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Lure Lab

A student designs a fishing lure the way a lure maker does: shape the body, rig the bill and hooks, paint it, then cast it into a test tank and watch it dive, wobble and float while a fish decides whether to bite. It opens on a finished crankbait, so the first thing to do is change it and cast. Free, in the browser, no account needed to try it.

This is the whole app with a starter crankbait loaded. Drag a handle to change its shape, pick a challenge card, then cast and hold Space to reel. A short guide walks through the first minute. Nothing is saved to us.

Open it full screen

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: Everyone gets the same fish and the same water, predicts how deep their lure will run, then changes one thing at a time until it gets a bite.

Set up a free class Share to Google Classroom
Put this on your class site

Students can use Lure Lab 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/lurelab?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/lurelab?embed=1" width="100%" height="640" style="border:0" allow="fullscreen" title="Lure Lab demo from mytekDev"></iframe>

What a student actually does

They start with a crankbait that already works. They drag the handles on its side and top outlines to make it fatter or longer, and the numbers on the right change as they do: its weight, whether it floats, how deep it runs, how fast it wobbles. A bigger bill digs deeper. A heavier body sinks. Every choice shows up in the tank.

Then they fish it. A challenge card sets the water, the light, the season and the fish, and the student casts, reels, twitches, and watches the fish notice, follow, and either strike or turn away. The card explains why. From there they can paint the lure with layers and check how its colors look at depth, write the retrieve as a short program, tie flies, print a tag for it, or export it as a 3D model to open in OpenSCAD or send to a printer.

The same green and orange firetiger lure four times. At the surface the orange belly and red gills are bright. At 10 feet in clear water the orange has gone brown and the red is dark. At 20 feet it is all green and the red is gone. At 2 feet in muddy water the whole lure is dim brown and green.

The same lure as a fish sees it. Water takes red out of light first, so the red gill marks are gone by 20 feet in clear water, and muddy water does the same in 2. The Paint bench shows this for any lure at any depth, which is why the dark bars and the chartreuse stay visible after everything else has faded.

What they are learning while they play

Nothing here is presented as a lesson. This is what the activity is made of.

What the student doesWhat it is
Makes the body fatter and watches it float Buoyancy and density. The lure floats if it weighs less than the water it pushes aside. The panel shows both numbers side by side.
Drags two flat outlines and gets a 3D body Volume from cross-sections. A side view and a top view are lofted into a solid, and its volume is measured from them.
Tilts the bill or makes it longer Forces on a moving object. Water pushing on the bill drives the lure down as it is pulled forward. More bill, or more speed, means deeper.
Moves the ballast forward or back Center of mass. Where the weight sits decides whether the lure rests nose down, level, or tail down, and how it wobbles.
Reels faster and sees the wobble change Frequency. The wobble is a rhythm, measured in beats per second. Speed and shape both change it, and fish notice the difference.
Checks how the paint looks at 20 feet Light in water. Water absorbs red first, then orange and yellow. Dirty water scatters light sooner. Color choices follow from that.
Reads why the fish turned away Animal behavior. Each species has a depth it holds at, a season, and things it will and will not chase. The cards are built on that.
Writes "reel 2 seconds, pause 1 second, repeat" Sequences and loops. A retrieve written as a program runs the same way every time, so a change to it can be tested fairly.

How to tell whether it landed

Ask, and let them show you. A student who has understood it can answer these without help.

The last one is the real test. A student who predicts the depth, casts, and explains the gap between the guess and the tank is doing engineering, and is also learning something real about fishing.

Use it in your subject

Not a technology class? Then the app is how students show what they learned in your unit. More projects for every subject.

Science

Predict whether a lure will float or sink before the numbers say, then explain with density. Its colors also change with depth, the way light does in water.

Practical notes

For co-ops, microschools, and families who fish

Hand out one challenge card, say muddy water after rain with a bass holding by a dock, and the room turns into a design lab. Everyone predicts, casts, and argues about why their lure worked or did not. For a family that fishes, it is the thing to do on the day it rains: design the lure, then take the ideas to the water.

Set up a free classroom

Common questions

Is Lure Lab free?

Yes. The app runs in your browser and there is no paid tier. A free account adds saving and your own tackle box of designs, but nothing on this page is behind a paywall.

Does my child need an account to try it?

No. The demo on this page is the complete app with a starter crankbait. Make a free account and the lure you changed comes with you as your first project.

Do you need to know anything about fishing?

No. The challenge cards explain the water, the fish and what it wants, and the tank shows what the lure is doing. Students who fish will recognize a lot of it, and students who do not usually want to try it afterward.

How realistic is the tank?

The floating, sinking and weight come from real densities and real volumes. How deep a lure dives, how it wobbles, and what a fish does are rules of thumb fitted to how real lures behave, and the app says so where it applies. It is close enough to learn from, not a replacement for the lake.

Can they tie flies too?

Yes. Fly is one of the lure kinds, with twelve traditional patterns, a hatch chart, and cards for trout in moving water.

Can they make a real lure from it?

They can export the body as an STL file for a 3D printer, or open it in OpenSCAD to keep working on it as code. A printed body still needs hooks, a split ring and a clear coat before it goes in the water.

What subject can I log this as?

Most families log it as physical science or engineering. Buoyancy, forces, center of mass and light in water are physics, the fish behavior is life science, and the retrieve programs are computer science. The table above lists specifically what is covered, so you can pick the label your records need and point at the evidence.

Still have a question? Ask us, and a person will write back.

Where to go next

Start with Lure Lab

Trying it costs nothing and takes about five minutes. An account is what makes the work last.

Lure Lab is one of the making apps on the platform. It is a place to make things, not a course, and it is not a substitute for a teacher or a day on the water: it is at its best when an adult asks the questions above and takes the answers seriously.
Page last reviewed September 2026.
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