Snap Circuits
Introduction
This mini website is currently a work in progress and below are suggested and more structured lessons plans for various grade levels.
This is a suggested starting configuration, not a prescribed curriculum; IEEE Sections may adapt the sequence, duration, activities, and resources to fit local needs. We are sharing a tested and developing approach, associated resources, and lessons learned so other Sections can start faster, adapt locally, and contribute improvements.
The video below provides a short introduction and one of many approaches in how to integrate SNAP circuits and the visual PhET simulations to make the invisible concepts visible.
You can find over 100 PhET simulations at https://phet.colorado.edu. The IEEE Pikes Peak Section developed minisite topics based on these simulations. We will attempt to demonstrate how these simulations can be used as examples along with building and experimenting with circuits, such as SNAP circuits. Here are some links: Circuits and EE Concepts | Math | Photonics
Quick Introduction to PhET
Integration of SNAP Circuits and PhET Simulations
The website is intended for IEEE volunteers, educators and informal instructors to provide low friction activation for both volunteers and students.
Note: When viewing the digital flip books, you can enlarge by clicking on the icon as shown below:

Start Here: Two-Session Snap Circuits Pathway
From Electricity to Communication
This introductory pathway uses Snap Circuits to help students in grades 3–6 move through a simple but powerful progression:
Build a circuit → control a light → create a pattern → send a message → discover digital communication
Students first learn how electricity can produce light. They then discover that a blinking light can carry information when people or machines agree on what the pattern means.
The pathway is designed for two classroom, after-school, homeschool, library, or community STEM sessions of approximately 45–60 minutes each.
No previous electronics or coding experience is required.
Recommended Audience
Primary grade range: Grades 3–6
Grades 3–4
Students focus on:
- building and observing;
- open and closed circuits;
- switches and control;
- simple flashing patterns;
- colors as commands;
- teamwork and explanation.
Binary numbers may be introduced as an optional closing idea after students understand ON and OFF physically.
Grades 5–6
Students can extend the activities into:
- Light Emitting Diode polarity;
- troubleshooting;
- sender, signal, and receiver;
- Morse code;
- ON and OFF as 1 and 0;
- simple digital communication;
- engineering design and testing.
The same physical activity can therefore serve multiple grade levels by changing the vocabulary, questions, and expected explanations.
The Two-Session Learning Pathway
Session 1 — Build It: Electricity Makes Light
Essential Question
What must happen for a Light Emitting Diode to turn on?
Student Learning Goals
By the end of Session 1, students should be able to:
- identify the battery, switch, connectors, and Light Emitting Diode;
- explain the difference between an open and closed circuit;
- build a working battery-switch-Light Emitting Diode circuit;
- use the switch to control the circuit;
- troubleshoot at least one simple circuit problem;
- describe what happened using their own words.
Suggested 45–60-Minute Sequence
1. Engage — 5 minutes
Show a working Snap Circuits project involving a light, fan, sound, or other visible action.
Ask:
- What is making the device work?
- What would happen if we opened the circuit?
- How can we control when the Light Emitting Diode turns on?
2. Identify the Components — 5 minutes
Introduce:
- battery or energy source;
- connectors or electrical path;
- switch;
- Light Emitting Diode or load.
Use the simple explanation:
The battery supplies energy.
The connectors provide a path.
The switch controls the path.
The Light Emitting Diode changes electrical energy into light.
3. Build — 15–20 minutes
Student teams construct a basic battery-switch-Light Emitting Diode circuit.
Encourage students to:
- compare their circuit with the diagram;
- predict what will happen before closing the switch;
- check connections carefully;
- observe whether component direction matters.
4. Troubleshoot — 10 minutes
Introduce one or more common problems:
- open switch;
- missing connection;
- reversed Light Emitting Diode;
- incorrectly placed component;
- weak or incorrectly installed battery.
Ask students to locate and correct the problem.
5. Explain and Reflect — 5–10 minutes
Students explain:
- why the Light Emitting Diode turned on;
- what the switch controlled;
- what problem they encountered;
- how they corrected it.
Core Concept
A complete electrical path allows energy to flow and produce an observable result.
Session 2 — Send It: Light Carries Information
Essential Question
How can a blinking or colored light become a message?
Student Learning Goals
By the end of Session 2, students should be able to:
- create a simple Light Emitting Diode signal;
- explain how a pattern can carry meaning;
- identify a sender, signal, and receiver;
- send or decode a short message;
- recognize that ON and OFF can represent two information states;
- explain how color can serve as a command;
- recognize that machines can detect and respond to signals.
Suggested 45–60-Minute Sequence
1. Reconnect — 5 minutes
Review or rebuild the circuit from Session 1.
