Architecture Week Challenge: Build a LEGO Elevator!
Can you design and build a working elevator using LEGO Robotics?
This week at Sprattronics Learning Lab, your mission is to take your minifigures from low to high—just like real engineers do in skyscrapers around the world!
Watch the Challenge Video First
Before you start building, watch this video to see the challenge in action and get some ideas:
Elevators may look simple, but they are powerful machines designed with engineering and safety in mind. Most modern elevators use a system called a traction system.
Here are the key parts:
1. Cables (String)
Real elevators use steel cables to lift and lower the car. For your build, you can use string to do the same job!
2. The Car (Lift)
This is the part where people (or your LEGO minifigures) ride. Your challenge is to design a car that:
Holds your cargo securely
Moves smoothly up and down
3. The Sheave (Drum)
The sheave is a rotating wheel or drum that the cable wraps around. When it spins, it pulls the cable and moves the elevator.
In your build:
This could be a LEGO wheel or a custom drum
It will likely connect to a motor
4. The Motor & Controls
To make your elevator move, you’ll need:
A motor to turn the sheave
A way to control movement (buttons or sensors)
You can use:
LEGO SPIKE Essential
LEGO SPIKE Prime
LEGO Education Science or Computer Science kits
Your Challenge
Design and build a LEGO elevator that:
✅ Lifts an object or minifigure up ✅ Lowers it back down ✅ Uses a string and rotating drum system ✅ Stays stable while moving
Bonus Challenges (Try One!)
Can your elevator stop at multiple floors?
Can you use a sensor to control when it stops?
Can your elevator lift something heavy?
Can you make it faster or smoother?
Engineering Tips
Keep your structure strong and stable
Make sure your string doesn’t tangle
Test often and improve your design
If it doesn’t work the first time—that’s part of engineering!
Show What You Built!
We’d love to see your designs! Share your elevator and explain:
What worked well?
What did you improve?
What would you do differently next time?
What You’re Learning
By completing this challenge, you are practicing:
Engineering Design
Problem Solving
Mechanical Systems
Real-World Architecture Concepts
Now it’s your turn…
Can you build an elevator that really works?
Can You Design a Video Game About Animal Senses?
Can You Design a Video Game About Animal Senses?
Your Challenge
Create a video game where the main character survives using its senses.
You’ll need to:
Choose an animal
Build a world around it
Decide how its senses work
Add predators or dangers
Create a scoring system
Your mission is to design a game that shows how animals sense, process information, and respond in order to survive.
Why Animal Senses Make Great Video Games
Animals experience the world in ways that humans don’t. Some navigate through sound, others through touch, smell, hearing, or even electrical signals. We want to turn those abilities into a core game mechanic.
Teach science concepts through gameplay
Encourage creative problem‑solving
Design mechanics based on real biology
We like making video games and especially love getting inspired by our weekly themes.
Step-by-Step: How to Design Your Animal Senses Game
1. Choose Your Animal
Start with an animal known for a strong or unusual sense:
Bat (echolocation)
Snake (heat sensing)
Shark (electrical signals)
Mole (touch and vibration)
Owl (vision and hearing)
Ask yourself: What sense does this animal rely on the most?
2. Build Your World
Design an environment where that sense truly matters.
Examples:
A dark cave for echolocation
Underground tunnels for touch-based navigation
Deep ocean environments with limited visibility
A nighttime forest where sound is key
Ask: What makes this world challenging without that sense?
3. Define the Sense Mechanic
This is the heart of your game. Think about what the player actually does to “sense” the world and what information they receive.
Examples:
Press a button to send out a sound wave
Detect vibrations when near objects
See heat signatures instead of shapes
Follow scent trails that guide movement
This mechanic is what makes your game unique.
