Revving Up STEM Education: Optimizing Mousetrap Cars for the Makerspace STEM Kits

Imagine a classroom of 5th graders buzzing with excitement as their mousetrap-powered cars zoom across the floor, each tweaking their design to outrace the others – all while learning the physics of potential and kinetic energy. That’s the vision behind the Williams College Makerspace’s Sustainable STEM Learning Kits project, and this semester, I had the chance to dive in, redesign a car from scratch, and use statistical methods to optimize its performance. Spoiler: it involved a paintbrush, some copper wire, and a magazine holder: improvisation at its finest!

Dual mousetrap powered car

Dual mousetrap powered car

Background: Building on a Legacy of Learning

This project builds on the groundwork laid by the Makerspace, Williams College CLiA, and the Zilkha Center through the TIDE Grant initiative, which aimed to create sustainable, reusable STEM kits for under-resourced 5th and 6th grade classrooms. As detailed in this Makerspace blog, one of the main ideas for the stem kits is a model car assembled from sustainable, reusable materials with some 3D-printed printed parts to teach energy concepts, aligning with Next Generation Science Standards (NGSS). Previous Makerspace student workers Divine Uwimana ’27 and Alice Sore ’27 created an initial design that used a rubber band to power the car. My work involved building up on and enhancing this initial design and exploring other forms of potential energy that could be used to power the car.

My Journey: From Brainstorming to Rapid Prototyping

Mousetrap car parts

Mousetrap car parts

Fusion360 flywheel model

Fusion360 flywheel model

I kicked things off by meeting with Divine Uwimana to understand the project’s history and progress. Then, I teamed up with Izzie Tarantino for this joint endeavor, guided by Makerspace Program Manager David Keiser-Clark. We brainstormed energy sources for the car: elastic bands, flywheels, mousetraps, and motors. Izzie focused on elastic energy (expanding on the previous work by Divine and Alice) and modular designs, while I explored flywheels and mousetraps. I initially designed a flywheel with 8 ball bearings but decided to pivot to the mousetrap car for this semester, leveraging the existing car body as a starting point.

Having dabbled in Fusion 360 during a previous photogrammetry project, I saw this as a chance to deepen my skills. I tried modifying the prior design, but missing sketches made it tricky, so I started from scratch. The learning curve was steep; I relearned Fusion 360 mirroring and shape patterns, tackled advanced concepts like threading an axle, and spent hours troubleshooting. After printing the car body, I turned to rapid prototyping to test ideas without wasting resources. For instance, I used a paintbrush as a pole to connect the mousetrap to the axle with a string. I also experimented with connecting two mouse traps in series, designing a scalable system where one trap triggers the next. To test this trigger mechanism, I improvised with cardboard and copper wire, containing the setup in a magazine holder – Makerspace creativity at its best!

Mousetrap car rapid prototyping: testing trigger mechanism in makeshift compartment

Mousetrap car rapid prototyping: testing trigger mechanism in makeshift compartment

Merging Design with Data: A Statistical Experiment

The project took an exciting turn when I realized it aligned perfectly with my Statistical Design of Experiments course (Stats 344). On one hand, I had an extracurricular project that was inherently experimental; on the other, I was learning statistical methods eager for application – a textbook case of supply meeting demand with zero opportunity cost! My Stats 344 team, consisting of Lee Mabhena ’25, Victor Cazabal ’25, and myself (26’), met at the Makerspace to run a 2^(7-4) fractional factorial experiment, testing seven factors: floor type (carpet vs. hard floor), wheel friction (high vs. low), string material (polyester vs. rubber band), number of mousetraps (one vs. two), pole length (short vs. long), car length (short vs. long), and added weight (0 g vs. 100 g). Our goal? Finding the combination that maximizes travel distance while identifying which factors matter most, enabling kids to experiment with configurations and compete.

After multiple experiments, including a central composite design, we pinpointed an optimal setup: 16.37 g weight and an 8.56-inch pole length, predicting a distance of 381.27 inches. Confirmatory runs (389.14, 380.88, and 350.55 inches) validated our model, and we confirmed that floor type, weight, number of mousetraps, and pole length significantly impact performance, while wheel friction, string material, and car length had less effect.

