🍎 Grown-Ups' Corner

Scrap Stack! β€” Teacher Guide & Standards

A magnetic-crane physics game where students grab junk from the dumpster and stack it as high as they can before it topples. Real gravity, real balance, real problem-solving.

🎯 Grades 2–6 πŸ”¬ Physics & Forces πŸ› οΈ Engineering Design 🧭 CT Science Standards (NGSS) πŸ’» Computational Thinking ⏱️ Play in 5 min Β· Lessons 20–30 min

What Is Scrap Stack?

Students operate a real gantry crane with an electromagnet. Every piece of junk is a physics object with its own weight, shape, and bounciness β€” so towers wobble, lean, and fall exactly like real ones. Success comes from planning, balancing, and learning from each collapse.

There is no "winning screen." The goal is simply to build higher than last time (and higher than the class leaderboard). That open-endedness is the point: children experiment, fail safely, adjust, and try again β€” the heart of the engineering-design cycle.

Every tool & mechanic students actually use

The Crane← β†’ / A D, or drag
Students drive the trolley left and right along the overhead rail to position the magnet above the junk they want. Moving fast makes the magnet swing like a pendulum β€” a built-in lesson in momentum.
The Cable↑ ↓ / W S, or scroll
Reels the electromagnet up and down. Lowering carefully (rather than dropping) is how students learn to place pieces gently instead of knocking the tower over.
The ElectromagnetSpacebar / click / tap
Turned on, it attracts and grabs the nearest junk; turned off, it releases whatever it's holding. This single on/off decision is the core "action" of the whole game β€” timing the release is everything.
The Dumpsterleft side
Fresh junk drops into a dumpster on the left. Students must fish each piece out over the rim β€” the supply refills automatically, so no one runs out.
The Stack Platform"STACK HERE!"
The flatbed on the right is the only surface that scores. Anything placed here and held steady becomes part of the permanent tower.
Real Physicsgravity & balance
Every object falls, tips, rolls, and collides under a genuine physics engine. Round items (tires, globes) roll; tall items (lamps, server racks) are top-heavy; flat items (keyboards, planks) make great shelves.
The Climbing Craneautomatic
As the tower grows, the whole crane rises with it β€” there is no height limit. The ground falls away below, the sky shifts toward dusk, and stars appear on very tall towers. Height is measured live in feet.
Scoring & Combospoints + height Γ— combo
Each piece is worth base points plus a bonus for how high it sits. Placing pieces cleanly in a row builds a combo multiplier (up to Γ—5), rewarding steady, careful play over frantic dropping.
Gold Junkrare, glowing
Occasionally a golden piece appears β€” a pyramid, an I-beam, or a slippery orb β€” worth big points but fiendishly hard to balance. A golden rubber duck is the top bonus. Gold means "high risk, high reward."
Junk Budget3 drops = shift over
Drop three pieces in the dirt and the shift ends. This gentle limit turns every placement into a real decision without ever feeling punishing.
Pick Your Yard4 worlds
Students choose a themed junkyard β€” Junkyard, Home (couches, tables, lamps), School (books, desks, a rolling globe), or Computers (monitors, keyboards, server racks). Each set stacks differently, so strategies must adapt.
Class Leaderboardinitials only
Top scores are saved to a shared "This Week" and "All Time" board using three-letter initials β€” friendly, anonymous class competition that resets weekly.

Standards Alignment

Scrap Stack lives at the meeting point of physical science, engineering design, and computational thinking. Below are standards this game genuinely supports β€” each paired with the specific in-game action that addresses it. Codes and titles are quoted from the CSTA K–12 CS Standards (2017) and the Next Generation Science Standards (NGSS), which Connecticut adopted as its official state science standards in 2015 β€” so the science codes below are the Connecticut Science Standards.

