Science projects
Your Science Exhibition Guide
Choose a project, build it, present it and answer the judges with confidence
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Science project idea finder
Find a project by class, subject and type. Every idea explains the science it shows, what you need, how long it takes and how to stay safe, with free ebooks and ready-made kits if you need them. 930 ideas have numbered steps and viva questions on their own page.
Want a complete build with diagrams? 16 free detailed project guides

Idea finder
Choose your class and what interests you, or search for a word such as magnet, solar, heart or robot. Open any card for a summary, or its title for the full page with the science, the steps and the viva questions.
Variables keep score and lives, and a forever loop with an if block checks again and again whether the fruit touched the bowl. This is the core idea of every simple video game.
Take it further: Add a second sprite, a rotten fruit, that takes away a life if the bowl touches it, and let the fall speed grow as the score rises.
The sprite reads the colour under it with the touching colour block, so you can draw any maze and the game still works. It shows how input from the keyboard turns into movement.
Take it further: Add a Timer display using the timer reporter and keep the best time in a variable.
A loop asks random multiplication questions, reads what you type with the answer block and compares it with the right product. It shows how a program takes input and makes decisions.
Take it further: Add a list called wrong sums and add each missed question to it, then show them at the end for revision.
Broadcast messages let sprites talk to each other, so scenes happen in order without anyone clicking. It shows how separate scripts cooperate in one program.
Take it further: Add a second ending chosen by pressing a key, using two different broadcasts, so the story can finish in two ways.
A loop inside a loop draws a square 36 times, each turned a little, and the result is a rangoli-like flower. It shows how repeating a simple shape with a small turn builds complex patterns.
Take it further: Make a custom block called petal with an input for size, and draw a flower of five petal sizes using it.
A speed variable that keeps decreasing acts like gravity, and a key press resets it upward. It teaches how simple rules about speed produce natural-looking motion.
Take it further: Make two pipes, one at the top and one at the bottom, with a gap between them, and speed them up after every five points.
Three hands are turned by formulas using the current hour, minute and second from the computer’s clock. It links maths on angles to coding.
Take it further: Add a digital clock using join blocks with current hour, minute and second, and show it beside the analogue clock.
A signal sprite changes between stop and walk using wait blocks, and a child sprite checks the signal before moving. It teaches road safety and conditional logic together.
Take it further: Add a car sprite that glides across only while the signal is stop and make the child lose a life if touched.
The ball bounces off the walls and the paddles by changing its direction. It teaches how direction angles work and how two players share one program.
Take it further: Increase the ball speed by 0.5 after each paddle hit using a speed variable instead of the fixed move 6.
Two lists hold matching words at the same positions, and the program picks a random position to ask a question. It shows how lists store related data in order.
Take it further: Let the player add new word pairs with ask blocks and add them to the two lists while the game runs.
The program waits a random time, changes the colour, and measures how long you take to press a key. It shows how the timer block measures short intervals and how a list can store results.
Take it further: Compare reaction time before and after 20 minutes of a video game or before and after sleep, and record the results in a table.
A dictionary stores questions with their answers, a for loop asks them one by one, and an if statement compares answers. It is the first full program most students write.
Take it further: Shuffle the questions with random.shuffle on a list of the keys so that each game has a different order.
Tasks are written to a file and read back, so the list is still there the next time the program runs. It teaches file handling and lists.
Take it further: Store a due date with each task and sort the list so the nearest date comes first.
The computer picks a secret number with the random module and gives too high or too low hints. Using the hints well is a binary search, which finds a number in about seven guesses out of 100.
Take it further: Let the player choose the upper limit and calculate with math.ceil(math.log2(limit)) how many tries are enough.
Python’s turtle module draws on a window. Drawing 72 circles with a 5 degree turn each time makes a spirograph, which shows how loops and angles create patterns.
Take it further: Ask the user for the number of circles with input, calculate the turn angle as 360 divided by that number, and draw any pattern.
A dictionary of rooms links each place to the others, and a loop moves the player between them. It shows how data structures can describe a whole game world.
Take it further: Add an inventory list and objects in rooms that the player can take with a take command.
The program appends each entry with today’s date to a file and can print the whole diary. It teaches the date module and the append and read modes of files.
Take it further: Add a password check at the start using a stored word so that only you can read the diary.
The program reads marks from a CSV file and finds the mean, median, highest, lowest and pass percentage. It shows how code can analyse data that a spreadsheet also holds.
Take it further: Add a second subject column and print the student with the best total, and draw a bar of stars for each mark range.