4. Connect Sensing to Action
Tie the gameplay back to real science:
Sense → Brain → Action
In your game, the player:
Senses something
Interprets what it means
Reacts quickly
Example: Hear a sound → recognize danger → dodge
5. Add Predators and Obstacles
Every good game needs tension. Add threats such as:
Predators (foxes, birds, snakes)
Environmental dangers (rocks, walls, traps)
Ask: What is trying to stop your animal?
6. Create a Scoring System
Give the player a clear goal.
Ideas:
Collect food
Survive as long as possible
Gather items or resources
Scoring examples:
One point per food item
Bonus points for streaks
Increasing difficulty each level
7. Increase the Challenge Over Time
As the player improves, the game should push back.
You play as a bat navigating through darkness using echolocation. You send out a chirp, the sound bounces back, and you “see” obstacles and insects through sound alone.
Goal: Catch mosquitoes while avoiding obstacles.
What it teaches:
Animals use sound to gather information
The brain processes echoes to understand distance and shape
Design a video game that highlights how an animal senses the world.
Remember:
Choose an animal
Build a world
Design a sensing mechanic
Add predators
Create a scoring system
Game Ideas to Get You Started
A snake detecting heat signatures to hunt
A shark sensing electrical pulses in the water
An owl hunting by sound in total darkness
An ant following scent trails
A frog reacting only to movement
Final Challenge
Can you design a game where the player truly understands how an animal experiences the world? Be sure to include how it looks, how it senses, thinks, and survives.
Share your game with us!
Level 1 Scratch - Make a Flappy Bird Game
Scratch Coding Challenge: Build Flappy Bird
In this challenge, you will build your own version of Flappy Bird in Scratch.
Flappy Bird was one of the most downloaded mobile games in the early days of touchscreen devices. The idea is simple:
Your bird falls because of gravity
Every time you press a key, the bird flaps upward
Obstacles move across the screen
Your goal is to fly through the gaps without crashing
This isn't meant to be cookbook coding.
Great programmers learn by breaking problems into pieces and experimenting with solutions.
So first you’ll see the core pieces of the game, then you can try building them yourself. After that, you can scroll down for a full walkthrough solution.
The Game Design Challenge
Before looking at the solution, see if you can build these features.
1. Create a Bird
Your game needs a main character.
Your bird should:
Start near the middle left of the screen
Be small enough to move easily between obstacles
Have two flying costumes so it can flap its wings
2. Add Gravity
The bird should constantly fall downward.
When the game starts:
Gravity should begin pulling the bird down
The bird should fall faster over time
Hint: Use a variable to represent gravity.
3. Add Flapping
When the player presses a key:
The bird should jump upward
The bird should flap its wings
The player should not be able to hold the key to fly forever
Hint: You may need to wait until the key is released before allowing another flap.
4. Create the World
Your game needs a background.
Ideas:
A blue sky
Clouds
5. Create Obstacles
Flappy Bird is about flying between obstacles.
Your obstacles should:
Appear on the right side of the screen
Move toward the left
Disappear when they leave the screen
Spawn every few seconds
Hint: Use clones to create new obstacles.
6. Randomize the Obstacles
To make the game interesting:
Obstacles should appear at different heights
Players should not be able to memorize the pattern
Hint: Use the pick random block.
7. Detect Collisions
The game should end when:
The bird touches an obstacle
When this happens:
Show a Game Over message
Stop the game
Hint: Use broadcast messages.
8. Add a Score
Each time the bird successfully passes an obstacle:
Increase the score by 1
Full Walkthrough Solution
Below is one way to build the game.
Your solution may look different — and that’s okay!
when green flag clicked go to x: -120 y: 0 set size to 50% switch costume to flying costume
Step 2: Create Gravity
Create a variable called:
gravity
Then add this code:
when green flag clicked set gravity to 0 forever change gravity by -1
Now make the bird move using gravity:
forever change y by gravity
The bird will now fall and accelerate downward.