CSTA β€” Computer Science (Computational Thinking through iterative design)

CodeStandardHow Scrap Stack addresses it
1A-AP-08Model daily processes by creating and following algorithms (sets of step-by-step instructions) to complete tasks.Every placement is a repeatable four-step algorithm: position the crane β†’ lower the cable β†’ grab with the magnet β†’ release at the right moment. Students internalize and refine this sequence.
1A-AP-14Debug (identify and fix) errors in an algorithm or program that includes sequences and simple loops.When a tower wobbles or a piece rolls off, students diagnose why (dropped too high? placed off-center?) and fix their next attempt β€” hands-on debugging of their own strategy.
1B-AP-08Compare and refine multiple algorithms for the same task and determine which is the most appropriate.There are many ways to reach the same height. Students compare strategies β€” wide base vs. tall base, using a keyboard as a shelf vs. stacking blocks directly β€” and settle on what works best.
1B-AP-11Decompose (break down) problems into smaller, manageable subproblems to facilitate the program development process."Build a 30-foot tower" becomes manageable sub-goals: lay a stable base, add a flat middle layer, then balance the tricky pieces on top.
1B-AP-15Test and debug (identify and fix errors) a program or algorithm to ensure it runs as intended.The whole game is a test-and-refine loop: try a placement, observe the physics result, keep what worked, change what didn't β€” the essence of iterative testing.

Connecticut Science Standards / NGSS β€” Science & Engineering (the strongest content fit)

🧭 Connecticut connection: The Connecticut State Board of Education adopted the Next Generation Science Standards as the state's science standards in 2015 (the Connecticut Science Standards). Connecticut uses the NGSS performance-expectation codes below verbatim, and administers the CT NGSS Science Assessment at grade 5 β€” squarely inside this game's band. The forces (3-PS2-1) and engineering-design expectations here map directly to that assessment's content.
CodeStandardHow Scrap Stack addresses it
3-PS2-1Plan and conduct an investigation to provide evidence of the effects of balanced and unbalanced forces on the motion of an object.A centered piece stays put (balanced forces); an off-center piece tips and falls (unbalanced). Students see this cause-and-effect on every single placement.
K-2-ETS1-1Ask questions, make observations, and gather information about a situation people want to change to define a simple problem…"My tower keeps falling at the same spot" β€” students observe the failure point and define the real problem before their next build.
K-2-ETS1-3Analyze data from tests of two objects designed to solve the same problem to compare the strengths and weaknesses of how each performs.Comparing junk types β€” a flat keyboard vs. a round globe as a base β€” is a direct test of which "object" performs better for the same goal.
3-5-ETS1-2Generate and compare multiple possible solutions to a problem based on how well each is likely to meet the criteria and constraints of the problem.With a 3-drop budget and a wobbly tower, students weigh options ("stack the tire now or save it?") against real constraints, then compare outcomes across runs.
3-5-ETS1-3Plan and carry out fair tests in which variables are controlled and failure points are considered to identify aspects of a model or prototype that can be improved.Switching one variable at a time β€” same base, different top piece β€” lets students isolate what makes a tower stronger. Failure points are visible and repeatable.
A note on honesty: Scrap Stack is a physics/engineering game, not a coding tool. The CSTA links above are real but framed around computational thinking β€” algorithms, decomposition, and debugging as habits of mind β€” rather than writing code. The Connecticut Science Standards (NGSS) engineering-design and forces expectations are the closest, strongest fit. Connecticut does not publish separate state-specific science codes β€” it uses the NGSS codes shown here, so this table doubles as your CT science alignment.

Three Ready-to-Run Lessons

Each lesson runs in about 20–30 minutes and needs only devices with a browser. Project your own screen for the demo steps, then let students explore.

Grades 2–3⏱️ ~20 min

Lesson 1 β€” Push, Pull & Balance

Objective: Students discover that a wide, low base is more stable than a narrow one, and that gentle placement beats dropping.
Vocabularygravitybalancebasemagnetstable / wobbly
  1. Demo the controls on the projector: drive The Crane left/right, reel The Cable down, and tap the Electromagnet to grab a piece from The Dumpster.
  2. Model one careful placement on the Stack Platform β€” lower slowly, release gently β€” and one careless drop. Ask students to call out the difference.
  3. Students play for 8–10 minutes with one rule: "Make the widest, flattest base you can before going tall."
  4. Pause the room. Have two volunteers show a wide-base tower and a narrow-base tower side by side.
  5. Play again, challenging students to beat their own Best Height (shown in feet at the top).
Talk about it
  • What happened when you let go of a piece too high above the tower?
  • Which shapes were easiest to balance? Which ones rolled away?
  • Why do you think a wide bottom helps a tall tower stand up?
Grades 4–5⏱️ ~30 min

