Maker Lab

Four nights of hands-on engineering and problem solving. Cubs build bridges, wire simple circuits, play algorithm games, and design catapults — discovering that science and engineering are creative, social and deeply satisfying.

Challenge Area
Creative
Award Type
Special Interest Area (SIA)
Nights
4
Total Duration
5 hr 30 min
Equipment Summary
flag, plastic cups (20 per patrol), measuring tape, bridge type photos, sheets of paper for demonstration, newspaper (30 sheets per patrol), masking tape (2 m per patrol), bricks for testing, two tables per patrol (for the gap), rulers and 44 more

About this trail

This 4-night trail is designed around the Creative Challenge Area, making it straightforward to program creative-focused nights that contribute to Milestone credit. Each night follows the Scouts Australia Plan > Do > Review cycle and is structured as a mix of indoor and outdoor nights.

The SPICES developmental domains covered by this trail are: Intellectual, Social, Physical, Character. Programming across multiple domains in a single trail helps Groups demonstrate balanced youth development in their term plans and annual reports.

You can run the four nights in order for a coherent multi-week program, or pick individual nights to fill gaps in your existing term plan. In Tussock, importing a night from this trail pre-fills the Scout Night wizard: Challenge Area, SPICES domains, OAS requirements, and suggested segments are all set. Customise from there to suit your Section.

Import into Tussock

Import this trail into Tussock to run each night with attendance tracking and automatic OAS requirement awarding built in — no manual requirement lookup needed.

The Four Nights

Each night below is a standalone Scout Night session of approximately 1 hr 23 min and follows the Plan > Do > Review cycle. Run them in order for the full Maker Lab trail, or adapt individual nights for your program.

Night 1: Bridge Building Challenge

Patrols build bridges from newspaper and tape that must span a gap and hold a brick. Test to failure and discuss engineering principles.

Indoor Challenge Area: Creative Duration: 1 hr 20 min
Intellectual Social Physical
  1. Opening ceremony Ceremony

    Flag break, Grand Howl, and introduction to the Maker Lab trail. Explain: "Over four nights you'll build, wire, code and launch. Engineers solve real problems — and tonight you're bridge engineers."

    Social
    Equipment (1 item)
    • flag
  2. Warm-up: Tower Tumble Game

    Each patrol gets 20 plastic cups and 60 seconds to build the tallest tower. When the leader says "stop," measure the towers. Discuss what made some towers stable and others wobbly. Quick, competitive, and introduces structural thinking.

    Intellectual Social
    Equipment (2 items)
    • plastic cups (20 per patrol)
    • measuring tape
  3. Bridge engineering mini-lesson Instruction

    Show photos of three bridge types: beam, arch, and truss. For each: what shape is it? Where does the weight go? Demonstrate with a single sheet of paper (flat = floppy; folded into a concertina = strong). Key concept: triangles are the strongest shape in engineering. Cubs will use these ideas in their build.

    Intellectual
    Equipment (2 items)
    • bridge type photos
    • sheets of paper for demonstration
  4. Bridge building practice

    Each patrol receives: 30 sheets of newspaper, 2 metres of masking tape, and nothing else. The bridge must span a 40 cm gap between two tables and hold a brick for 10 seconds. Patrols have 25 minutes to design and build. Encourage rolling newspaper into tight tubes (stronger than flat sheets) and using triangular bracing.

    Intellectual Social Physical
    Equipment (5 items)
    • newspaper (30 sheets per patrol)
    • masking tape (2 m per patrol)
    • bricks for testing
    • two tables per patrol (for the gap)
    • rulers
  5. Load testing & debrief discussion

    Each patrol places their bridge across the gap. Leader ceremonially places the brick. Count to 10. Celebrate bridges that hold; analyse ones that collapse ("Where did it fail? Why?"). Discuss: "What would you do differently?" Award points for creativity, strength, and teamwork.

    Intellectual Social Character
    Equipment (1 item)
    • bricks
  6. Closing ceremony Ceremony

    Preview Night 2 (simple circuits). Close with the Cub Scout Promise.

    Social

Total night duration: 1 hr 20 min

Night 2: Simple Circuits

Cubs use batteries, LEDs and wire to make simple circuits, learn about conductors and insulators, and build a working torch to take home.

