these ratios impacts the efficiency of motion.
7.G.A.2 – Solve real-world problems involving geometry: Example: Learners use geometric principles to optimize lever placement, applying proportional reasoning to ensure even force distribution.
K-PS2-1 – Motion and Stability: Forces and Interactions: Example: Learners explore how pushing and pulling their Art Machines affects movement. When they move the fulcrum closer or farther from the center, they observe how forces change the motion of their machine.
K-2-ETS1-2 – Engineering Design: Example: Learners follow the design process by asking questions about how levers work, imagining solutions, planning their builds, and iterating to improve movement.
3-PS2-4 – Defining and Delimiting Engineering Problems: Example: Learners identify a specific challenge (e.g., making their Art Machine pick up an object) and design an iteration that successfully moves an object from one place to another.
3-5-ETS1-3 – Planning and Carrying Out Investigations: Example: Learners systematically test different fulcrum placements to see how they affect the motion of their Art Machine, documenting their findings and adjusting their builds accordingly.
MS-PS3-5 – Energy Transfer: Example: Learners analyze how stored energy in their Art Machine (when the lever is pushed down) is converted into motion energy when the force is released.
MS-ETS1-2 – Engineering Design: Example: Learners apply an iterative design process to optimize the motion of their Art Machines, making calculated changes to lever lengths and fulcrum positions to enhance efficiency.
Lay the machine flat. Press firmly on each fulcrum so it squeezes tight. Try it again and see if it made a difference.
Reinforce with additional sticky strips, or reposition components for better balance. Ask learners: where can we add more adhesive? Encourage them to press firmly to make sure it sticks. If they’ve used all their strips, regular tape works just as well.
Remove the face, extend the machine as long as it stretches, then attach with the mouth closed.
Adjust it! Ask the learner where they can add more adhesive, and encourage them to press firmly to make sure everything is secure.
Its parts might be stuck together. Check that the top and bottom sections are fully separated before trying again.