Ask:
Yesterday, the Light Emitting Diode produced light.
Today, can we use that light to communicate?
2. ON and OFF Messages — 5 minutes
Assign simple meanings:
- one flash = yes;
- two flashes = no;
- three flashes = help.
One student becomes the sender. Another becomes the receiver.
Discuss:
The flash becomes information only when the sender and receiver understand the same rule.
3. Short and Long Flashes — 10 minutes
Introduce a simplified Morse-code activity:
- short flash = dot;
- long flash = dash.
Students send and decode one or two letters or a short word.
Recommended examples:
- A: dot-dash;
- N: dash-dot;
- S: dot-dot-dot;
- O: dash-dash-dash;
- SOS: dot-dot-dot, dash-dash-dash, dot-dot-dot.
4. Team Communication Challenge — 10 minutes
Each team creates a three-command code.
Examples:
- one short flash = start;
- two short flashes = stop;
- one long flash = help.
Teams exchange codes and test whether another team can decode the message.
If the receiver makes a mistake, students revise the code.
This introduces the engineering cycle:
Create → Test → Observe → Improve
WOW Extension — More Than ON and OFF
After students send messages using Light Emitting Diode flashes, reveal that engineers can place information into several different physical properties.
Color as Information
Show an RGB Light Emitting Diode, colored filters, colored cards, or another simple color demonstration.
Assign commands such as:
- red = stop;
- green = go;
- blue = turn;
- yellow = caution.
Ask:
What changed—the electrical circuit, the color, or the meaning assigned to the color?
Explain:
Color can become information when a person or machine knows how to interpret it.
Ozobot: A Robot Reads Color
Demonstrate an Ozobot following a track with color-code commands.
The robot may:
- speed up;
- slow down;
- turn;
- stop;
- reverse;
- perform another programmed action.
Use this systems sequence:
Color pattern → Sensor → Decoder → Robot action
Explain:
The robot is not following magic. Its sensors detect the color pattern, its program interprets the code, and the robot responds.
Radio and Frequency Reveal
Conclude with a short FM or frequency demonstration.
Use age-appropriate language:
Our Light Emitting Diode carried information by changing between ON and OFF.
Morse code changed the length of the flashes.
Ozobot used color patterns.
Radio engineers can carry information by changing a wave.
For grades 3–6, this should remain a short conceptual demonstration rather than a detailed lesson on frequency modulation.
Unifying Engineering Pattern
Information → Code → Signal → Receiver → Meaning or Action
Ask:
How many different ways can engineers make energy carry information?
Core Activities and Optional Extensions
Core Two-Session Activities
These activities form the recommended introductory pathway:
- build a battery-switch-Light Emitting Diode circuit;
- identify open and closed circuits;
- operate the switch;
- troubleshoot a simple problem;
- create ON and OFF signals;
- send short and long flashes;
- create and decode a simple message;
- reflect on how patterns carry meaning.
Optional Enrichment Activities
Use these after students complete the core pathway:
- Ozobot color-code demonstration;
- RGB Light Emitting Diode activity;
- FM or frequency demonstration;
- PhET circuit simulation;
- PhET color and photonics simulation;
- fiber-optic demonstration;
- phototransistor or light-sensor circuit;
- Light Emitting Diode communication challenge;
- semiconductor career connection;
- student-created video or poster.
The optional activities should deepen the core lesson rather than displace hands-on student building time.
Recommended Facilitation Balance
For grades 3–6, students should spend more time building, testing, discussing, and improving than listening to explanations.
A useful target is:
- one part instructor explanation;
- two to three parts student activity.
Use short explanations followed by immediate student action.
Instead of explaining every concept first, ask students to:
- predict;
- build;
- observe;
- explain;
- improve.
Grade-Level Adaptations
Grades 3–4
Use language such as:
- complete path;
- broken path;
- ON and OFF;
- flash pattern;
- secret message;
- color command;
- sender and receiver.
Recommended outcomes:
- build a working circuit;
- control the Light Emitting Diode;
- send a simple flash message;
- explain that a pattern can have meaning;
- observe a robot respond to a color code.
Grades 5–6
Add language such as:
- polarity;
- electrical load;
- signal;
- code;
- binary;
- 1 and 0;
- transmitter;
- receiver;
- troubleshooting;
- digital communication.
Recommended outcomes:
- explain why direction matters for a Light Emitting Diode;
- distinguish the message from the physical signal;
- encode and decode a short message;
- compare Light Emitting Diode flashes, color codes, and frequency changes;
- improve a communication system after testing.
Student Reflection Questions
Grades 3–4
- What made the Light Emitting Diode turn on?