Indoor Challenge Area: Creative Duration: 1 hr 20 min
Intellectual Social Character
  1. Opening ceremony Ceremony

    Flag break, Grand Howl, and recap of Night 1 bridge building. Ask: "What was the strongest shape?" (Triangle!) Tonight Cubs move from structures to electricity.

    Social
    Equipment (1 item)
    • flag
  2. Warm-up: Human Circuit Game

    Cubs stand in a circle holding hands. One leader is the "battery" and squeezes the hand of the Cub to their right. That Cub passes the squeeze around the circle. Time how fast the "current" gets back to the battery. Now try it with eyes closed. Discuss: "What happened when the circuit was broken?" (Someone let go.)

    Social Physical
    Equipment (1 item)
    • stopwatch
  3. Circuit basics Instruction

    Draw a simple circuit diagram on the whiteboard: battery → wire → LED → wire → battery. Explain: current flows in a loop; if the loop is broken, nothing works. Show the parts: AA battery, battery holder, insulated wire with stripped ends, LED (long leg = positive). Demonstrate lighting an LED. Then test materials as conductors/insulators: paperclip (conductor), rubber band (insulator), coin, pencil lead, plastic spoon.

    Intellectual
    Equipment (7 items)
    • whiteboard
    • markers
    • batteries
    • battery holders
    • LEDs
    • insulated wire
    • assorted test materials (paperclip, rubber band, coin, pencil, plastic spoon)
  4. Build a circuit & torch practice

    Each Cub builds a simple circuit: battery holder → wire → LED → wire → battery holder. Once the LED lights up, they mount it in a cardboard tube to make a simple torch. Cut a hole in the tube end for the LED. Decorate with tape or markers. Extension challenge: wire two LEDs in parallel for a brighter torch.

    Intellectual Character Physical
    Equipment (8 items)
    • AA batteries (2 per Cub)
    • battery holders
    • LEDs (2 per Cub)
    • insulated wire (pre-cut, stripped ends)
    • electrical tape
    • cardboard tubes (1 per Cub)
    • scissors
    • markers for decoration
  5. Conductor challenge practice

    Patrols use their circuits to test 10 mystery items: is it a conductor or insulator? Record predictions and results in a table. Discuss surprises. Ask: "Why is the wire covered in plastic?" (Insulation for safety.)

    Intellectual Social
    Equipment (3 items)
    • mystery test items
    • results recording sheets
    • pencils
  6. Closing ceremony Ceremony

    Cubs test their torches in a darkened room — turn off the lights for a "torch parade." Preview Night 3 (coding unplugged). Close with the Cub Scout Promise.

    Social

Total night duration: 1 hr 20 min

Night 3: Coding Unplugged

Algorithm games, human robots, binary counting, and logic puzzles — Cubs learn computational thinking without a computer.

Indoor Challenge Area: Creative Duration: 1 hr 20 min
Intellectual Social Character
  1. Opening ceremony Ceremony

    Flag break, Grand Howl, and recap of Night 2 circuits. Ask: "Did your torch work at home?" Tonight Cubs learn to think like a computer — with no screens.

    Social
    Equipment (1 item)
    • flag
  2. Warm-up: Simon Says (Robot Edition) Game

    Like Simon Says, but instructions must be precise: "Robot, take 3 steps forward. Robot, turn 90 degrees right. Robot, pick up the cone." If the instruction is ambiguous (e.g. "go over there"), the robot cannot execute it. Builds the idea that computers follow exact instructions.

    Intellectual Social
    Equipment (1 item)
    • cones
  3. Human Robot maze practice

    Set up a simple maze with chairs and cones on the hall floor. One Cub is the "robot" (blindfolded), the other is the "programmer" giving verbal instructions (forward, left, right, stop). The programmer cannot touch the robot. Swap roles. Debrief: "What happened when instructions were unclear? That's what a bug is in coding."

    Intellectual Social Character
    Equipment (3 items)
    • blindfolds
    • chairs
    • cones
  4. Binary counting & secret messages Instruction

    Teach binary counting using cards: 5 Cubs each hold a card showing 16, 8, 4, 2, 1. Cards face up = 1, face down = 0. Leader calls a number (e.g. 13) and Cubs flip cards to show it (16 down, 8 up, 4 up, 2 down, 1 up = 01101). Practise several numbers. Then encode simple words using A=1, B=2 etc. in binary. Decode a secret message the leader prepared.