Step 3: Add Flapping
Now allow the player to flap upward.
if <space key pressed> then set gravity to 10 switch costume to flap wait until <not space key pressed>
This does three important things:
Gives the bird an upward push
Shows the flapping animation
Prevents the player from holding the key to fly forever
Step 4: Create the Background
Click Stage → Choose Backdrop → Paint
Create a simple sky:
Light blue background
Optional clouds or ground
Step 5: Create the Obstacles
Create a new sprite called Obstacle.
Draw a pipe or tall rectangle.
Hide it at the start:
when green flag clicked hide
Step 6: Spawn Obstacles
Create clones every few seconds.
when green flag clicked forever wait 3 seconds create clone of myself
Step 7: Move Obstacles
Tell clones what to do when they appear.
when I start as a clone show go to x: 270 y: (pick random -100 to 100) repeat until <x position < -250> change x by -5 end delete this clone
Now obstacles move across the screen.
Step 8: Add Collision Detection
Create a new sprite called Game Over.
Add this code:
when green flag clicked hidewhen I receive [Game Over] go to x:0 y:0 show stop all
Now detect collisions in the bird sprite:
forever if <touching obstacle> then broadcast [Game Over]
Step 9: Add Scoring
Create a variable called:
score
In the obstacle sprite, add this before deleting the clone:
change score by 1 delete this clone
Each time an obstacle leaves the screen, the player earns a point.
Step 10: Test Your Game
Try to beat your high score!
Your game should now include:
✔ Gravity ✔ Flapping controls ✔ Moving obstacles ✔ Random obstacle positions ✔ Collision detection ✔ Game over screen ✔ Score counter
Make Your Game Even Better
Try improving your game with new features:
Add sound effects when the bird flaps
Add a sound when you crash
Add a floor that causes game over
Speed up obstacles as score increases
Add background music
Create different levels
Challenge: Can you make your game harder the longer someone survives?
That’s how many of the best arcade games work!
Code a Mini Economy Town in Scratch
Development Guide: Code a Mini Economy Town in Scratch
This guide explains how to build a dice-powered city simulator in Scratch. You will learn how to manage a virtual economy, use cloning to build a visual city, and create a multi-level progression system.
We made a more polished version here. Check out the YouTube video below.
Step 1: The Economy Engine
The Goal: Create a dice-rolling mechanic that generates money.
Setup Variables: Create variables for Coins, Dice Total, and Roll Count.
The Dice Sprite:
Give your Dice sprite 6 costumes (one for each side).
When the sprite is clicked, use the pick random 1 to 6 block to set the Dice Total.
Switch the costume to match the number.
The Payout System:
Use a Broadcast called Check Payout.
When the dice stops rolling, send the broadcast. Every building you own will "listen" for this and check if the Dice Total matches its specific winning number to give you Coins.
Step 2: Visual City Building (Cloning)
The Goal: Make buildings appear on the screen when you buy them.
The Building Sprite:
Create one sprite for every building (Wheat Field, Cafe, Mine, etc.).
The Buying Logic:
Create "Buy" code for each building. When clicked, check: if Coins > Cost.
If successful, subtract the cost from Coins and Create a Clone.
Cloning the Building:
Now update the code for When I Start as a Clone.
Inside that block, update the Payout to the value of what happens when the dice rolls that number.
Add a script: when I start as a clone, use go to x: (random) y: (random) to place the building in your city area.
Check Payout
When I receive Check Payout, check to see if the Dice Roll equals the activation number.
Update the number of coins by the payout value.
Step 3: Strategic Synergies (Math Operators)
The Goal: Create advanced buildings that give bonuses based on other buildings you own.
Tracking Collections: Create variables to track totals, such as Total Flower Gardens or Total Mines. Every time you buy one, change that variable by 1.
The Synergy Logic:
For a building like the Flower Shop (which pays out based on how many gardens you have), use the Operator blocks.
When the dice hits the Flower Shop’s number, use: change Coins by (Total Flower Gardens * 3).
This rewards the player for planning their city layout instead of just buying random items.
Step 4: Level Progression & Resets
The Goal: Create a sense of achievement by unlocking new items and clearing the board for a new challenge.