Lesson 2 β€” Fair Tests & the Engineering Loop

Objective: Students run a controlled "fair test," changing one variable at a time to find what makes a tower stronger, then record their results.
Vocabularyvariablefair testcenter of gravityprototypeiterate
  1. Introduce the idea of a fair test: change only one thing at a time so you know what caused the result.
  2. Students choose the School or Computers yard using Pick Your Yard so everyone tests the same junk set.
  3. Test A: Build a tower using a flat piece (keyboard, whiteboard, book) as every base layer. Record the Best Height.
  4. Test B: Rebuild using a round or tall piece (globe, server rack) as the base. Record the height again.
  5. Compare the two numbers. Which base held a taller tower? Have students write one sentence explaining why, using the word "balance" or "center of gravity."
  6. Free build: apply the winning strategy and try for a personal record and a spot on the Class Leaderboard.
Talk about it
  • What was your one variable? What did you keep the same to make it a fair test?
  • How is a falling tower useful information rather than just "losing"?
  • What would you test next if you had three more tries?
Grade 6⏱️ ~30 min

Lesson 3 β€” Risk, Reward & Decision-Making

Objective: Students reason about trade-offs β€” weighing the high-value Gold Junk and combo multiplier against the 3-drop budget β€” and defend a strategy with evidence.
Vocabularytrade-offrisk vs. rewardconstraintoptimizemomentum
  1. Discuss the game's constraints: the Junk Budget (only 3 drops), the combo that rewards clean placements, and rare Gold Junk worth big points but hard to balance.
  2. Pose the strategy question: "Is it worth risking a golden orb on top of a tall tower, or should you play it safe for a longer combo?"
  3. Students play a "high score" round and must decide, out loud or in notes, when to gamble on gold and when to protect their combo.
  4. Introduce momentum: driving the crane fast makes the magnet swing. Challenge students to move deliberately so pieces land where aimed.
  5. Regroup: students share their best score and the single decision that helped or hurt it most.
Talk about it
  • When did taking a risk pay off? When did playing it safe score more?
  • How did the 3-drop limit change the way you played?
  • Where else in life do we weigh a big reward against the chance of failing?

Talking With Kids About What They Built

Great questions turn play into learning. Ask these while a child shows you their tower β€” they invite reasoning, not just "I got a high score."

Walk me through how you built this β€” what did you place first, and why?
Your tower fell here β€” what do you think made it tip over?
Which piece of junk is the trickiest to stack? What makes it hard?
If you started over, what's the first thing you'd do differently?
How did you decide when to grab the gold piece?
What does a "wide base" do for a tall tower? Show me.
Which yard β€” Home, School, or Computers β€” was hardest, and why?
You beat your old height! What changed between then and now?

Capstone & Assessment Rubric

Capstone task β€” "Design Your Champion Tower": Students plan a stacking strategy on paper (which base, which middle, how to handle the gold piece), build it in their chosen yard, then reflect on what happened versus their plan.

Skill1 Β· Getting Started2 Β· Building It3 Β· Engineering It
Planning Builds by trial and error with no stated plan. Has a rough plan (e.g. "make a wide base") and mostly follows it. Writes a clear plan naming the base, middle, and how to handle risky pieces β€” and adjusts it with reasons.
Physics & Balance Places pieces randomly; unsure why towers fall. Recognizes that centered, low pieces are more stable and uses that sometimes. Consistently balances load, explains stability using "center of gravity" or "balanced forces," and predicts what will tip.
Iteration & Debugging Repeats the same mistake across attempts. Notices a failure point and changes one thing next time. Runs deliberate fair tests, isolates the cause of a collapse, and measurably improves the result.
Reflection Describes the outcome only ("it fell"). Explains one thing that worked and one that didn't. Compares plan to result, cites specific evidence (heights, which piece failed), and proposes a next improvement.
πŸ’‘ Make it social: Because scores land on a shared Class Leaderboard (initials only, resets weekly), you can run a "Tower of the Week" celebration where the top builders explain their strategy to the class β€” turning a high score into a teaching moment.