    Intellectual
    Equipment (3 items)
    • large binary cards (16, 8, 4, 2, 1)
    • secret message sheets
    • pencils
  5. Sorting network practice

    Tape a sorting network on the floor (6 nodes, following the CS Unplugged pattern). Two Cubs enter at a time carrying number cards. At each node they compare numbers — smaller goes left, larger goes right. After all Cubs have gone through, the numbers emerge sorted. Run it several times, getting faster. Discuss: "The network always works — that's an algorithm."

    Intellectual Physical Social
    Equipment (2 items)
    • floor tape
    • number cards (1–10)
  6. Logic puzzle & closing ceremony Ceremony

    Hand out a simple logic puzzle sheet for Cubs to solve in pairs (e.g. "If A, then B. B is not true. What do we know about A?"). Solve one together, then let pairs try two more. Collect sheets. Preview Night 4 (catapults!). Close with the Cub Scout Promise.

    Intellectual Social
    Equipment (2 items)
    • logic puzzle sheets
    • pencils

Total night duration: 1 hr 20 min

Night 4: Catapult Design Challenge

Cubs build catapults from craft sticks and rubber bands, test range and accuracy, and reflect on the entire Maker Lab trail.

Outdoor Challenge Area: Creative Duration: 1 hr 30 min
Intellectual Social Physical
  1. Opening ceremony Ceremony

    Flag break, Grand Howl, and introduction to the final Maker Lab night. Tonight Cubs design, build and test catapults — the grand finale of four weeks of engineering.

    Social
    Equipment (1 item)
    • flag
  2. Warm-up: Catapult Target Toss Game

    Place buckets at 2 m, 4 m and 6 m. Cubs take turns tossing ping-pong balls underarm into the buckets. Score 1, 2 or 3 points. Quick competition to set the scene for range and accuracy testing later.

    Physical Social
    Equipment (2 items)
    • buckets
    • ping-pong balls
  3. Catapult engineering lesson Instruction

    Brief lesson on how a catapult works: stored energy in a bent lever is released to launch a projectile. Show a diagram. Demonstrate the simplest version: stack 5 craft sticks, rubber-band the ends, wedge a single stick through the stack, glue a bottle cap on the end as the basket. The further back you pull, the more energy is stored. Discuss: arm length, angle, and counterweight affect range.

    Intellectual
    Equipment (5 items)
    • craft sticks
    • rubber bands
    • bottle caps
    • glue dots
    • catapult diagram
  4. Catapult build creative

    Each Cub builds a catapult using craft sticks, rubber bands, a plastic spoon or bottle cap as the basket, and glue dots. Patrols can experiment with different arm lengths and stack sizes. Leaders circulate to help with construction and encourage hypothesis-testing: "What do you think will happen if you add more sticks to the stack?"

    Intellectual Physical Social
    Equipment (5 items)
    • craft sticks (10 per Cub)
    • rubber bands (assorted sizes)
    • plastic spoons or bottle caps
    • glue dots or hot glue (leader operated)
    • pom-poms or mini marshmallows as projectiles
  5. Range & accuracy testing practice

    Set up a test range outdoors with distance markers at 1 m intervals. Each Cub launches 3 pom-poms and records their best distance. Then test accuracy: place a target hoop at 3 m and count how many out of 5 shots land inside. Celebrate the longest launch and the most accurate catapult. Ask: "What design choices made the difference?"

    Intellectual Physical
    Equipment (6 items)
    • measuring tape
    • distance markers
    • target hoop
    • pom-poms or mini marshmallows
    • recording sheets
    • pencils
  6. Trail reflection & closing ceremony Reflection

    Circle up. Recap all four Maker Lab nights: bridges, circuits, coding, catapults. Each Cub shares their favourite build and one thing they learned about how engineers solve problems. Leader connects back to the Plan–Do–Review cycle: "Every build tonight went through the same loop." Hand out trail completion certificates. Final Grand Howl and Cub Scout Promise.

    Intellectual Social Character
    Equipment (1 item)
    • trail completion certificates
  7. Closing ceremony Ceremony

    Congratulate Cubs on completing the STEM & Innovation SIA trail. Encourage them to keep building, testing and inventing. Close with the Cub Scout Promise.

    Social

Total night duration: 1 hr 30 min

See also

OAS Framework Reference

Full breakdown of all 9 OAS streams and their stage requirements.

Browse OAS framework →

More Special Interest Area (SIA) Trails

Find other trails with a similar Creative focus.

All Night Ideas →