29 August 2026

Can I Develop an A-Level Computer Science Project Using Unreal Engine 5?

 


Can I Develop an A-Level Computer Science Project Using Unreal Engine 5?

Yes — But the Computer Science Must Be More Impressive Than the Graphics

One of the questions I increasingly hear from A-level Computer Science students is:

“Can I use Unreal Engine 5 for my programming project?”

The short answer is yes.

The more important answer is:

Yes — provided Unreal Engine is being used as a platform on which you build your own computational solution, rather than as a tool that builds most of the solution for you.

That distinction can make the difference between a visually spectacular project that demonstrates surprisingly little Computer Science and a relatively modest-looking game that provides excellent evidence for the NEA.

There is also some reassuring official guidance here. OCR specifically identifies Unity, Unreal and Defold as acceptable game engines. However, OCR also warns that students should not rely on built-in drag-and-drop scripting functionality for the assessed design and development. Its guidance emphasises a substantial coded solution using a textually derived high-level programming language.

AQA does not need the project to be a traditional business database either. Its guidance explicitly gives computer games, simulations, optimisation problems and artificial intelligence applications as possible project types.

So the problem isn't Unreal Engine.

The question is what the student actually programs inside it.


An Impressive Game Is Not Necessarily an Impressive Computer Science Project

This is probably the most important point for students to understand.

Imagine two projects.

Project A

A student creates a beautiful medieval arena.

There are animated horses, detailed knights, banners moving in the wind, realistic sunlight, spectators, sound effects and cinematic camera movements.

The horse movement comes from an existing controller.

The environment comes from an asset pack.

The animations come from an animation library.

The collision system is Unreal's.

The menus use a tutorial.

Most of the gameplay consists of connecting existing Blueprint nodes.

It might look extraordinary.

But there may actually be very little original Computer Science underneath it.

Now consider another project.

Project B

The graphics are considerably simpler.

However, the student has programmed:

  • an opponent decision-making system;
  • a tournament structure;
  • a scoring algorithm;
  • an impact calculation system;
  • different armour characteristics;
  • lance stability;
  • player stamina;
  • opponent personalities;
  • persistent save data;
  • rankings;
  • dynamic difficulty;
  • collision interpretation;
  • data structures containing competitors and results;
  • testing tools for examining the behaviour of the algorithms.

Project B might not make such an impressive YouTube trailer.

But as an A-level Computer Science project, it potentially contains far more that can actually be assessed.

That is the mindset I would encourage from the beginning:

Don't ask, “How impressive can I make Unreal look?”

Ask:

“What interesting computational problem can I solve using Unreal?”




Our Jousting Game: A Good Example

We have been developing a jousting game ourselves, and I think it provides an excellent example of how a game can be turned from entertainment into a genuine Computer Science problem.

Part of our teaching approach is to show students some of what we have developed, discuss why particular decisions were made and allow them to question how the systems work.

That can stimulate some very interesting conversations:

Why did the opponent choose that action?

How should a hit be scored?

Should a faster horse always produce a more powerful strike?

How do you represent the accuracy of the lance?

Should armour reduce damage?

What determines whether the rider remains mounted?

How should the computer-controlled opponent adapt to the player's behaviour?

Suddenly we have moved a long way beyond simply creating a knight riding towards another knight.

We have a computational modelling problem.

A tightly focused student project could therefore be something like:

“Design and development of a 3D jousting simulation incorporating player control, computer-controlled opponents, impact modelling, scoring, tournament progression and persistent results.”

That sounds rather different from:

“I made a jousting game.”

And that difference matters.


Start With the Problem, Not Unreal Engine

A common mistake is beginning the project proposal with:

“I want to use Unreal Engine 5.”

But Unreal isn't really the project.

It is the development environment.

A much better starting question is:

What problem am I trying to solve?

For our hypothetical jousting project, the problem could be:

To develop a system capable of simulating a jousting competition in which player skill, speed, aiming, defence and computer-controlled opponent behaviour influence the result of each pass.

Now we can begin identifying computational requirements.

For example:

Player system

The player must control:

  • speed;
  • lane position;
  • lance position;
  • aim;
  • timing of bracing;
  • defensive posture.

Opponent system

The computer might decide:

  • how aggressively to attack;
  • which target area to aim for;
  • when to accelerate;
  • whether to prioritise accuracy or power;
  • how much defensive stability to maintain.