- What happened when the circuit path was broken?
- How did the switch control the light?
- What pattern did your team create?
- How did another team know what your pattern meant?
- How did the robot know what to do?
- What would you change next time?
Grades 5–6
- Why must the circuit form a complete path?
- Why might a Light Emitting Diode fail to light when reversed?
- What is the difference between a signal and a message?
- How did your team encode information?
- What caused decoding errors?
- How did testing improve your code?
- How are Light Emitting Diode flashes, Ozobot colors, and radio signals similar?
- Where might engineers use these ideas?
Lightweight Assessment and Evidence
The following measures can help teachers and volunteers document learning without creating a burdensome testing process.
Session 1 Evidence
Can the student:
- identify the major circuit components?
- construct a working circuit?
- distinguish open and closed paths?
- use a switch to control the Light Emitting Diode?
- troubleshoot a basic problem?
- explain what happened?
Session 2 Evidence
Can the student:
- create a repeatable signal?
- communicate a message to another student?
- decode another team’s signal?
- explain why shared rules are necessary?
- recognize ON and OFF as two possible states?
- describe how color can serve as information?
- explain how a signal can cause a machine to act?
Suggested Student Exit Prompt
Before today, I thought a light could only illuminate something.
Now I know a light can also __________________________.
Suggested Confidence Prompt
Ask students before and after the activity:
How confident are you that you can build and explain an electrical circuit?
Use a simple four-point response:
- Not yet
- A little
- Mostly
- Yes, and I could help someone else
Facilitator Preparation
Before the session:
- test all batteries and components;
- build the demonstration circuit;
- verify Light Emitting Diode polarity;
- prepare a working and intentionally incorrect circuit;
- select two or three Morse-code examples;
- prepare the Ozobot track and color codes;
- test the FM or frequency demonstration;
- verify computer, projector, internet, and PhET access;
- organize student teams and component sets;
- prepare reflection or evidence forms.
For large groups, assign team roles such as:
- builder;
- parts manager;
- tester;
- recorder;
- communicator;
- presenter.
Rotate roles so that every student participates.
Safety
Use only age-appropriate, low-voltage, battery-powered classroom components.
Students should:
- install batteries correctly;
- avoid connecting battery terminals directly together;
- use only approved circuit configurations;
- handle components carefully;
- avoid staring into very bright light sources;
- follow facilitator instructions.
Lasers should not be used unless separately approved, supervised, and supported by an age-appropriate laser-safety plan.
Career Connections
The two-session pathway introduces ideas used in:
- electrical engineering;
- computer engineering;
- robotics;
- communications;
- photonics;
- semiconductor technology;
- embedded systems;
- automation;
- aerospace;
- cybersecurity;
- assistive technology;
- manufacturing;
- systems engineering.
Students do not need to master these fields during the activity. The objective is to help them recognize that a simple circuit can be the beginning of a much larger technical journey.
The Larger Learning Pathway
The Snap Circuits experience can serve as an early stage in a continuous STEM and workforce-development pathway:
Inspire → Explore → Specialize → Transition
Inspire
Students build confidence through stories, play, discovery, and simple circuits.
Explore
Students investigate robotics, coding, electronics, photonics, artificial intelligence, and communication systems.
Specialize
Older students pursue deeper study in semiconductors, cybersecurity, robotics, advanced electronics, engineering, and technical credentials.
Transition
Students move toward college, technical education, internships, apprenticeships, employment, entrepreneurship, and lifelong learning.
Professionals and older students can then return as mentors, creating a continuing leadership and learning cycle.
Start Here
For a first implementation, use the following sequence:
- Conduct Session 1: Build It.
- Conduct Session 2: Send It.
- Add the Ozobot color-code WOW demonstration.
- Close with the frequency or radio comparison.
- Collect a short student reflection.
- Record lessons learned for the next session.
The most important outcome is not that every student memorizes technical vocabulary.
The most important outcome is that students leave believing:
I built a circuit.
I made it work.
I used it to communicate.
I can learn engineering.
Recommended Structure for 3rd–6th Grade
Ideal Time Structure
5 minutes
WOW demo
Example:
- spinning fan
- blinking light
- sound alarm
5 minutes
Mini explanation
Very short.
Use:
- energy flow
- “electricity path”
- “closed loop”
- “light pathway”
Avoid:
- heavy terminology
15 minutes
Hands-on build
This should dominate the session.
5 minutes
Prediction challenge
“What happens if…?”
5 minutes
Show-and-tell
Students explain:
- what worked,
- what failed,
- what surprised them.
Cognitive Insight
For 3rd–6th graders:
emotion and memory are tightly linked.
