Claw Game Maker teaching notes

For middle school science and STEM teachers, co-op leaders and parents. One period on why a prize slips, with the Grip Bench and the replay; a second on building a machine that passes the honest check; and the wrong ideas students bring, with where the app answers each one.

Using this with a class? Make a free class and add your students yourself: each gets a username and password, with no email or Google account needed. Or give them one join code. Using Google Classroom? Post the link there; with a free class, the link also puts each student in your class, so you see their work. mytekDev is also available from the Google Workspace Marketplace, so your school's Google admin can install it for everyone.A first lesson: One period: play the starter three times, read why each prize dropped, find a bear's holding grip on the Grip Bench and compare it with its weight and friction, then send twenty robot players at the machine and compare their win rate with a prediction. A second period to build and share a fair machine of their own.

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Students can use Claw Game Maker right on your page, with no account. What they make stays on that page; to keep their work, they make a free account.

Google Sites: Insert, then Embed, then By URL, and paste this address.

https://mytekdev.com/try/clawmaker?embed=1

Canvas, a blog, or any page that takes HTML: paste this code where you edit the page as HTML.

<iframe src="https://mytekdev.com/try/clawmaker?embed=1" width="100%" height="640" style="border:0" allow="fullscreen" title="Claw Game Maker demo from mytekDev"></iframe>

About these notes

Claw Game Maker is a claw machine the student builds and then plays with real physics. The prongs are hinged bodies closed by motors whose force limit is the grip setting, in newtons; friction at the tips is what holds a prize up; nothing is attached to anything and no play is decided in advance. When a prize drops, a replay draws the forces and says why.

It is written for MS-PS2-2 (the motion of an object depends on the forces on it and its mass), MS-ETS1-1 to 4 (define, evaluate, analyze and iterate on a design) and 7.SP.C.6 and 7 (probability from repeated trials). The claw machine is the hook: most students have lost a dollar to one and called it rigged, and the app lets them find out what is true in that.

Three levels. Kid speaks in weak, medium and strong grips and plain sentences. Middle school shows the newtons and the grams. High school adds the friction line, the torque and the formulas. Setup can lock the level.

Forces and friction in one period

  1. Play three times (8 minutes) Everyone plays the starter three times. The starter is a 70 cm box with three rubber-padded prongs and a mild grip; careful players win about two in five. After each loss, Why did it drop? plays the grab again at quarter speed with arrows for the prize's weight, the push from each prong and the friction that push could make, and one sentence: never lifted, slipped off one side, tipped out, let go when the grip eased off at the top, or stuck across the chute.
  2. Read the replay together (5 minutes) Pick one lost play on the projector. The weight arrow points down from the middle of the prize; the push arrows point in from the tips; the friction arrows point up along the tips. Ask what holds the prize up. It is friction, and it has a limit set by the push and how grippy the two surfaces are.
  3. The Grip Bench (12 minutes) Test, Grip Bench: one bear alone under the claw. Guess whether it holds at the grip shown, run it, then turn the grip down until it slides and up until it holds. A 180 g bear weighs 1.8 N; three rubber tips on plush hold it by squeezing alone above about 0.8 N each, and on the bench it needs a little more. Then try the capsule ball: it holds at a far lower grip, because the curled tips close under it and carry it on their shape. That is cradling, not squeezing.
  4. One variable at a time (8 minutes) Keep the grip and swap the tips for bare metal: the same bear slides. Keep the tips and double the mass in the prize's card: it slides. MS-PS2-2 asks for exactly this, one variable changed and the motion observed.
  5. Robot players (8 minutes) Test, Robot players: predict how many of twenty plays a careful robot will win, then run them. The robots aim with a set wobble, so the rate belongs to the machine and the pile. Run twenty more and the number moves; that is the spread of a small sample, and 7.SP.C.6 in one screen.
  6. Talk it through (4 minutes) Ask the questions under How to tell whether it landed on the tools page. A student who can say what holds the prize up and why the ball is different has it.