Impact system

The program might consider:

  • relative speed;
  • aim accuracy;
  • target location;
  • lance stability;
  • armour;
  • rider balance;
  • previous damage;
  • random variation.

Now there is plenty to program.




Turning Jousting Into Algorithms

Suppose several variables are represented on a scale from 0 to 100.

A simple model might begin with:

impactScore = speedFactor + aimAccuracy + braceTiming - defenderStability

That is probably too simplistic for the finished project, but it provides a starting point.

A more sophisticated version might use weightings:

impactScore = (relativeSpeed * 0.30) + (aimAccuracy * 0.30) + (lanceStability * 0.25) + (braceTiming * 0.15)

Then defence could modify the result:

finalImpact = impactScore - armourProtection - defenderStability

The interesting Computer Science comes from deciding how those values interact.

For example:

IF targetZone = "shield"
damageMultiplier = 0.6
ELSE IF targetZone = "torso"
damageMultiplier = 1.0
ELSE IF targetZone = "helmet"
damageMultiplier = 1.3
ENDIF

The student can then ask whether the algorithm produces believable results.

Perhaps the helmet is difficult to hit, so aiming accuracy must also influence the chance of success.

Perhaps an aggressive opponent sacrifices stability for speed.

Perhaps tired competitors become progressively less accurate.

That gives us another system:

effectiveAccuracy = baseAccuracy - fatiguePenalty

And perhaps:

fatiguePenalty = staminaUsed * 0.25

The particular numbers aren't the important part.

Designing, implementing, testing and improving the model is.


Opponent AI Is Particularly Valuable

A computer-controlled opponent gives the student considerable opportunity to demonstrate computational thinking.

It doesn't need ChatGPT-style artificial intelligence or a neural network.

A perfectly good opponent could use a finite-state machine.

For example:

READY
|
v
ACCELERATING
|
v
AIMING
|
v
BRACING
|
v
IMPACT
|
v
RECOVERY

Different opponents could have different characteristics.

One might be highly aggressive:

aggression = 90

accuracy = 55

defence = 40

Another might be cautious:

aggression = 45

accuracy = 80

defence = 85

The AI might then make decisions such as:

IF aggression > 70 AND opponentStamina > 50
choose highPowerAttack
ELSE IF playerDefence > 75
choose accuracyAttack
ELSE
choose standardAttack
ENDIF

We now have something that can be tested properly.

Does an aggressive opponent actually behave aggressively?

Does the cautious opponent win differently?

Can the player identify the opponent's strategy?

Does increasing aggression make the AI stronger, or simply more reckless?

Those are excellent evaluation questions.


Data Structures Suddenly Become Meaningful

Games are particularly useful because they naturally generate interesting data.

A competitor might be represented as an object or structure containing:

competitorID
name
skill
aggression
accuracy
stamina
armour
wins
losses
points
ranking

A tournament could then contain a collection of competitors.

The student may need algorithms for:

  • sorting league positions;
  • selecting tournament opponents;
  • storing results;
  • calculating rankings;
  • searching competitors;
  • loading saved games;
  • updating statistics.

This provides natural opportunities to demonstrate arrays, lists, records or structs, classes, objects, functions, procedures and other techniques rather than trying to include them artificially simply because they appear in the specification.


What About Unreal Blueprints?

This requires some care.

Blueprints are tremendously useful. I would certainly not suggest avoiding them altogether.

They can be excellent for:

  • connecting game systems;
  • prototyping;
  • animation events;
  • interfaces;
  • level behaviour;
  • visualising state;
  • linking coded systems to Unreal actors.

But for an OCR A-level NEA, I would be cautious about making Blueprints the main evidence of programming ability.

OCR's published advice specifically states that Unreal is acceptable but warns against reliance on built-in drag-and-drop scripting, saying this does not count towards design and development in the way the required coded solution does.

Therefore, for an OCR student using Unreal, a much safer architecture might be:

C++ — computational core

Use C++ for:

  • impact algorithms;
  • opponent AI;
  • scoring;
  • tournament management;
  • data handling;
  • rankings;
  • save/load logic;
  • stamina calculations;
  • difficulty systems.

Blueprints — presentation and engine integration

Use Blueprints where appropriate for:

  • triggering animations;
  • connecting interface elements;
  • cameras;
  • sounds;
  • visual effects;
  • level events.