So:
- excitement,
- humor,
- storytelling,
- visible success,
- peer interaction,
all dramatically improve retention.
Strongest Hidden Opportunity
Your mentorship architecture is especially powerful here.
Because older students can mentor younger students.
Example:
- high school IEEE volunteer
→ mentors middle school student
→ who mentors elementary student
That creates:
layered mentorship propagation.
And that is VERY aligned with:
- IEEE,
- KEEN,
- PPS,
- and STEAM-TEAMS.
Important Warning
Do NOT over-teach.
This is the biggest risk.
For younger students:
- explanation should support activity,
not replace activity.
A good rule:
“Hands-on time should exceed talking time.”
Preferably:
2-to-1 or 3-to-1.
STEM Activation Stack
Layer 1 — Kits
HTR Oh Snap! kits
Layer 2 — Curriculum
PhET + Snap Circuits + AI-assisted demos
Layer 3 — Mentorship
LMAG + YP + Students
Layer 4 — Documentation
mini-sites + videos + metrics
Layer 5 — Leadership
PyramidX-OS + KEEN + mentorship flywheel
That becomes a genuine replicable model.
Suggested Learning Sequence
Step 1 — Build Circuit
Students build:
- battery
- switch
- LED
Ask:
“What controls the light?”
Expected answer:
“The switch.”
Step 2 — Create Blink Patterns
Challenge:
- short blink
- long blink
Now ask:
“Can we send messages?”
This creates curiosity.
Step 3 — Introduce Morse Code
Examples:
A = dot dash
B = dash dot dot dot
Let students:
- send initials
- send names
- guess messages
Now STEM becomes interactive.
Step 4 — Transition to Digital Communication
Now say:
“Computers also send messages using patterns.”
Then introduce:
| Signal | Meaning |
|---|---|
| 1 | ON |
| 0 | OFF |
Then demonstrate:
- ON OFF ON
- OFF ON OFF
You do NOT need formal binary arithmetic.
Just:
patterns carry information.
That is the key insight.
Why This Is Powerful
You are building:
- computational thinking
- systems thinking
- signal thinking
without calling it that.
This is exactly how strong STEM experiences should work.
Even Better Extension
Team Communication Game
Split students into:
- Sender
- Receiver
Rules:
- no talking
- only light signals
This becomes:
- teamwork
- debugging
- communication engineering
Very KEEN-aligned:
- communication
- collaboration
- curiosity
- creating value
Even More Advanced (Still Kid-Friendly)
You can eventually say:
“Wi-Fi, Bluetooth, fiber optics, and the internet all send patterns too.”
That creates the:
“Whoa…”
moment.
Especially when students realize:
- YouTube
- Roblox
- Minecraft
- FaceTime
…all depend on signals and patterns.
That creates relevance.
Suggested Language for Younger Students
Instead of:
- “binary encoding”
say: - “computer light language”
Instead of:
- “digital signals”
say: - “ON/OFF messages”
This keeps cognitive load manageable.
Educational Strength of the Approach
This progression is unusually strong because it follows:
Concrete → Abstract
Concrete
switch and LED
Semi-Abstract
blink patterns
Abstract
digital communication
That is exactly how deep learning should occur.
Excellent Follow-On Questions
After the activity:
- How fast can humans send signals?
- How fast can computers send signals?
- What happens if signals get mixed up?
- How do phones send messages without wires?
- How do satellites communicate?
- How does Morse compare to texting?
Now you are building engineering curiosity.

2026 IEEE STEM Summit Booth Topics
Click on the purple checkbox to see the multimedia content. This serves as an example of an interactive hotspot. You can enlarge to full screen by clicking on the upper rightmost icon.
You can also visit our mini-websites at: Snap Circuits | PhET Demos | PhET Demos – Math | PhET Demos Photonics
Recommended 45-minute sequence
| Time | Activity |
|---|---|
| 0–3 minutes | Working LED , fiber optic, motor or other WOW demonstration |
| 3–7 minutes | Battery, path, switch, LED, and safety |
| 7–22 minutes | Student circuit build |
| 22–30 minutes | Troubleshooting and prediction |
| 30–38 minutes | Energy transformation discussion |
| 38–45 minutes | Modification challenge and explanation |
Download Slides: These slides are courtesy of Annie Dai who found early inspiration came from this STEM presentation from northwestern: https://prezi.
Note: High Tech High Heels supplying the SNAP Circuits is now High Tech Rising
LEDs stand for Light Emitting Diodes. Below are visuals to provide an intuitive understanding of how these devices work.