The bot scans your sentence for keywords and picks a stored reply. It shows how simple chatbots work and why they fail on things they have no rule for, which is a good lesson for AI literacy.
Take it further: Use random.choice on a list of replies for each keyword so the bot does not repeat itself.
The computer picks randomly and a dictionary stores what beats what, so the winner is found without a long list of if statements. It shows how data can replace repeated code.
Take it further: Add lizard and Spock with their rules and check by simulation that the game stays fair.
The program scores a password on length, capital letters, small letters, digits and symbols. It shows how longer and mixed passwords are harder to guess and how string methods work.
Safety: Test only with made-up passwords. Never type a real password into any program you are testing.
Take it further: Calculate the number of possible passwords as the pool size raised to the length and print it with the score.
A set stores guessed letters, a join expression shows the word with blanks and a lives counter ends the game. It combines strings, sets, loops and conditions in one program.
Take it further: Read the word list from a text file and add a drawing of the hangman with turtle.
Before you start
Six things to think about before you decide. A project you understand and finish well beats a big one you rush.
Good projects answer a question you are curious about: why does iron rust, which fabric keeps tea hottest, how does a robot follow a line? A question gives your project a purpose.
Find out whether your teacher wants a working model, a still model or an investigatory project, the size limits, the topic or theme, the date, and whether ready-made models are allowed.
Each idea here shows a class band, a difficulty and a rough time. Choose something you can finish properly with time to test it, rather than something huge you have to rush.
Judges and examiners ask how it works. Choose an idea whose science you understand, or can learn from your textbook and the free ebooks, and practise explaining it.
Write down everything you need before you start. Many models use things from home; motors, LEDs, sensors and boards are easy to buy as spare parts or in a kit.
Change one thing and measure what happens, add a chart of your readings, or show a real-life use. Even a well-known model becomes yours when you add your own observations.
Plan your time
Work backwards from the date of your exhibition or submission. Short of time? Do the same steps faster, but never skip testing.
On the day
You will usually have a minute or two to explain your project, then questions. Practise both out loud at home.
Projects and kits
Need a working model, a kit to build yourself, or a motor, LED, battery or sensor to finish your own? Every idea card links to the matching section of the store.







Cannot find what you need? Ask the head office on WhatsApp.
Free ebooks
Step-by-step project books for every class, plus guides to exhibitions, project files and viva questions. Free to download, read and print.
Science projects
Choose a project, build it, present it and answer the judges with confidence
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How to write the report, from the cover page to the bibliography
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How to answer examiner questions, with sample questions for popular projects
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Simple, safe projects young children can make with a little help
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Working models matched to middle-school science topics
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Topics, method and report structure for physics, chemistry and biology
Stay safe
Read these with a parent before you start. Ideas that need extra care carry their own safety note on the card.
Power your models with cells, batteries or a low-voltage adapter. Never connect anything home-made to a wall socket.
Cutters, blades, glue guns, soldering irons and drills need an adult beside you. Cut away from your body on a board.
Use only safe household materials at home. Acids, stains and other lab chemicals are for the school lab with your teacher. Wear goggles and never taste anything.
Candles and burners only with an adult present and water nearby. Tie back long hair and keep paper away.
Do not short-circuit a battery, mix old and new cells, or puncture or heat a lithium battery. Remove batteries when the model is stored.
Magnets, button cells and small parts can be swallowed. Keep them away from younger brothers and sisters, and wash your hands after making.
Still have a question?
Chat on WhatsAppA working model moves or works to show a principle, such as a windmill that lights an LED. A still model shows how something is built or arranged, such as the layers of the Earth. An investigatory project asks a question and answers it by experiment: you change one thing, measure the result and draw a conclusion from your readings.
Check your school’s rules first: some competitions want models made by the student, and some allow ready-made ones. Either way, you must understand how it works and be able to explain it. A good approach is to build from a kit, or to add your own measurements and chart to a ready-made model.
Each idea here shows a rough time for the making. Leave extra time for reading, testing, the report and practice: three to four weeks from choosing to presenting is comfortable for most school projects.
A title page, your aim, the science behind it, the materials, the method with a diagram, your observations in a table, the result and conclusion, precautions, and the books and websites you used. The free ebook “Writing a Science Project File” explains each part.
Carry spare cells, wires and tape, and test everything when you arrive. Take a short video or photos of it working at home. If something still fails, explain calmly what should happen and what you would check: judges value understanding as much as a perfect model.
More help
Read the student help pages, try the free calculators for circuits and units, or ask the head office on WhatsApp.