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STEM

The Rocket Challenge: Build, Test, Fly

STEM4 Phases3 – 4 WeeksGrades 6–8
The Rocket Challenge: Build, Test, Fly
Grade LevelGrades 6–8
Expert MentorGarima Soharu Bhandari
Average Rating4.37/5
Learned Something New96.08%
The Brief

What this project is really about

The year is 1687. Sir Isaac Newton has just published his Principia Mathematica—three laws that he claims can predict exactly how any object moves, anywhere, under any conditions. The scientific world is stunned. But not everyone is convinced. Robert Hooke, one of Europe's sharpest scientific minds and Newton's most formidable rival, is sceptical. He does not dispute that Newton's laws are elegant. He disputes that they hold up in the real world—where materials are imperfect, air pushes back, and no mechanism fires with mathematical precision. The two men have made a public wager. Newton claims his laws can predict exactly how far any projectile will fly—at any angle, with any force. Hooke says real-world engineering will always deviate from theoretical predictions. He believes that when you actually build something and test it, the gap between theory and experiment will tell you more than any formula ever could. To settle the wager, they need an experiment. They need data. They need you. As a newly recruited junior engineer at the Hooke Research Institute, your mission is this: design and build a prototype launcher. Test it rigorously across multiple trials. Record what happens. Then compare your real-world results to what Newton's laws predicted should happen. You will think like an engineer and investigate like a scientist. Every launch will tell you something. Every failure will reveal a clue. Every redesign will bring you closer to the truth. The wager is on. The Institute is counting on your data.

Skills & Learning

What you'll walk away knowing how to do

This project isn't about memorising facts. It's about building capabilities that transfer — to your next project, your next class, and beyond.

Skills information coming soon.
Expert Guidance

Learn from someone who does this for a living

You're not learning from a textbook. You're learning from a practitioner.

GS
Project Mentor
Your Mentor

Garima Soharu Bhandari

California State University, Sacramento, USA

Garima Soharu Bhandari brings real-world expertise and professional depth to this project, guiding students through every phase with insight that goes beyond the classroom.

Project Journey

Four phases. One real outcome.

Here's exactly what you'll do — and in what order. No surprises.

1

Phase One

Research & Discover

Immerse yourself in the problem. Gather real data, talk to stakeholders, and understand the landscape from primary and secondary sources.

Week 1
2

Phase Two

Analyse & Ideate

Find the patterns. Identify root causes, generate multiple solution ideas, and stress-test which approaches are genuinely feasible.

Week 2
3

Phase Three

Design & Build

Create your solution — whether it's a prototype, proposal, campaign, or product. Make it real enough to show an actual audience.

Week 3
4

Phase Four

Present & Reflect

Present your work, field questions, and articulate what you learned. Document your journey so others can build on it.

Week 4

The Rocket Challenge: Build, Test, Fly

STEM·4 Phases·3 – 4 Weeks