Factors affecting mousetrap car performance: floor type, pole length, and added weight

Factors affecting mousetrap car performance: floor type, pole length, and added weight

Reflections and Next Steps

This project was a game-changer for me. I sharpened my Fusion 360 skills, learned the value of rapid prototyping, and enjoyed my first Makerspace team collaboration with Izzie –our brainstorming sessions were a highlight! Looking ahead, I’d love to revisit the flywheel design as an energy source and eventually create a universal car body that supports multiple energy sources, like a “universal adapter” for elastic, flywheel, or mousetrap power. This would give students even more ways to explore physics while fostering creativity and competition. For now, I’m thrilled to have contributed to a project that empowers young learners and bridges classroom learning with hands-on innovation, helping students see science not as abstract equations, but as something they can build, test, and improve.

From Summer Sunshine to STEM Making: Makerspace’s Reflections on a Season of Innovation

Divine Uwimana ’27 and Qi Wang ’26 have an ice cream chat at Spoon Cafe on Spring Street with Makerspace Program Manager David Keiser-Clark.

Divine Uwimana ’27 and Qi Wang ’26 have an ice cream chat at Spoon Cafe on Spring Street with Makerspace Program Manager David Keiser-Clark.

Written by: Qi Wang ’26, Divine Uwimana ’27, Divya Sijwali’ 28.

What happens when you mix a dash of creativity, a sprinkle of STEM magic, and a whole lot of teamwork? Well, welcome to a summer at the Makerspace! Imagine learning how to 3D print parts for a science kit by day and swapping sketches on designs over ice cream by night. 

Divine Uwimana ’27 and Qi Wang ’26 worked in the Makerspace this past summer as student workers. They made significant progress on a Towards Inclusion, Diversity & Equity (TIDE) grant awarded to develop sustainable and reusable STEM learning kits for 5th-grade students in nearby under-resourced elementary schools. 

In the summer, Divine and Qi learned Fusion 360 (computer-aided design software) and advanced 3D printing, including calibrating printers and determining the most appropriate hot-end temperature settings. They identified and associated core curriculum science concepts with their STEM kit models and learned how to use rapid prototyping to test and quickly iterate on conceptual designs. By the end of the summer, they had developed three STEM kit models. Their kits centered on storing variable amounts of potential energy by using 3D printed torsion springs, gravity, and rubber bands. Their goal was for a single set of common parts to support all three models.

What Does Makerspace Mean to Them?

3D printed wind up car with an embedded rubber band power source

3D printed wind up car with an embedded rubber band power source

Divine Uwimana ’27 has worked in the Makerspace since the start of her first year at Williams. Divine believes that the Makerspace has offered her a place to learn and create. She said, “I love seeing the product of my learning, and it’s motivating to know that my summer experience will help elementary students learn.” As a math major, the Makerspace has allowed her to apply her skills in mathematics and be creative with them. She added, “I’ve also learned to pay attention to details and have noticed how you can see a huge difference when you change the smallest detail.” 

While working on this project, Divine felt a deep sense of excitement and responsibility: it was fun to make the kits, but making them for the kids made them more meaningful. Developing these STEM learning kits was a way to blend her skills with younger students’ needs, hoping it would enrich their learning experiences. Every design and every print felt a step closer to making a tangible impact. As she dove deeper into learning Fusion 360 and fine-tuning her 3D printing techniques, she felt a sense of accomplishment in turning ideas into designs and then finally into design models. Seeing the pieces come together was incredibly motivating for Divine; the process showed how small adjustments, like changing the length or thickness of a model or adjusting temperature settings, could make a huge difference in the final print.

The opportunity to work collaboratively in a focused environment manifested several “aha” moments for Divine. She said that the most notable was having first-time opportunities to assemble a mechanical Scotty dog kit (created at Carnegie Mellon University’s TechSpark Makerspace), a 3D printer enclosure kit, a wall-mounted tool rack, and a DeWalt shop vac. These assembly projects helped Divine conceptualize pieces that go together. It also helped her learn how to approach designing her own STEM kit models.