The Level Variable: Create a variable called Level.
Unlocking Content:
On your "Buy" buttons, use an if block: if Level > 2 then show else hide.
This keeps the screen clean and introduces new buildings (like the Mine or Restaurant) only when the player is ready.
The Level-Up Script:
Create a script that constantly checks: wait until Coins > Goal.
When the goal is hit, show a "Level Up!" message.
The Reset: To start the new level, set Coins to 5, set Roll Count to 0, and use broadcast Clear City.
All building clones should have a script: when I receive Clear City, delete this clone.
Step 5: Adding Visual "Juice"
The Goal: Use motion to show the player exactly when and where they are earning money.
Flying Coins:
Create a small "Coin" sprite.
When a building clone triggers a payout, it should create clone of Coin.
The Animation Script:
Inside the Coin clone: when I start as a clone.
go to [Building Sprite] (the one that just paid out).
show.
glide 0.5 secs to [Coin Counter Display].
delete this clone.
Unlocking the Second Die:
At Level 3, show a new button: "Roll 2 Dice."
When clicked, change the math to: set Dice Total to ((pick random 1 to 6) + (pick random 1 to 6)). This allows the player to finally hit high-number buildings like the Mine (11 or 12).
Summary of Logic
By the end of this project, you have mastered:
Events: Using broadcasts to coordinate between the dice, the shop, and the city.
Cloning: Managing dozens of visual objects without creating dozens of separate sprites.
Conditionals: Checking if a player has enough money or has reached the correct level to proceed.
Math Operators: Creating complex economic bonuses that make the game strategic.
Code a Town Economy Game
Code a Mini Economy Town: A Development Guide
This guide breaks down the creation of Dice City Tycoon, a browser-based economic simulator. We developed this game in five distinct phases, moving from a simple text-based engine to a polished, multi-level city builder.
This page is all about building the game in HTML for a Web Browser. This is where I like to prototype my games before building a polished version in a game engine.
Objective: Establish the "Game Loop." We needed a way for the player to spend money (Input) and earn it back through luck (Output).
How it was accomplished:
Data Structure: We used a JavaScript object (state) to track coins and buildings, and an array (buildingData) to define what each building does.
Randomness: We used Math.floor(Math.random() * 6) + 1 to simulate a 6-sided die.[1][2]
Logic: Every time the player rolls, the code loops through their buildings. If the roll matches a building's "trigger" number (e.g., a Wheat Field triggers on a 1), it adds coins to the total.
Phase 2: Visual Feedback (The Emoji City)
Objective: Make the game feel like a "City Builder" rather than just a spreadsheet. We wanted the player to see their progress physically.
How it was accomplished:
The City Window: We created a dedicated CSS div (the "green field") using Flexbox.
Dynamic DOM Injection: In the buyBuilding function, we added a line that creates a new <span> containing an emoji (🌾, ☕, ⛏️) and appends it to the city window.
CSS Animations: We used a @keyframes "pop-in" effect to make buildings bounce into existence, giving a satisfying sense of "impact" when buying.
Phase 3: Strategic Depth (Synergy Buildings)
Objective: Move beyond simple payouts and introduce strategy. We wanted buildings that "talk" to each other.
How it was accomplished:
Conditional Payouts: We added "Synergy Buildings" like the Flower Shop and Furniture Factory.
Dynamic Calculation: Instead of a flat payout number, we wrote a function that checks the current state. For example, the Flower Shop calculates: (Count of Shops) * (3 * Count of Flower Gardens).
Strategy Shift: This forced players to decide between "Reliable" income (Wheat Fields) or "High-Ceiling" combos (Flower Shop + Gardens).
Phase 4: The Progression System (Levels & Unlocks)
Objective: Prevent the player from being overwhelmed and create long-term goals.
How it was accomplished:
Level Gatekeeping: We added a minLvl property to each building. The "Market" code was modified to only show buildings if game.level >= building.minLvl.