That also produces a very clean distinction in the report:

Unreal provided the 3D engine. The student programmed the game systems.

For AQA, students should likewise make sure the technical solution clearly demonstrates their programming skill. AQA's published guidance places particularly heavy emphasis on the programmed solution: its guidance allocates 42 of the 75 NEA marks to the technical solution.


Don't Reprogram Unreal Just to Prove You Can Program

There is an opposite mistake.

Students sometimes assume that using an engine means they must recreate everything themselves.

That isn't necessary.

There is little value in spending weeks writing a rendering engine when the interesting problem is opponent behaviour.

There may be no need to develop your own collision detection from first principles simply because Unreal contains one.

Instead, distinguish between:

engine functionality

and

student-developed functionality.

For example:

Unreal may detect that the lance collided with the opponent.

The student's program then decides:

  • where the lance hit;
  • how accurate the strike was;
  • the relative speed;
  • the stability of the lance;
  • armour protection;
  • impact score;
  • points awarded;
  • effect on balance;
  • whether the rider is unhorsed.

That is a perfectly sensible division of responsibility.


Marketplace Assets Aren't Automatically a Problem Either

There is another misconception worth clearing up.

The student does not necessarily have to model every horse, knight, castle, lance and tree.

In fact, doing so could become a serious distraction.

If the project is being assessed as Computer Science rather than 3D art, spending twenty hours modelling a historically accurate saddle may contribute very little to the programming evidence.

Third-party graphical, sound or animation assets can therefore be extremely useful.

But they should be clearly acknowledged.

And students should be able to say:

“This asset isn't my work.”

while also being able to say:

“This algorithm is.”

AQA's assessment requirements similarly expect students to present their technical solution clearly enough for another person to discern the quality and purpose of their coding.


The Tutor's Demonstration Must Remain a Demonstration

There is an important issue for teachers and tutors here too.

If I show students our jousting game, I want them asking questions such as:

Why did you implement the opponent this way?

Could I do it differently?

What happens when you change this variable?

Why did you use a state machine?

What other algorithm could solve the problem?

That is educationally valuable.

But I would not want a student's NEA to become a slightly modified copy of our project.

The awarding bodies require authenticated, independent candidate work. OCR's current guidance reiterates that only independent candidate work should receive credit, while AQA's candidate documentation similarly requires submitted work to be the candidate's own.

So our finished system should be inspiration rather than a solution to copy.

A particularly useful teaching method is to demonstrate a problem, discuss possible solutions and then ask:

“How would you solve it?”

The student's answer may be completely different from ours.

That is exactly what we want.


Keep the Scope Under Control

Unreal encourages ambition.

That is both one of its strengths and one of its dangers.

A student starts planning:

  • open-world medieval Britain;
  • fifty castles;
  • multiplayer;
  • historically accurate physics;
  • horse breeding;
  • character customisation;
  • destructible environments;
  • weather;
  • online tournaments;
  • 200 opponents;
  • voice acting;
  • cinematic story sequences.

Six months later they have a beautiful castle entrance and no functioning tournament.

For an NEA, I would much rather see:

one arena, four opponents and five excellent computational systems

than:

an enormous medieval world containing dozens of unfinished systems.

OCR itself advises candidates to control projects with excessive scope and concentrate on something achievable within the available time.


What Could a Manageable Jousting NEA Contain?

A realistic version might have six major systems:

1. Player control

Speed, positioning, aiming and bracing.

2. Impact simulation

An original algorithm combining speed, accuracy, stability, armour and target zone.

3. Computer opponent

A state-based opponent capable of changing its behaviour.

4. Scoring

Points calculated according to successful strikes and outcomes.

5. Tournament management

Multiple opponents, progression, wins, losses and ranking.

6. Persistent data

Save and reload tournament progress.

That is already a substantial project.

Features such as weather, multiplayer and horse customisation can remain on a future development list.


Testing Becomes Much More Interesting Too

A good project should not simply demonstrate that pressing the Start button launches the game.

The algorithms themselves can be tested.

For example:

SpeedAccuracyStabilityExpected outcome
LowLowLowWeak/inaccurate strike
HighLowHighPowerful but likely miss
HighHighHighStrong successful strike
HighHighLowPowerful but unstable
MediumHighHighControlled accurate hit

Then investigate edge cases.

