How to Build a Rube Goldberg Machine for School
By the School Project Lab Team · Updated · 5 min read · Middle School (6–8)
In this guide
A Rube Goldberg machine is a purposely complicated chain reaction that completes a simple task, like ringing a bell or dropping a ball in a cup. It's a fantastic middle school project because it combines physics, engineering, creativity and a lot of patience. The secret to success is to plan the steps, build and test one step at a time, and keep the design simple enough to work every run.
What Makes a Good Rube Goldberg Machine
The machine is named after a cartoonist known for drawing ridiculously complex inventions. For school, the goal is to show energy transfer and simple machines in action. Each step should trigger the next one without anyone touching it.
A strong school machine usually has:
- A clear final task. Pop a balloon, turn on a flashlight, ring a bell, raise a flag or drop a ball into a cup.
- A starting action. One push, one released marble or one dropped domino starts it all.
- Several types of energy transfer. Rolling, falling, swinging, sliding and tipping.
- Simple machines. Levers, inclined planes, pulleys, wheels and axles, wedges and screws.
- Reliability. It works most of the time, not just once.
Before you start, check the rubric. Some teachers require a minimum number of steps, specific simple machines, a written explanation or a video.
Parent tip: Expect failure, a lot of it, and treat it as part of the project. Engineers test and adjust constantly. Celebrate each fix with your student and remind them that a stubborn step is just a problem waiting to be solved.
Step Ideas Using Simple Machines
Here are tested ideas your student can mix and match. Most use items you already have at home.
| Step type | How it works | Simple machine |
|---|---|---|
| Domino chain | Dominoes fall in a line and hit the next object | Falling energy (not a simple machine, but great transfer) |
| Marble ramp | A marble rolls down a ramp of cardboard tubes or wood | Inclined plane |
| Seesaw lever | A falling object lands on one end and lifts the other | Lever |
| Toy car run | A car rolls down a ramp and knocks over a cup | Wheel and axle, inclined plane |
| String pulley | A falling weight pulls a string over a spool to lift something | Pulley |
| Swinging pendulum | A weight on a string swings and knocks an object | Pendulum (energy transfer) |
| Book stack topple | A pushed book knocks over a row of books | Falling energy |
| Funnel spiral | A marble spins down a funnel and drops through | Inclined plane |
| Screw path | A marble spirals down a ramp wrapped around a bottle | Screw |
| Wedge door stop | A wedge holds back a marble until bumped out | Wedge |
Encourage your student to sketch each step and label the simple machine and type of energy. That label is often worth points.
How to Plan the Machine
- Pick the final task. Decide what the machine will do at the very end. Work backward from there.
- Choose a theme (optional). Themes like "morning routine," "feed the pet toy" or "space launch" make the machine more fun to present.
- Sketch the path. Draw a rough diagram of every step from start to finish. Number them.
- Plan the space. Use a table, a hard floor or a large sheet of cardboard. Allow room for falling items.
- List materials. Write down what each step needs. Gather everything before building.
- Mark the energy transfer. Next to each step, write what energy is moving: "falling," "rolling," "swinging."
A good starting goal is 6 to 10 steps for a first machine, unless the rubric says otherwise.
Building and Testing Step by Step
The biggest mistake is building the whole machine and then testing it. Instead:
- Build one step at a time. Get step one working several times in a row before adding step two.
- Test each connection. The handoff between steps is where most failures happen. Practice just that moment.
- Use tape generously. Masking tape holds ramps, tubes and pieces in place without damaging surfaces.
- Adjust angles. If a marble rolls too slowly, make the ramp steeper. If it flies off, add walls or lower the angle.
- Mark positions. Once a piece works, outline it on the base with a marker or tape so it can be reset in the same place.
- Run the full machine. When all steps are connected, do several full runs. Count how many times it works out of ten.
- Record results. Keep a log of problems and fixes. Teachers love seeing the engineering process.
Hot glue makes stronger joints, but an adult should handle it or supervise closely. Cutting cardboard with a craft knife also needs an adult. Keep small marbles and pieces away from younger siblings, since they can be a choking hazard.
Troubleshooting Common Problems
- Dominoes don't fall all the way. Space them a little closer, roughly a bit less than their height apart, and make sure the surface is flat.
- The marble misses the target. Add guide walls from cardboard strips or tape. Make the target bigger.
- The lever doesn't lift. Move the pivot point closer to the object being lifted, or use a heavier falling object.
- The pulley jams. Use smooth string and a spool that spins freely on a pencil or dowel.
- Steps work alone but not together. Check timing and alignment where they connect. Small shifts matter.
- Pieces keep moving. Tape down everything that isn't supposed to move.
Time and Cost Estimate
| Item | Typical range |
|---|---|
| Planning and sketching | 1–2 hours |
| Building and testing | 5–12 hours over several days |
| Video and write-up | 1–2 hours |
| Typical cost | $0–$25 |
| Difficulty | Moderate to challenging |
Most machines are built from household items: cardboard tubes, books, toy cars, cups, dominoes, marbles, tape and string. Buy only what's missing. Start at least two weeks before the due date, since testing takes longer than expected.
Quick Checklist
Tap the boxes as you go — progress saves on this device only.
- Read the rubric and count required steps
- Pick a final task
- Sketch and number every step
- Label simple machines and energy types
- Gather materials before building
- Build and test one step at a time
- Ask an adult to help with hot glue or cutting
- Mark where each piece goes
- Run the full machine ten times
- Write down problems and fixes
- Record a video of a successful run
A Rube Goldberg machine teaches the real engineering lesson: design, test, fail, fix and try again. Let your student lead the building and problem-solving, and be the calm cheerleader when the dominoes fall the wrong way for the fifth time. When it finally works from start to finish, the pride on their face is worth every reset.
Frequently asked questions
How many steps does a school Rube Goldberg machine need?
It depends on the assignment, so check your teacher's rubric first. For most middle school projects, a reliable machine with fewer steps scores better than a long one that keeps failing.
What simple machines can go in a Rube Goldberg machine?
The six classic simple machines are the lever, pulley, wheel and axle, inclined plane, wedge and screw. Ramps, seesaws and pulleys made from string and spools are the easiest to include.
How do we transport the machine to school?
Build it on a large piece of cardboard or foam board in sections that can be separated, and mark where each one connects. Many students also record a video of a successful run as backup.