The Level-Up Trigger: After every roll, a checkLevel() function compares the player's coins to a target goal (e.g., Level 1 goal = 12 coins).
The "Second Die" Mechanic: We locked the ability to roll two dice until Level 4. This created a major gameplay milestone that felt like a reward for mastering the early game.
Phase 5: Polish & "Juice" (Animations & Resets)
Objective: Make the game feel professional and implement a "Prestige" loop where the game gets harder but more rewarding.
How it was accomplished:
Coordinate Math: For the sliding coins, we used getBoundingClientRect(). This allowed JavaScript to find the exact pixel location of the dice and the pixel location of the coin counter on your screen.
Coin Flying: We created temporary "flying coin" elements and used CSS transitions to move them between those two coordinates.
The Great Reset: To keep the game challenging, we added a reset logic on level-up. When a goal is hit, the code clears the buildingsOwned object, empties the City Window HTML, and sets coins back to 5. This forces the player to use their newly unlocked buildings to reach the next, higher goal.
Final Project Architecture Summary
HTML: Provides the skeleton (the city field and the control sidebar).
CSS: Handles the "Vibe" (grass colors, dirt borders, and button styling).
JavaScript: Acts as the brain, managing the level logic, coin math, and animations.
Key takeaway: By starting with a simple dice roll and layering on visuals, strategy, and then progression, you can build a complex simulation starting from just a few lines of code.
Create a Downhill Skier Game
DOWNHILL SKIER GAME CODING CHALLENGE
The Challenge
Your mission is to create a downhill skiing game. The skier stays near the top of the screen while the world moves toward them.
Goal: Avoid obstacles for as long as possible.
This game uses a classic trick in game design: If the environment moves, it feels like the player is moving.
The Big Idea
Even though it looks like the skier is racing downhill:
Start small. Test often. Every great game begins with something simple.
Happy coding.
Sarah E. Goode LEGO Folding Desk to Bed Build
Overview
Design a LEGO build that transforms from a desk into a bed, inspired by Sarah E. Goode’s folding cabinet bed. This challenge highlights how engineers solve real problems—like limited living space—by creating furniture that serves multiple purposes.
Best for: Grades 2–6 Kits: LEGO Spike Prime or Spike Essential Time: 45–60 minutes
Who Was Sarah E. Goode?
Sarah E. Goode was an inventor and furniture store owner who lived in the late 1800s. As cities grew, many families lived in very small apartments with limited space. Sarah noticed that people needed furniture that could do more than one job.
Her solution was a folding cabinet bed—a piece of furniture that could be used during the day and transformed into a bed at night. She became one of the first Black women to receive a U.S. patent.
Big idea: Good design makes life easier by solving everyday problems.
This image is an AI enhancement of the blurry photograph.
Real Invention: Key Features
Sarah Goode’s folding cabinet bed needed to:
Save space in small apartments
Transform smoothly between uses
Be strong and stable when used as a bed
Fold away neatly during the day
This invention helped families live more comfortably in tight spaces.
LEGO Robot Challenge
Your mission: Build and program a LEGO model that transforms from a desk into a bed using motion and structure.
Build Requirements
A desk configuration and a bed configuration
At least one hinge or pivot point
One motor to assist with the transformation
The transformation must be controlled and repeatable
Optional Add-Ons
Add a button to switch between desk and bed modes
Include supports or legs that lock into place
Add a second transformation (bed → desk)
Add sound or light when the transformation begins
Suggested Materials
1 Motor
LEGO beams, connectors, hinges, and plates
Hub (Spike Prime or Spike Essential)
Programming Concepts
Motor direction and power
Timers / wait blocks
Sequences
Loops
Extension: Use conditionals so the build only transforms when it is safe.
Discussion Questions
Why was space such a big problem in apartments?
How does furniture that does multiple jobs help families?
What could go wrong if the bed wasn’t stable?
What other furniture could be redesigned to save space?