3rd Grade Video Introduction to “Build an LED Circuit”
4th Grade Video Introduction to “Build an LED Circuit”
Building an LED circuit
You can also build a circuit with Squishy Circuits (Play-doh) first then build one with Snap Circuits.
Grades 3–4
Focus on:
blinking patterns
simple letters
teamwork
“secret codes”
Avoid:
binary terminology initially
Use phrases like:
ON/OFF signals
blink patterns
light messagesp>
Now introduce:
- binary
- digital communication
- computers using ON/OFF states
- “electricity carrying information”
This age group can absolutely grasp:
- 1 = ON
- 0 = OFF
Especially visually.
5th Grade Video Introduction to “Build an LED Circuit”
6th Grade Video Introduction to “Build an LED Circuit”
Building an LED Circuit
Download visual description of diodes
SnapCircuit_IEEE_STEM_HTHH_LessonPack: Courtesy of Annie Dai Wei from the Houston Section
[Ext] Oh Snap! Student Lesson Feedback Form (doc): [Ext] Oh Snap! Student Lesson Feedback Form (pdf)
- Courtesy of Annie Dai Wei from the Houston Section. You may need to simplify the feedback form and answer some of the questions for the younger kids (3rd-4th graders)
Here is the intended and natural progression:
- Physical circuit
→ “The light turns on.” - Control
→ “The switch controls the signal.” - Patterns
→ “Different blink patterns carry meaning.” - Communication
→ “We can send messages with electricity.” - Digital thinking
→ “Computers also use ON and OFF patterns.”
That is an extremely intuitive pathway.
Why This Works So Well
Children already understand:
- flashlight blinking
- walkie-talkies
- texting
- emojis
- game controllers
- traffic lights
So Morse code becomes:
“Sending secret flashlight messages.”
That feels like play, not theory.
And this one form of STEM pedagogy.
The Hidden Strength of This Lesson
Here, we intend to quietly teach:
- circuits
- switches
- logic
- encoding
- communication systems
- abstraction
- information theory foundations
…without overwhelming them.
This is an intended and rather sophisticated educational design.
Now introduce:
- binary
- digital communication
- computers using ON/OFF states
- “electricity carrying information”
This age group can absolutely grasp:
- 1 = ON
- 0 = OFF
Especially visually.
3rd Grade Reflection Questions
Focus:
- curiosity,
- observation,
- simple communication,
- and excitement.
Questions
- What happened when you pressed the switch on your circuit?
- How did the blinking light help send a message?
- What was the easiest part of building your circuit?
- What surprised you most during the activity?
- If you could send a secret light message to a friend, what would it say?
4th Grade Reflection Questions
Focus:
- patterns,
- teamwork,
- problem-solving,
- and signal thinking.
Questions
- How did your team use blinking patterns to communicate?
- Why do you think engineers use signals and codes?
- What happened when the signal was confusing or incorrect?
- How did working with a partner help you solve problems?
- Where do you think people use light or signals in real life?
5th Grade Reflection Questions
Focus:
- digital communication,
- systems thinking,
- and engineering applications.
Questions
- How are Morse code and computer signals similar?
- Why do computers use ON and OFF patterns?
- What real-world technologies use signals like the ones you created?
- What challenges did your team face while sending or decoding messages?
- How could engineers improve communication systems to make them faster or clearer?
6th Grade Reflection Questions
Focus:
- abstraction,
- digital systems,
- engineering design,
- and future thinking.
Questions
- How does a simple LED circuit connect to larger communication systems like the internet or satellites?
- Why is it important for communication systems to use agreed-upon rules or codes?
- How does debugging help engineers improve communication systems?
- What careers or technologies rely on digital communication and signal processing?
- If you designed your own communication system, what features would you add and why?
Below is a virtual and PhET simulation students can practice at home. We can also show them how to build an actual circuits in class.
You can say the lightbulb is in place of the LED but the lightbulb allows electricity to flow in both directions.
The simulation of a multimeter (voltmeter) . You can use voltmeters to check good or bad batteries. Using a multimeter, you can check to see if a switch is on or off as well as checking which wires are connected if you have a set of wires and then connect a pair of wires.
DC Construction Lab Kit
AC Construction Lab Kit
This video was intended for middle-schoolers in support of a Cool Science event during April 2025. Mark Straub is the Executive Director for the Cool Science. For more info please visit: Cool Science – Cool Science- Home
Water Analogy (no narration)
For curious students who want to reader more about semiconductors, like LEDs (Light Emitting Diodes), check out the ebook below from IEEE TryEngineering.
IMPORTANT NOTE: To flip the book, hover over the upper right corner of the book and click to move mouse from right to left.