3D printed gravity-powered car

3D printed gravity-powered car

Qi Wang ’26 started working in the Makerspace this summer. She appreciates the existence of the Makerspace at Williams because of its real-world application. She said, “Williams is a liberal arts college but also very prestigious. The courses here often are very theoretical, while internships trend towards being pre-professional. The Makerspace is a rare space in between these extremes.” As a comparative literature major, she recognizes that Williams’ courses focus on literature critiques rather than creative writing. The Makerspace offers a space for applied hands-on academic work that requires learning how to research and implement STEM concepts while utilizing her creative writing and thinking skills. Qi found this summer work filled a gap that had been missing in her education at Williams.

Qi also points out the invaluable opportunity of full-time summer work in the Makerspace. She said, “During a typical semester, you see progress only after many weeks because you can only work for at most 20 hours a week as a student worker, compared to the summer, where we have been working 40 hours a week. I feel really good about our summer project in the Makerspace because we’re seeing so much success in just over nine weeks of work.”

Qi believes that the connection between Comparative Literature and the Makerspace is a blend of storytelling and science, like finding the plot twist hidden in a machine or crafting a narrative around STEM. In Comparative Literature, she’s used to dissecting stories, examining themes, and understanding every word’s purpose. At the Makerspace, Qi found herself bringing that same attention to detail and creativity to projects, as if each STEM kit was its own story waiting to unfold.

Creating STEM kits is like crafting a hands-on narrative for the elementary students who will one day use them. Just as she analyzes texts to bring out underlying meanings, Qi digs into her projects with a literary eye—considering how each part fits, how each mechanism flows, and how a simple change in design can rewrite the entire “storyline” of a STEM model. The Makerspace offered her a refreshing new way to put her analytical mind to work, letting her blend the theoretical with the practical and transform her love for literature into a hands-on learning journey.

How Was Their Experience Working Together?

Qi believes that working with Divine has been one of the best teamwork experiences she has had at Williams. She said, “We each have our strengths and have learned how to contribute our ideas to each other’s established work. People often love to give advice, but we’ve figured out how to have our advice add value to our ongoing work.” 

“I’ve also enjoyed working on these kits with Qi and learned a lot from her,” Divine said. “She was always willing to help and provide me with honest feedback. She always had a positive attitude and always made the working atmosphere fun and motivating.”  

In the fall semester, they will hand off their work to two first-year students to develop it further. Divine said, “I am looking forward to seeing the impact of our work and to hearing feedback from both students and teachers at the Pownal Elementary School.” 

TIDE Grant: Sustainable and Reusable STEM Learning Kits for Students in Under-Resourced 5th and 6th Grade Classrooms

Written by Divine Uwimana ’27 and Alice Sore ’27. 

Introduction

Our latest prototype of the car includes a winding mechanism, which will act as an additional modification of the base kit.

Our latest prototype of the car includes a winding mechanism, which will act as an additional modification of the base kit.

In an ideal world, students would have equal access to education, but that isn’t the case. While some schools have the latest learning technologies, hands-on opportunities, and all the funding they need, others are trying to give students the highest quality education they can without access to these resources. Worst of all, the schools negatively impacted are often in historically underrepresented communities, often ones with large populations of people of color, perpetuating a cycle of poverty. While brainstorming ways of helping our local communities as part of the TIDE Grant (Towards Inclusion, Diversity, and Equity Grant) proposal, providing more equitable access to STEM education was a clear way we thought we could make an impact. Building these STEM kits is a way we Williams students can use our education and access to help build up the community around us.

What is Hands-On STEM Education?

Hands-on STEM education uses physical interaction to provide real-world experiences that help reinforce the concepts being taught. While they can be helpful to the learning process, these experiences are often expensive. Whether it’s premade kits that can cost upwards of 40 dollars a student or involve costly field trips, these experiences often don’t fit within the budgets of schools. This disparity is critical to solve because studies have shown that hands-on learning opportunities help students retain what they learn better than standard learning methods such as lecturing. The problem is exacerbated in the education of younger students (K-6 range) because younger children’s lower attention spans can cause them to lose focus more quickly in the absence of active and experiential pedagogy.

