Enrichment Activities

STEM activities designed to increase motivation, student self-confidence, raising awareness of their potential as scientists, engineers and technologists.

Antweight Challenge – design and build a remote controlled robot

Have your students been captivated by the recent Robot Wars revival? The Antweight Challenge allows students to practice team working skills whilst learning valuable engineering skills.

An engaging workshop in which pupils work in small teams to design and build remote control robots using recycled materials to compete in a number of challenges.

After design and build, students have the opportunity to test their robot, and practice their driving skills on an obstacle course before making any final changes.  They will compete in a Race, a Football Match and the Sumo Challenge (last robot standing wins!).

The activity could be used as an exciting opener or fantastic finish to a D&T project. It offers excellent Design and Technology curriculum coverage for KS2 & KS3.

Activity details
  • Duration of the activity is a minimum of 2 hours.
  • Cost is TBA.
  • Maximum pupil number per session is 40.
  • Suitable for: KS2, Lower KS3.
  • A hall or large classroom with tables and chairs to suit.
  • Number of participating pupil teams.
  • The teacher and any auxiliary staff are expected to support the pupils in their activities and learning. Teachers are also responsible for maintaining discipline during the activity.
  • Risk evaluation will be supplied on booking.
To book

Please email stemsussex@brighton.ac.uk to discuss your requirements.

UFO Egg Challenge

In this action packed adventure, students must help save an alien species from extinction by designing and building a craft that can safely carry the only remaining alien eggs back to their home planet. The UFO egg Challenge will inspire the next generation of designers and engineers and allow students to practice their team working skills.

After design and build time, students will have the opportunity to test their UFO prior to its final flight towards a target planet.

The activity could be used as an exciting opener or fantastic finish to a D&T project. It offers excellent Design and Technology curriculum coverage for KS2 and KS3.

Activity details
  • Duration of activity – minimum of 2 hours.
  • Cost is TBA.
  • Maximum pupil number per session is 40.
  • Suitable for: KS2, Lower KS3.
  • A hall or large classroom with tables and chairs to suit number of participating pupil teams.
  • The teacher and any auxiliary staff are expected to support the pupils in their activities and learning. Teachers are also responsible for maintaining discipline during the activity.
  • Risk evaluation will be supplied on booking.
To book

Please email stemsussex@brighton.ac.uk to discuss your requirements.

Rocket Car Challenge

Design & build a balloon powered car and see how far it travels!

Students use their engineering knowledge to design and build their car using chassis, wheels & axis, and balloon ‘engines’, then combine these components to produce the car which will travel the furthest. Distances are measured and recorded on a score chart for posterity!

Activity Details
  • Duration of activity is 2 hours.
  • Cost is TBA.
  • Suitable for KS2.
  • A hall or large classroom with tables and chairs to suit number of participating pupil teams.
  • The teacher and any auxiliary staff are expected to support the pupils in their activities and learning. Teachers are also responsible for maintaining discipline during the activity.
  • Risk evaluation will be supplied on booking.
To book

Please email stemsussex@brighton.ac.uk to discuss your requirements.

Control Technology

We use control technology and control systems every day, from operating traffic lights to control a robot’s actions, it is an integral part of our daily lives.

In this activity, students are able to explore simple software to control and make things happen. KS1 pupils learn control techniques by engaging with Bee-Bots to form an understanding about commands and sequencing, whilst KS2 students deepen this understanding by progressing onto Coco software to write a short procedure.

This activity enable pupils to experience programming, debugging, persevering and collaborating – essential elements of the computing curriculum subject content.

Activity details and practicalities
  • Duration of the activity is half a day.
  • Cost is TBA.
  • Maximum pupil number in a session is 30.
  • Suitable for KS1 and KS2.
  • A classroom with tables and chairs to suit required number of pupils, plus a computer suite.
  • The teacher and any auxiliary staff are expected to support the pupils in their activities and learning. Teachers are also responsible for maintaining discipline during the activity.
  • Risk evaluation will be supplied on booking.
To book

Please email stemsussex@brighton.ac.uk to discuss your requirements.

We’d love to see your pictures or film footage; and if you want to share news about this activity with your local community, please ask us for our free media pack for schools – stemsussex@brighton.ac.uk

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