What happens if:

speed = 0

or:

accuracy = 100

or:

stamina = 0

or:

armour = 100

What if both riders are simultaneously unhorsed?

What if two competitors finish the tournament on identical points?

These aren't inconvenient problems.

They are opportunities to demonstrate good Computer Science.


The Report Should Explain Decisions, Not Just Show Screenshots

This is particularly important with Unreal.

Twenty screenshots of attractive medieval scenery prove very little.

A useful screenshot of a system accompanied by an explanation of:

  • what problem it solves;
  • what data enters it;
  • what algorithm is used;
  • why that algorithm was selected;
  • what output it produces;
  • how it was tested;
  • what was changed after testing;

is much more valuable.

The student should effectively be able to defend every important piece of the system by answering:

“Why did you do it this way?”

That is a very good test of whether the project genuinely belongs to them.


Unreal Can Actually Lead to Some Excellent A-Level Projects

Used properly, Unreal Engine opens up some fascinating possibilities beyond the typical game.

A student could develop:

  • a traffic simulation;
  • an evacuation model;
  • an autonomous vehicle simulation;
  • a predator-prey environment;
  • a crowd behaviour model;
  • an airport management simulation;
  • a robot navigation system;
  • an ecological simulation;
  • a projectile simulator;
  • a procedural maze;
  • an economic trading game;
  • a logistics simulation.

The important word here is simulation.

Once students stop thinking of Unreal simply as something that produces beautiful games and start thinking of it as an interactive environment within which algorithms operate, its potential for Computer Science becomes much clearer.


So, Can You Get a Good A-Level Project Using Unreal Engine 5?

Absolutely.

But Unreal won't earn the marks for you.

In some ways, it can actually make the project harder because the student has to demonstrate clearly where Unreal ends and their own computing begins.

A strong project might therefore be described as:

Design and development of a rule-based 3D jousting tournament simulation incorporating player input, computer-controlled opponent behaviour, impact modelling, ranking, progression and persistent data.

The weaker description remains:

I made a jousting game in Unreal.

The distinction isn't just in the wording.

It reflects two completely different approaches to the project.

One concentrates on what the engine can do.

The other concentrates on what the student can program.


Final Thoughts: Let Unreal Provide the World — You Provide the Computer Science

I think Unreal Engine 5 can be an excellent choice for the right A-level student.

It is exciting. It feels relevant to modern software development. It gives students an immediate visual reward when their algorithms work, and it can make quite sophisticated computational ideas tangible.

But I would repeatedly remind students of one principle:

The examiner isn't assessing Unreal Engine 5. They are assessing you.

Let Unreal draw the knights.

Let Unreal render the arena.

Let Unreal handle the camera and lighting.

But make the opponent think because you programmed it to think.

Make the tournament work because you designed its data structures.

Make the impact calculation work because you developed and tested the algorithm.

And make sure you can explain every important decision.

For an A-level Computer Science project, a relatively small game containing substantial original programming, thoughtful algorithms and excellent testing is far more valuable than an enormous, gorgeous, half-finished 3D world.

Use Unreal Engine as the stage.

Make the Computer Science the performance.

28 August 2026

Weigh a Liquid, Measure a Gas — and Discover Its Molar Mass


 

Weigh a Liquid, Measure a Gas — and Discover Its Molar Mass

One of the things I particularly enjoy about practical chemistry is that quite sophisticated ideas can sometimes be investigated with surprisingly straightforward apparatus.

A balance.

A syringe.

A gas syringe.

A hot-water bath.

A thermometer.

A pressure reading.

Put them together carefully and we can determine something that sounds as though it ought to require far more elaborate equipment: the molar mass of a volatile liquid.

In this experiment I use methanol. A very small measured mass of liquid methanol is introduced into a heated gas syringe. The methanol evaporates, the gas expands and we measure the volume it occupies at a known temperature and pressure.

From those few measurements, the ideal gas equation allows us to calculate its molar mass.

And, with a little practice and careful technique, the answer can be surprisingly close to the accepted value.

First, a Small but Important Correction: Atomic Mass or Molar Mass?

It is tempting to describe this experiment as measuring the "atomic mass" of methanol.

Strictly speaking, however, methanol is not an atom.