This problem doesn’t only exist in a classroom setting. Many attempts have been made to bring hands-on learning to the home as supplemental education and homeschooling tools; however, cost is even more of a problem here. One of the largest companies currently producing these kits for home use is Crunch Labs. While they are similarly priced, averaging around $30 a kit, the requirement to purchase a monthly subscription typically results in costs of $300 or more per child. Also, Crunch Labs and other kits built for a home environment are often not reusable.

Access to hands-on STEM education is so important because high-quality STEM education improves students’ creativity and problem-solving skills. Research has shown that exposing kids to STEM in elementary school – especially between the first and third grades – provides students with the foundation they need to succeed in STEM-field careers. According to the research, U.S. adults with 1-2 years of experience in the workforce have reported the highest exposure to STEM concepts in elementary school. Between the ages of 5 and 8, 46% of this population experienced a STEM-related track in school and 53% of this population currently works in a job that is either entirely or heavily involves STEM – by far the largest percentage of any sector of jobs in the workforce. This suggests that exposing students to STEM at a young age captures their imagination and keeps them interested in science, technology, engineering, and math jobs early in their careers.

As student workers in the Makerspace, Divine Uwimana ‘27 and I, Alice Sore ‘27, met and collaborated with Paula Consolini, Adam Falk Director of the Center for Learning in Action, Tanja Srebotnjak (Director of the Zilkha Center for Environmental Initiatives), and David Keiser-Clark (Makerspace Program Manager). We identified a few critical criteria for STEM kits:

  1. Our STEM Kits need to be as low-cost as possible to produce. To ensure this, we must find creative ways to reduce material usage and implement supplies students may already have in their classrooms into the kits.
  2. We must design STEM kits to leverage existing lesson plans and learning requirements to ensure that the STEM kits fulfill the educational needs and standards set out by organizations like the Department of Education. 
  3. The STEM Kits must be designed to be reusable, durable, and sustainable, using sustainably sourced and produced materials wherever possible.

Brainstorming

Divine and I began the brainstorming process by researching existing STEM kits currently available on the market and how we might further improve them for our demographic group with respect to the aforementioned criteria. Since we both had little experience in the field beforehand, we wanted to understand better the design features other organizations used to create highly engaging STEM kits. Some of the qualities we observed that we believe we should replicate are listed below:

  • A good STEM kit is highly interactive. Parts of the kit, especially mechanical parts, should be designed so that students can visually see what is happening and how the action they are putting in is causing the final result.
  • A good STEM kit should not be a “one and done.” Ideally, a STEM kit will have multiple stages that allow students to build upon a product in stages, introducing new concepts or building on previous concepts.
  • A good STEM kit should be a manageable length. Even if students are having fun, dragging it out too long risks boring the students and causing the learning aspect to be ineffective.
  • A good STEM kit should be fun yet educational. This means balancing the kit to both be rich in academic concepts and interesting to keep them engaged.
  • A good STEM kit should encourage teamwork and cooperation. It should allow kids to work together to build their social skills while learning.
  • A good STEM kit should allow “trial and error.” It should enable the kids to learn from mistakes and thus build their problem-solving skills.
  • A good STEM kit should be simple yet visually complex. Just because the final mechanism is a complex contraption doesn’t mean the process of assembling it can’t be simplified and streamlined.
Front and back views of the mechanical scotty dog kit from Carnegie Mellon University.

Front and back views of the mechanical scotty dog kit from Carnegie Mellon University.

During our design process, we also got to experience assembling a STEM kit first-hand, specifically the mechanical Scotty dog kit we received from Carnegie Mellon University, courtesy of Professor Bill Nace and Professor Robert Zacharias. The materials used to assemble it are easy to manufacture, primarily made of thin sheets of wood and acrylic with 3D-printed plastic parts. The design is simple but very interesting; a single motor in the middle drives both the tail wagging on the back and the head bobbing on the front through a system of gears on the back. The head is made to bob up and down in a specific pattern through the radius of the spinning piece increasing or decreasing as it turns, creating a pattern of head movements that feels random. The tail spins on an arm and is locked upright using a bracket, making the tail wag back and forth with a simple spinning motion. Finally, all of this is controlled with a light sensor, allowing the user to control the speed of the motion by raising or lowering their hand above it. All these mechanisms combined to create a fascinating kit from a design standpoint, with a lot of interactivity and interesting mechanisms on display while being very quick for us to reassemble, even without instructions.