A fair machine, a second period

The challenge: build a machine that is fun to play and fair, and share it. Build has three sub-tabs. Cabinet sets the box, the chute and its lip, the colors, the sign and the lamp and strips inside. Claw sets the prongs (how many, their length, the tip curl, the pad angle, how wide they open), the tips, the three grips for the grab, the lift and the carry, the speeds and the timer, and the look. Prizes fills the box at real masses, or with a 3D model of the student's own from the library.

Fair means the honest machine check: the maker has won a prize from it, and every prize kind in it can be lifted at the machine's own grips on the Grip Bench. It is modeled on the state rules that every prize on show must be winnable with the claw as set. A machine that fails names the kind that cannot be lifted, and the student changes the grips, the tips, the prongs or the pile until it passes. Fun is the robot win rate: a machine the robots win 90 percent of the time is a vending machine, and one they never win is a thief. Somewhere between 20 and 60 percent is a game.

Sharing puts the machine on a share page where classmates play it and leave comments. Ask students to play two machines that are not their own and say what the maker did to make it hard.

The operator menu is real. A real machine can be set to grip hard on the grab and ease off on the carry, so prizes fall mid-air, and the app lets a student build it that way. That is the point of the honest check: students see what the setting does, and what it means to pass the rule anyway.

What students get wrong, and where the app answers it

What students sayWhere the app answers it
The claw holds the prize by squeezing itThe replay's arrows: the push is sideways, the friction is what points up. Turn the grip down on the bench and the push is still there when the friction runs out.
A stronger grip always holds betterThe capsule ball on the bench: a hard squeeze pops a round prize out, and curled tips cradle it at almost no grip. Pad angle and tip curl in Build.
Claw machines are rigged, so skill does not matterThe carry grip in Build is the operator's setting, and the replay shows a prize held off its middle turning out of the claw. Both are true: the setting and the aim.
Heavier is harder, full stopOn the bench a heavy boxed toy slides where a lighter bear holds, but a heavy bear with curled tips under its arms holds where a light smooth ball slips. Mass, friction and shape all count.
Twenty plays tell you the oddsRun the robots twice. The rate moves by several plays out of twenty; the sheet asks why.
The claw dropped it because the machine decided toThe sentence under the replay names a physical reason every time, written from what the engine recorded, and the arrows show it.

What the app simplifies, on purpose

Kid, middle school and high school

KidMiddle schoolHigh school
The gripsWeak, medium, strong, very strongNewtons on every sliderNewtons, and the friction line from weight and the coefficient
The replayOne plain sentenceThe reason and what to do about itThe same, with the torque clause: the farther from the middle, the bigger the turning push
The benchHeld or slippedThe push and the friction the tips madeThe same, with the line a straight squeeze would need
PuzzlesFive, in plain wordsThe same with the numbersThe same, with the formulas in the keys

The sheet, the puzzles and the setup

The Sheet in the app's header is the student's write-up: a picture of their machine, its claw and grips, their bench rows with the guess beside the result, their robot runs with the prediction, which puzzles they did and their written answers, and whether the machine passed the honest check. It prints, and with a free account it comes back to you as a saved project.

Setup is for you: the level and whether it is locked, which tabs students can open (Play is always on), the sheet's questions and up to ten of your own, a target win rate for the robots, and a printed answer key. Save the project and hand it out as the starter; the machine and the settings travel with it.

Code, beside the Sheet, is the programming rung for middle and high school. Students write chooseDrop, a short JavaScript function that reads the pile (each prize's name, mass, position, how high its top is, how many prizes sit on it) and returns where to drop, and the robot players play it on their machine beside a careful robot aiming the usual way. The second function, gripPlan, sets the squeeze over time for the grab, the lift and the carry; the honest check still judges the weakest carry. Both run in a sandbox that cannot reach the page or the network, and the sheet gains one question about the rule they wrote.

Standards

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Page last reviewed November 2026.
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