Its formula is:

CH3OH

It is a molecule containing carbon, hydrogen and oxygen atoms.

What this experiment actually determines is its molar mass, expressed in g mol^-1.

We could also compare our result with its relative molecular mass, Mr.

Using the approximate relative atomic masses:

C = 12.01
H = 1.008
O = 16.00

Methanol should therefore have a molar mass of approximately:

12.01 + (4 x 1.008) + 16.00 = 32.04 g mol^-1

The challenge is to see whether we can discover something close to that value experimentally without simply using the periodic table.

The Principle Behind the Experiment

A liquid such as methanol is volatile.

That means its molecules can readily escape from the liquid phase and enter the gas phase.

Methanol has a normal boiling point of about 337.65 K, or approximately 64.5 degrees C, so a water bath maintained comfortably above this temperature can convert a small sample into vapour.

Once the methanol has completely evaporated we can measure four important quantities:

  • the mass of methanol, m;

  • the volume of methanol vapour, V;

  • the gas temperature, T;

  • the gas pressure, P.

That gives us everything required for the ideal gas equation:

PV = nRT

where:

P = pressure
V = volume
n = amount of gas in moles
R = gas constant
T = absolute temperature in kelvin

Rearranging:

n = PV / RT

But molar mass is:

M = mass / moles

Therefore:

M = m / n

Substituting our gas equation expression for n gives:

M = mRT / PV

That is the equation at the heart of the entire experiment.

The Apparatus

A typical arrangement might use:

  • a gas syringe;

  • a thermostatically controlled hot-water bath;

  • thermometer or temperature probe;

  • a small liquid syringe;

  • a good laboratory balance;

  • atmospheric pressure measurement;

  • clamp and stand;

  • suitable injection fitting or septum;

  • methanol;

  • appropriate personal protective equipment.

The gas syringe should be positioned so that its barrel reaches the temperature of the water bath while its plunger remains free to move.

Ideally, the syringe should also be arranged to minimise the effect of the weight of the plunger on the gas pressure.

This immediately introduces an interesting point that students sometimes overlook:

the apparatus itself can affect the result.

Step One — Establish the Mass of Methanol

A small quantity of methanol is drawn into a suitable syringe.

The syringe containing the methanol is weighed.

Suppose its mass is:

12.486 g

After injecting the methanol, the syringe is weighed again.

Suppose it now reads:

12.406 g

The mass delivered is therefore:

12.486 - 12.406 = 0.080 g

This "weigh by difference" technique is often much better than attempting to measure the mass of the liquid directly.

It also provides a useful lesson in experimental technique.

We are not really interested in the mass of the syringe.

We are interested in the change in its mass.

Step Two — Heat the Gas Syringe

The gas syringe is allowed to reach the temperature of the hot-water bath.

For example, we might use:

75 degrees C

The corresponding absolute temperature is:

75 + 273.15 = 348.15 K

This conversion is essential.

The ideal gas equation must use absolute temperature.

Using 75 rather than 348.15 would produce complete nonsense.

This is a good example of something students can know perfectly well theoretically but still forget when actually performing a calculation.

Step Three — Inject the Methanol

The small measured sample of methanol is injected into the heated gas syringe.

Almost immediately the liquid begins to evaporate.

As molecules enter the gas phase, the volume increases and the syringe plunger moves outwards.

What began as an almost insignificant drop of liquid can occupy tens of cubic centimetres as a gas.

That transformation itself makes quite a good demonstration.

Students often understand intellectually that gases occupy considerably more volume than liquids, but watching a tiny quantity of methanol push a gas-syringe plunger across the scale makes the idea much more tangible.

Step Four — Let Everything Reach Equilibrium

Do not immediately take the first volume reading.

The methanol needs time to evaporate completely.

The vapour needs to reach the temperature of the water bath.

The syringe plunger also needs to settle.

We want the final measurement to represent something close to thermal and mechanical equilibrium.

Suppose the final gas volume is:

71.3 cm3

This is:

0.0713 litres

If the atmospheric pressure is:

101.3 kPa

we now have everything we require.