From this experience, we better understood how to design an effective STEM kit. Then, we started brainstorming ideas for STEM kits that we could create. At the end of this brainstorming, we ended up with three designs we wanted to develop further. The first is a model car, which would use a wind-up mechanism built by students to showcase the properties of potential and kinetic energy. The second idea is an energy kit expansion for the car, allowing students to electrify it while teaching them the basics of electricity and explaining renewable solar energy concepts. Finally, the third idea is a solar system kit, which would be focused on having students assemble a solar system model to teach about the planets in our galaxy and our place in the universe. With these initial ideas, we started prototyping the model car kit.

Prototyping the Model Car Kit

An initial prototype for the base car kit, giving us an idea of what the final product may look like.

An initial prototype for the base car kit, giving us an idea of what the final product may look like.

The main idea of our wind-up car kit was simple. But, as with many projects, it quickly evolved into a complex design with many digital iterations and three 3D printed prototypes. For this first design, a 3D printed base would connect the two cardboard sides and help support the back axle, which would wind up using a rubber band attached to it and the frame. Wooden dowels would act as axles and bottle caps as wheels, so when you pulled it back, the car would launch forward using energy stored in the rubber band. 

While this was a great initial idea, we encountered some problems. First, cutting out the sides made of cardboard proved difficult because two holes needed to be cut in the middle of it for axles. Ultimately, we decided that the side pieces should be replaced with laser-cut wood in the final design, which would be reusable and easier for kids to work with while providing more structural rigidity. Another issue we discovered was that the rubber band would stay on the axle instead of coming unhooked at the end, catching it, and abruptly stopping the car. Our solution was to move the hook point for the rubber band forward so it had enough energy to detach itself from the axle at the end. We also had to ensure this expansion didn’t use too much plastic, as we hope to create all the filament ourselves using recycled PET from locally gathered plastic bottles. We ended up using a honeycomb pattern, often seen in structures that use empty space to save material resources while retaining structural integrity, and by implementing this we were able to save sufficient plastic such that the larger prototypes consumed less plastic than our smaller initial prototype.

Our first three prototypes for the 3D printed base, showing how it evolved to meet the project's needs while remaining efficient in plastic usage.

Our first three prototypes for the 3D printed base, showing how it evolved to meet the project’s needs while remaining efficient in plastic usage.

For our third prototype, we rounded and smoothed as many parts as possible to prevent sharp points or edges that can occur in 3D printing. We also did this to prevent sharp points from catching or breaking the rubber band. Finally, we modified the slot at the front for the rubber band to help the car retain it, even after it detaches from the axle.

The biggest problem we ran into was not with the design of the base but with the kit itself. Our initial idea was interesting but violated one of our initial design rules. The kit was just one thing: assembling the car with the rubber band. If we wanted to make an exciting kit, we had to make at least one additional stage involving more engineering and differently demonstrating the concepts of potential and kinetic energy. 

While looking for inspiration, we stumbled upon a design by a maker named Greg Zumwalt for a 3D Printable Wind-Up Car that used a simple mechanism to limit the speed, allowing it to move farther and longer after windup as opposed to a design like ours, which simply went at top speed after release. Looking into this project’s mechanics, we realized that a similar design could be perfect to demonstrate the ways energy can be modified in the process of converting from potential to kinetic energy. So, to better understand how the mechanics worked, we downloaded the files and began printing them out to design a similar mechanism within the constraints of our model kit.

It was at this moment that the Office of Institutional Diversity, Equity, and Inclusion announced that our application for a TIDE grant was accepted and that our STEM kit project would be funded. 

Next Steps

Our next steps are to complete the second expanded energy source for our car prototype, align that with curricular concepts, and then meet later this month with an elementary school teacher to share our project and hear initial feedback. We plan to incorporate that feedback into the car prototype and then next meet with that teacher’s class and observe student reactions to utilizing it. As we continue to build several STEM kits, our theme will be to test, demonstrate, observe, seek feedback, iterate, and repeat. We hope these kits might have a significant impact on elementary students’ education in the Berkshires.