Learning Objectives
Students will:
Understand how constraints influence design
Practice mechanical transformation and sequencing
Explore structural stability
Connect historical inventions to modern design
Extensions & Challenges
Design furniture for a tiny apartment
Compare Sarah Goode’s invention to modern Murphy beds
This build is part of our Black History LEGO Robotics Challenge—exploring inventors, engineers, and innovators through hands-on LEGO robotics.
What problem would you solve with transforming furniture?
Alexander Miles - LEGO Spike Automatic Door Build
Overview
Build a LEGO robot that opens and closes a door automatically—no hands required. This challenge is inspired by Alexander Miles, the inventor whose automatic elevator door system made buildings safer and helped shape modern cities.
Best for: Grades 2–6 Kits: LEGO Spike Prime or Spike Essential Time: 45–60 minutes
Who Was Alexander Miles?
Alexander Miles was an inventor who noticed a serious safety problem in the late 1800s: elevator doors were often left open by mistake, leading to dangerous accidents. After a close call himself, Miles designed an automatic elevator door system that opened and closed on its own. His invention reduced human error and made elevators much safer to use.
Big idea: Automation can protect people by removing dangerous human mistakes.
Real Invention: Key Features
Alexander Miles’s automatic door system needed to:
Open and close automatically
Stay synchronized with elevator movement
Prevent doors from being left open
Operate smoothly and safely
These ideas are still used in modern elevators and automatic doors today.
LEGO Robot Challenge
Your mission: Design and program a LEGO door that opens when someone approaches and closes automatically after a short delay.
Build Requirements
1 motor to move the door
1 sensor (distance or color) to detect presence
Door opens without touching
Door closes automatically
Optional Add-Ons
Emergency stop button
Sound or light indicator
Adjustable open/close timing
Two doors that open in opposite directions
Suggested Materials
1 Motor
1 Distance Sensor (or Color Sensor)
LEGO beams, connectors, and plates
Hub (Spike Prime or Spike Essential)
Programming Concepts
Sensors as inputs
Motor direction and power
Timers / wait blocks
Loops
Extension: Add conditionals so the door stays open while someone is detected.
Discussion Questions
Why were automatic doors safer than manual ones?
What problems could happen if a door didn’t close?
Where do you see automatic doors today?
How does automation help people with mobility?
Learning Objectives
Students will:
Understand how automation improves safety
Practice sensor-based programming
Explore cause-and-effect logic
Connect historical inventions to modern technology
This build is part of our Black History LEGO Robotics Challenge—exploring inventors, engineers, and innovators through hands-on LEGO robotics.
What will you automate next?
Garrett Morgan LEGO Traffic Signal Build
Build a working LEGO traffic signal inspired by Garrett Morgan, the inventor whose improved traffic light design helped make roads safer. In this challenge, students design a motorized signal system, learn why timing and clear communication matter, and connect history to real engineering decisions.
Garrett Morgan was an inventor and entrepreneur who saw a dangerous problem on early 1900s streets—cars, horses, and pedestrians all competing for space. After witnessing a serious accident, he designed an improved traffic signal that warned drivers before it was time to stop. His ideas laid the foundation for modern traffic lights and saved countless lives.
Big idea: Engineering starts with noticing a problem and designing a safer solution.
Real Invention: Key Features
Morgan’s traffic signal needed to:
Clearly tell people when to stop and go
Include a warning phase before stopping
Be simple and reliable so drivers could understand it quickly
Improve safety at busy intersections
LEGO Robot Challenge
Your mission: Build a LEGO traffic signal that controls movement using timing and visual signals.
Build Requirements
One motor to rotate or switch the signal
Visual indicators (colors, panels, or arms)
A programmed timing sequence (stop → warning → go)
Optional Add‑Ons
Add a button to change modes
Add a sound for the warning phase
Create two directions of traffic
Suggested Materials
1 Motor
LEGO beams, connectors, and plates
Light elements or colored bricks
Hub (Spike Prime or Essential)
Programming Concepts
Timers / wait blocks
Motor control
Sequence order
Loops
Extension: Add conditionals to handle pedestrian crossings.