The Calculation

Our measurements are:

Mass, m = 0.080 g

Temperature, T = 348.15 K

Pressure, P = 101.3 kPa

Volume, V = 0.0713 L

Using:

M = mRT / PV

and:

R = 8.314 kPa L mol^-1 K^-1

we obtain:

M = (0.080 x 8.314 x 348.15) / (101.3 x 0.0713)

M = approximately 32.1 g mol^-1

The accepted value calculated from the molecular formula is approximately:

32.04 g mol^-1

That is an extremely satisfying result.

We have essentially weighed a tiny quantity of liquid, turned it into a gas and used its pressure, volume and temperature to work backwards to the mass of one mole.

Why I Like This Experiment

What I particularly like about this experiment is the way several apparently separate parts of chemistry suddenly become connected.

Students encounter:

  • states of matter;

  • vaporisation;

  • boiling point;

  • measurement uncertainty;

  • pressure;

  • absolute temperature;

  • moles;

  • molar mass;

  • the ideal gas equation.

On paper, these can look like independent topics.

In the laboratory they become one experiment.

The practical also turns PV = nRT from something that can look like an abstract rearrangement exercise into a genuine measuring instrument.

We are using an equation to find something we cannot directly measure.

That, to me, is when equations become most interesting.

Why the Result Is Not Always Perfect

Of course, real experiments rarely behave quite as neatly as worked examples.

The first attempt may produce:

29 g mol^-1.

Or 35 g mol^-1.

Perhaps something considerably worse.

That is not necessarily a failed experiment.

It is an opportunity to investigate why.

Trapped Air

One of the biggest problems is residual air in the gas syringe.

If the syringe initially contains air and we then add methanol vapour, our measured volume does not represent methanol alone.

The calculated number of moles will therefore be wrong.

Careful preparation of the syringe is extremely important.

Incomplete Evaporation

If some liquid remains unevaporated, the measured gas volume represents only part of the sample.

Yet the calculation may assume that the entire measured mass became gas.

This can make the calculated molar mass too high.

The water bath therefore needs to remain sufficiently above the liquid's boiling point and enough time must be allowed for complete evaporation.

Temperature Errors

The thermometer tells us the temperature of the water bath.

But is the gas inside the syringe actually at exactly the same temperature?

Not necessarily.

If the sample is injected and the reading is taken immediately, the gas may not yet have reached thermal equilibrium.

Waiting for a stable volume greatly improves the experiment.

Pressure Errors

We usually assume that the gas pressure in a freely moving gas syringe is approximately equal to atmospheric pressure.

That assumption is not absolutely perfect.

Plunger friction matters.

The orientation of the syringe can matter.

A vertically arranged plunger may require the internal gas to support some of its weight.

A sticky syringe may require a slight excess pressure before it moves.

Good experimental design therefore tries to make the plunger move as freely as possible.

Measuring Such a Small Mass

Suppose the sample weighs only 0.080 g.

An uncertainty of just 0.002 g represents:

0.002 / 0.080 x 100 = 2.5%

That uncertainty alone could shift our final molar mass by roughly the same percentage.

A balance capable of reliably measuring small mass differences makes a considerable improvement.

It also explains why simply making the sample smaller is not always better.

We want a sample small enough to fit comfortably within the gas syringe after vaporisation, but large enough to weigh accurately.

Reading the Gas Syringe

Suppose our gas volume is around 70 cm3.

An error of 1 cm3 is already more than 1%.

Students should therefore read the scale carefully and avoid parallax.

The plunger should also be allowed to settle before taking the reading.

Repeated measurements are much more convincing than a single apparently perfect answer.

Try It More Than Once

This is where the experiment gets interesting.

Rather than performing one measurement and declaring success, repeat it.

For example:

Trial 1: 33.5 g mol^-1
Trial 2: 32.6 g mol^-1
Trial 3: 32.0 g mol^-1
Trial 4: 31.8 g mol^-1

The technique may visibly improve.

Students begin learning how the apparatus behaves.

They learn how long equilibrium takes.

They notice whether the plunger tends to stick.

They become better at injecting the liquid cleanly.

This is genuine practical science.

Skill matters.

Can We Quantify How Good the Result Is?

Suppose our experimental value is:

32.1 g mol^-1

and our expected value is:

32.04 g mol^-1

The percentage difference is approximately:

Percentage difference = |experimental - accepted| / accepted x 100

Therefore:

Percentage difference = |32.1 - 32.04| / 32.04 x 100

= approximately 0.2%

In a real student experiment I would not necessarily expect every attempt to be that good.

