Explorers Build
Case study · Completed 2026

How long can you make a Beyblade spin?

Five Explorers. Eight weeks. 25 iterations. And a working proof that hands-on engineering beats classroom physics.

<40s Started
~5 min Finished (plastic)
10+ min Next: metal
Kings College Cascais Y10 Crew of 5 February–April 2026 Rotational Dynamics
01. The setup

This project began before Explorers Build existed. It's why Explorers Build exists.

In February 2026, a Y10 teacher at Kings College Cascais asked whether anyone in the Explorer's parent community would be willing to Captain a real engineering project with a small crew of students working toward a CREST Gold Award. One parent said yes.

The Explorers picked a topic that would have been laughed out of most STEM programmes: Beyblades. The pitch was simple. Beyblades are toys. But behind the toy is real rotational-dynamics physics — moment of inertia, angular momentum, friction models, the kind of engineering trade-offs that any spinning machine has to solve. If they could genuinely engineer a Beyblade that would spin dramatically longer than an off-the-shelf one, they'd have used exactly the physics and methodology of every serious rotating machine in the real world. Beyblades weren't the point. Building was the point.

M
Matei
Y10 · CAD Lead
K
Kavi
Y10 · Build + Test
R
Ryder
Y10 · Analysis
N
Nitai
Y10 · Docs
J
Jayden
Y10 · Dropped

Five students committed. One dropped off partway through. This is honest, and worth naming — real Crews aren't perfect, and losing an Explorer to competing priorities is part of the work. Explorers Build's design accounts for it now (small enough Crews that a departure doesn't collapse the project, structured hand-offs, and Captain 1:1s to spot risk early). Back in February, we learned this by living it.

02. The physics they had to learn

Not simplified for kids. The actual theory.

The Captain ran two 90-minute physics sessions on rotational dynamics — the same content a university physics student would see in first-year mechanics, taught with kitchen-scale analogies and worked out on whiteboards until every Explorer could re-derive it.

Session 1 · Rotational mechanics

Newton's second law, rewritten for spinning things.

In translation, a force accelerates a mass: F = ma. In rotation, a torque accelerates a rotational inertia:

τ = I × α

where τ is torque (rotational force), α is angular acceleration, and I is rotational inertia — how much a spinning object resists changing its rotation. And here's the trick: I depends on where the mass sits. A ring of mass at the outer edge resists rotation much more than the same mass packed near the centre. This is why the Explorers ended up with a design where the outer ring carried most of the weight.

Session 2 · Angular momentum + energy

The spin has to bleed off somewhere.

Angular momentum: L = I × ω. Rotational kinetic energy: K = ½ I ω². Once launched, a Beyblade can only lose energy through friction (at the tip touching the stadium) and air drag. Model those, and you can predict spin time before you build anything:

T = I ω₀ / τ_friction

Higher rotational inertia → longer spin. Lower friction → longer spin. This became the design rule for every iteration.

"The team seemed super engaged. Everyone understood the basic physics theory by session two." — From progress update, Mar 9, 2026
03. The method they invented

Modular design meant they could test combinations, not just prototypes.

Instead of designing one Beyblade at a time, the Crew designed a modular Beyblade in Fusion 360 — three snap-together pieces: a top layer, a disk (the main mass), and a base (the tip that touches the stadium). Any disk could pair with any base. Any base with any disk. That meant five disk designs × five base designs = 25 combinations to test — and by holding one variable steady at a time, they could see exactly which change was doing the work.

They 3D-printed the parts in plastic (first at home, then at Lisbon FabLab for higher precision), logged every launch in a shared Google Sheet, and used simple statistics — medians, not averages — to keep results honest against the occasional imperfect launch.

The variables they controlled

  • Independent variables: disk shape (Minimal, Extend, Double Ring, Double Ring + Mass, Standard Metal reference); base geometry (Flat, Star, Round, Long, Flat-point); weight.
  • Dependent variables: spin time in seconds; qualitative stability notes (wobble, "life after death," crashes).
  • Held constant: quartz stadium, unmodified string launcher, "80% by feel" launch force, indoor conditions.
"The overall approach is starting to take shape. First, 3D print the two crucial parts — the disk and the base tip — in plastic, and then have them professionally manufactured in metal." — Progress update, Mar 9, 2026
04. The data

One breakout combination. Two clean rules for spin.