Discussion Questions
Why was a warning signal important?
What could go wrong if the timing is too fast or too slow?
How does this robot help keep people safe?
What improvements would you make today?
Learning Objectives
Students will:
Understand how inventions solve real-world problems
Practice sequencing and timing in code
Explore how safety influences engineering design
Connect history to modern technology
Extensions & Challenges
Design a pedestrian crossing button
Add a second intersection
Compare old traffic signals to modern smart traffic systems
After spending four years in Cincinnati, in 1895 Morgan moved to Cleveland, where he took a job sweeping floors at the Roots and McBride Co. Over time, he grew familiar with the company’s sewing machines, teaching himself how to operate and repair them. Not only did Morgan become a skilled machinist, but he also found inspiration for his first invention — a belt fastener for sewing machines.
In 1907, Morgan started his own business where he repaired and sold sewing machines. Two years later he opened a tailor shop: The Morgan Skirt Factory. While his wife Mary sewed clothes, Morgan built and maintained the sewing machines. He also began experimenting with a liquid for polishing sewing machine needles, preventing them from burning fabric as they sewed. When he discovered the liquid also could straighten hair, he used it to develop a hair cream, and he soon established the G. A. Morgan Hair Refining Co. Morgan then began investing his profits into developing more inventions.
Morgan found the motivation to develop one of his most impactful inventions when he learned about the devastating Triangle Shirtwaist Co. fire that caused the deaths of 146 garment workers in New York City in 1911. Understanding that the firefighters had struggled with smoke inhalation, Morgan began to devise a solution. In 1912, he filed for a patent on his breathing device, a “safety hood” that was designed to give a first responder the ability to “supply himself at will with fresh air from near the floor [and] at the same time forcibly remove smoke or injurious gases from the air tube.” Two years later, he established the National Safety Device Co.
In 1916, the importance of Morgan’s safety hood invention was demonstrated at the site of a tragic accident in Cleveland. Following an explosion at the Cleveland Waterworks that killed 18 workers, survivors were trapped as a gas-filled tunnel collapsed under Lake Erie. Without effective safety equipment, rescuers had been unable to reach them because smoke, dust and fumes blocked their way. But when some volunteers — including Morgan himself — put on safety hoods, they were able to successfully reach and rescue several survivors.
Despite his invention’s obvious lifesaving potential, Morgan found difficulty in selling his safety hood to white fire chiefs who refused to buy products from a Black inventor. In response, Morgan sought the advice of the famous entrepreneur J.P. Morgan, who suggested he remove his first name from the product. Following this advice, the inventor began calling his device the “Morgan Safety Hood.” He also hired white actors to promote the product at conventions, helping him to avoid racist objections. Morgan’s new marketing strategies worked, and fire departments across the country finally began to buy his early gas masks.
By the 1920s, Morgan had established himself as a successful businessman and had purchased an automobile. While driving through Cleveland one day, he witnessed a collision between a horse-drawn carriage and another vehicle at an intersection. This experience compelled Morgan to once again use his talents and skills to develop an invention that would improve the safety and welfare of his fellow citizens.
Mission to Mars LEGO Robotics Unit
Building a Mars Rover with LEGO Robotics
A rover is an automated motor vehicle that propels itself across the surface of a celestial body. A rover may examine territory and interesting features, analyze weather conditions, or even test materials, such as soil and water.
What does it take to go to Mars?
People have long been fascinated by Mars, the planet in our solar system that’s most like Earth. Uncrewed missions have sent orbiters, probes, and rovers to explore the planet since the 1960s, but what would it take to carry out a successful human mission to Mars?
Mission Mars Unit Overview
In this unit, your students will work as scientists and engineers. They’ll immerse themselves in motivating STEM activities that prompt creative problem-solving, communication, and exploration.