But results within a few percent can certainly demonstrate that the method works remarkably well.

An Excellent A-Level Extension: Which Measurement Matters Most?

There is another investigation hidden inside this experiment.

Students could estimate the percentage uncertainty associated with:

  • mass;

  • volume;

  • temperature;

  • pressure.

They could then ask:

Which measurement contributes most to the uncertainty in the final molar mass?

Often the mass measurement and gas-volume measurement dominate.

That leads naturally into experimental design.

If we wanted to improve the experiment, where should we spend our money?

A better thermometer?

A better barometer?

A more precise balance?

A larger gas syringe?

Science is not simply about taking measurements.

It is about knowing which measurements are worth improving.

Could We Identify an Unknown Liquid?

Once students understand the method, the experiment can be turned around.

Instead of being told that the liquid is methanol, suppose they are simply given "volatile liquid A".

They determine:

M = approximately 46 g mol^-1

Could it be ethanol?

Another sample gives approximately:

58 g mol^-1

What possible compounds might fit that result?

Suddenly the practical becomes a chemical identification problem.

Molar mass becomes experimental evidence.

Ideal Gases Are Not Actually Ideal

There is also a deeper question for stronger A-level students.

PV = nRT describes an ideal gas.

Real methanol molecules interact with one another.

So why does the experiment work?

Because under suitable conditions the ideal gas equation provides a good enough approximation.

This is an important scientific idea.

Models do not have to describe reality perfectly to be useful.

They need to describe it accurately enough for the question we are asking.

A Word About Safety

Methanol is not simply "another alcohol".

It is highly flammable and is classed as toxic if swallowed, in contact with skin or inhaled; significant exposure can also cause organ damage.

This is therefore a proper supervised laboratory experiment, using very small quantities and an appropriate risk assessment.

In particular:

  • there should be no naked flames or ignition sources;

  • heating should be by a controlled water bath;

  • suitable eye and skin protection should be used;

  • vapour exposure should be minimised;

  • good ventilation or suitable extraction should be provided;

  • spills and waste should be handled correctly.

The small scale of the experiment helps, but small quantity does not mean no hazard.

Safety is part of the chemistry, not something added afterwards.

From a Drop of Liquid to Molecular Information

Perhaps the most impressive part of this experiment is how little information we actually begin with.

We have a small drop of liquid.

We measure its mass.

We turn it into a gas.

We measure its temperature, pressure and volume.

Then mathematics gives us something we cannot see:

the mass of one mole of its molecules.

For methanol we expect about:

32.04 g mol^-1

And with careful experimental technique, a gas syringe and the ideal gas equation can get remarkably close.

That is why I think practical work like this deserves more attention.

It is not simply demonstrating something that students have already learned.

It shows how scientists actually use measurements and models to discover information about matter.

A tiny quantity of colourless liquid becomes a bridge between the macroscopic world we can measure and the molecular world we cannot see.

And all because:

PV = nRT

27 August 2026

The Mpemba Effect — Can Hot Water Really Freeze Faster Than Cold Water?

 


The Mpemba Effect — Can Hot Water Really Freeze Faster Than Cold Water?

Best level: GCSE upwards
Area: Thermal physics, phase changes, experimental design and scientific method

There are some scientific questions that sound as though they ought to have very simple answers.

Drop something and it falls.

Heat something and it gets hotter.

Put two identical containers of water in a freezer, one hot and one cold, and surely the cold water must freeze first.

After all, it has a head start.

And yet there is a famous observation suggesting that, under some circumstances, the hotter water may freeze before the colder water.

This is known as the Mpemba effect.

It is a wonderful subject for students because the interesting question is not simply:

"Does hot water freeze faster than cold water?"

The much better scientific question is:

"Under precisely what conditions could hot water freeze before colder water — and what exactly do we mean by 'freeze'?"

That apparently tiny change turns a curiosity into a surprisingly sophisticated experiment.


A School Student Who Asked an Awkward Question

The modern story begins with Tanzanian school student Erasto Mpemba.

While making ice cream, Mpemba noticed that a mixture he had put into a freezer while still hot appeared to freeze before mixtures that had been allowed to cool first. His observation was initially treated sceptically, but he continued asking about it.

Eventually physicist Denis Osborne took the question seriously and experimented with Mpemba. Their famous paper, Cool?, was published in Physics Education in 1969.