Median spin time (seconds) by disk × base
Read the map. Column headers = disk designs (light → heavy, left → right). Row headers = base geometries. Deeper terracotta = longer spin. The ◆ winner pops immediately.
Base ↓ · Disk → Minimal Extend Double Ring Double + Mass Metal Ref A · Flat 51 76 65 71 87 B · Star 44 79 71 105 61 C · Round 43 84 99 79 74 D · Long 61 84 74 99 98 E · Flat-point 64 131 106 164 110
40s 170s
◆ Winner · Double Ring + Mass × Flat-point · 164s median

Two patterns leap out of the map:

Rule 1 — Mass on the outside. Reading across each base row, the disks with more perimeter mass (Double Ring + Mass, Extend) beat the Minimal disk by 30–100%. This is moment of inertia at work: same mass, but concentrated at the rim, resists slowing dramatically better.

Rule 2 — A true, tiny contact point. Reading down the Flat-point column shows the biggest jump of any base. A base with a single, narrow contact point minimises friction with the stadium surface — and does so without sacrificing the balance that a round or long tip lose.

The winning combination — Double Ring + Mass disk × Flat-point base at 40.4g — put both rules together and delivered a 164-second median spin. Notes described it as "very stable" with "good life after death" (the technical term for a Beyblade that keeps rotating slowly even after starting to precess).

×4

Speed-up

From the first Minimal-Flat baseline (51s) to the winning Double + Mass × Flat-point (164s), the Crew quadrupled spin time.

25

Iterations

Every combination in the design space was tested and logged. Zero configurations were left un-explored.

3D

Printed in-house

All prototypes went from Fusion 360 CAD → Lisbon FabLab 3D printers → same-day test in the stadium. Iteration cycle: hours, not weeks.

05. The journey, in Ayan's own words

Three progress updates, sent to the teacher over eight weeks.

Mar 4, 2026
"We resumed the weekly project huddles at our place, with everyone except Jayden attending." The Captain covered part 1 of the rotational dynamics theory. Next week's main goal: for team members to write up the overall project objective focusing on the specific constraints they want for the Beyblade design, along with the rationale for each constraint. — Progress update to Kings College Y10 coordinator
Mar 9, 2026
"The team now understands the basic physics theory." The overall approach is starting to take shape: setup to measure and reliably predict the rotational characteristics of different Beyblades; first 3D-print the two crucial parts — the disk and the base tip — in plastic, then have them professionally manufactured in metal; measure orders-of-magnitude improvement over off-the-shelf. — Progress update, with proposed measurement approach
Apr 15, 2026
"Over the break, Kavi refined the Beyblade parts through a number of iterative cycles of designing in Fusion 360 and 3D printing at the Lisbon FabLab." Overall he has made really good progress, improving performance from sub-40 seconds to ~5 minutes. The last remaining step is to get them printed in metal — most likely exceeding the 10-minute mark. The project is complete and ready for the CREST report write-up. — Readout, project complete
06. What they walked away with

Not a certificate. Real skills, applied to a real thing they made.

1

Parametric CAD

Fusion 360 well enough to build a modular assembly with swappable parts — the same tool used by professional mechanical engineers.

2

Real-world 3D printing

How to prep files for print, choose settings, recover from failed prints, work with a fablab, and understand which quality issues are printer-driven vs. design-driven.

3

Experimental design

Identifying independent, dependent, and controlled variables. Choosing medians over averages when outliers are inevitable. Recording qualitative notes alongside numbers.

4

Data analysis

Building a Google Sheet from scratch with pivot tables, heatmaps, and comparative charts — turning a pile of numbers into a story.

5

University-level physics

Rotational inertia, angular momentum, friction models, and spin-time prediction — theory linked directly to design decisions.

6

Written communication

A CREST-Gold-standard report that turned eight weeks of build-notes into a paper an assessor could read cold and understand.

And two things that don't fit on a skills list: the experience of iterating past failure, and the taste of shipping something real. When Kavi hit sub-40 seconds on iteration 1, he could have quit. He didn't. Twenty-four iterations later, the same Explorer had built something four times better than his starting point — and could tell you exactly which two rules made the difference.

07. Why this became Explorers Build

This project worked because of the model, not despite it.

The Beyblade project ran ad hoc — through parent-teacher goodwill, informal Sunday huddles at the Captain's house, a shared Google Sheet, and a Captain willing to write a physics curriculum from scratch on the fly. It worked. But it required an extraordinary amount of Captain-hours, coordination, and improvisation that most families and most schools cannot reproduce.

Explorers Build is what happens when you systematise this. Same Crew-of-3-to-5 model. Same Captain-led weekly rhythm. Same "we teach the actual physics" bar. But with a First Mate (our AI teaching assistant) picking up the between-session load. With a library of pre-built Expedition materials so Captains don't rewrite from scratch. With a documented curriculum that maps to IB outcomes so schools can accept the work. And with a Buy One, Help One programme so kids without access to a passionate parent-Captain still get in.

The Beyblade Crew was proof of concept. Everything since is the version that scales.

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