












Spintronics Act 1 and Act 2
Spintronics Act 1 and Act 2 together: 149 puzzles that turn circuits into something your child can build and watch run.
$162.70
Spintronics Act 1 and Act 2
Both acts of Spintronics together: Act One's 67 challenges and Act Two's 82, for 149 puzzles in all.
Spintronics Act 1
What if your student could see, hear, and feel electricity in action?
Spintronics introduces the fundamentals of electronics through a brilliantly engineered mechanical system that replaces wires and electrons with chains, gears, springs, and moving parts. Instead of reading about circuits in a textbook, your student builds them, watches them work, and discovers how electronic systems function through hands-on experimentation.
The adventure unfolds through a beautifully illustrated 50-page comic that follows Natalia, a master clockmaker who uncovers a mysterious mechanical technology. As your student works through the story and its challenges, he'll gradually discover concepts such as current, voltage, resistance, switches, capacitors, logic circuits, and energy storage.
What makes Spintronics so remarkable is its ability to make invisible concepts visible. Your student can hear current flow through the ammeter, feel resistance in the system, store energy, reverse direction, and observe how changes affect the entire circuit. Ideas that often seem abstract suddenly become tangible and intuitive.
The 67 challenges build progressively, introducing one concept at a time while encouraging experimentation, problem-solving, and critical thinking. Whether your student carefully follows the guided challenges or spends extra time designing and testing his own solutions, he'll gain a deeper understanding of how circuits work and why they behave the way they do.
Ideal for visual learners, hands-on thinkers, aspiring engineers, and curious tinkerers, Spintronics transforms electronics from a collection of symbols and equations into something your student can build, explore, and truly understand.
By the time he completes the final challenge, your student won't just know about circuits—he'll have experienced them.
Spintronics Act 2
Build electronic circuits without using any electricity. Spintronics Act Two continues the hands-on mechanical electronics system begun in Act One, using gears, chains, springs, and other ingenious mechanical components to make concepts such as current, voltage, resistance, inductance, and transistor behavior something your child can actually see and manipulate.
Important: Spintronics Act Two is an expansion and requires Spintronics Act One. It cannot be used on its own.
Act Two picks up where the first adventure ends, following Natalia on the next stage of her time-winding adventure in Little Hope. As your child works through the full-color comic book, the story introduces new components and increasingly challenging circuit-building puzzles. Act Two adds transistors and inductors to the Spintronics system, opening up more sophisticated circuits and problems to solve.
Here's what makes Spintronics so unusual: electrical concepts are translated into mechanical ones. A spring-loaded, pull-string battery supplies the energy. Gears rotate. Plastic chains carry motion from one component to another, representing electrical current. Resistors, switches, capacitors, ammeters, junctions, and the new Act Two components each behave in ways designed to help your child develop an intuitive understanding of what their electronic counterparts do.
For each puzzle, your child is given a starting setup, a goal, and a specific assortment of components. He builds the circuit on metal-plated hexagonal tiles, where magnetic component bases make it easy to position, test, rearrange, and try again. When his solution works, he doesn't just get an answer on a page—he gets to watch the entire mechanical circuit spring into motion.
Act Two adds 82 intermediate-to-advanced puzzles. Combined with Act One's 67, that's 149 puzzles progressing from the fundamentals to substantially more challenging circuit design. Expect the difficulty to climb. This isn't a casual puzzle your child will necessarily breeze through in a few minutes; later challenges can require considerable experimentation, logical reasoning, spatial thinking, and persistence.
One practical warning: those clever chains arrive as individual plastic links. Your child builds them to the length each circuit requires, and connecting a pile of tiny links can be fiddly, particularly at first. Younger builders may appreciate an extra pair of hands until they get the knack. The upside is that constructing and adjusting the chains becomes part of the hands-on building experience rather than simply plugging in a premade wire.
Spintronics Act Two is an especially strong fit for the child who finished Act One wanting harder problems rather than simply wanting to be finished. It takes the wonderfully strange idea of building electronics mechanically and pushes it much further—new components, harder circuits, and 82 more reasons to wind that battery and see if his solution works.
- Act One puzzle book with 67 challenges
- 6 V Spintronic battery (0.3 mAh)
- 200 Ω Spintronic resistor
- 500 Ω Spintronic resistor
- 1000 Ω Spintronic resistor
- 2 Spintronic switches
- 2 Spintronics junctions
- 1.2 mF Spintronic capacitor/voltmeter
- Spintronic ammeter
- 300 Chain links
- 3 Base tiles
- 6 Tile connectors
- Tile connector tool
- Act Two puzzle book with 82 intermediate-to-advanced puzzles
- Transistor and inductor components new to Act Two
Manufacturer: Turing Tumble, LLC
Age Recommendation: 8+
Grade Recommendation: 6th+
Faith-Based: No
Consumable: No
Lessons/Projects: 149
Number of Players: 1+
CHOKING HAZARD - Small parts. Not for children under 3 years.