I think there is a lovely educational lesson here before we even investigate the physics.

A student's observation did not fit the expected answer.

The easy response would have been:

"That cannot happen."

The scientific response was:

"Let's find out."

That distinction matters enormously.

In fact, reports resembling the Mpemba effect go back much further than Mpemba. Aristotle discussed observations of previously warmed water freezing rapidly, while Francis Bacon and René Descartes also wrote about similar behaviour centuries later.

But giving the phenomenon Mpemba's name seems particularly appropriate because his story is such a good example of what science should encourage: observe, question, test and do not be intimidated simply because the expected answer appears obvious.


Why Hot Water Should Lose

Before looking for anything mysterious, start with ordinary physics.

Suppose we have 100 g of water at 20°C and another 100 g at 80°C.

To cool water we must remove thermal energy.

Approximately:

Q = mcΔT

where:

Q = energy transferred
m = mass
c = specific heat capacity
ΔT = temperature change

Taking the specific heat capacity of water as approximately:

c = 4180 J kg^-1 °C^-1

the extra energy that must be removed from the 80°C sample compared with the 20°C sample is:

Q = 0.100 x 4180 x 60

which is approximately:

25,000 J

So the hotter water has roughly 25 kJ more energy to lose before it has even reached the temperature at which the cooler sample began.

Surely that settles it.

Not quite.


Hot Water Also Cools Faster — Initially

A hotter object generally loses energy more rapidly because there is a larger temperature difference between it and its surroundings.

Put water at 80°C into a freezer at perhaps -18°C and the temperature difference is nearly 100°C.

Put water at 20°C into the same freezer and the difference is only around 40°C.

Consequently, the hot sample initially transfers heat considerably faster.

But this alone does not explain the Mpemba effect.

Eventually, the water that started hot reaches 20°C. If it had then become completely identical to the sample that started at 20°C, it ought simply to continue following the same cooling history — except that it arrived there later.

For the hotter sample actually to overtake the cooler one, something about its earlier history must affect what happens next, or the two samples must cease to be physically identical in some important way. This is at the heart of much of the scientific debate.

And there are several ways that could happen.


The First Problem: What Does "Frozen" Mean?

This is probably the most important question in the entire experiment.

Imagine two temperature probes recording cooling water.

What moment counts as freezing?

Is it when the water first reaches 0°C?

That cannot be the complete answer because water can cool below 0°C without immediately forming ice.

Is it when the first ice crystal appears?

Is it when a visible layer of ice forms?

Or do we wait until the entire sample is solid?

Different investigations of the Mpemba effect have used different definitions, which makes apparently contradictory experimental results much less surprising. Researchers have explicitly identified this lack of a universally agreed definition as one of the difficulties surrounding the effect.

For a student experiment I would therefore measure at least three things:

  1. Time taken to reach 0°C
  2. Time at which freezing visibly begins
  3. Time at which the sample appears completely frozen

Those are not necessarily the same race.


Supercooling — Water Below Zero That Is Still Liquid

This is where the experiment becomes particularly interesting.

We often teach that water freezes at 0°C.

That is perfectly reasonable at school level, but reality is more complicated.

Liquid water can sometimes cool below 0°C without immediately crystallising. This is called supercooling.

Freezing requires ice crystals to begin forming through a process called nucleation. Tiny impurities, scratches in a container and other microscopic features can influence when nucleation begins. Several investigations of the Mpemba effect have therefore focused on differences in supercooling and spontaneous freezing temperature.

Imagine that our cold sample reaches:

-5°C

before suddenly nucleating.

Meanwhile, another sample might begin crystallising at:

-2°C.

The second sample did not have to travel as far into the supercooled state before freezing started.

Suddenly our apparently simple race becomes much more complicated.

Recent research continues to investigate the importance of this inherently variable nucleation process. A 2025 preprint, for example, argued that under its experimental conditions the apparently anomalous ordering could arise from the stochastic nature of ice nucleation rather than from some universal rule that hotter water cools faster.

That word stochastic is important.

It means there is an element of probability involved.

Run the experiment once and you might obtain a spectacular result.

Run it again and you might not.

That does not necessarily mean somebody made a mistake.


Evaporation — Perhaps There Is Less Water Left to Freeze

Hot water evaporates faster than cold water.

If our hot sample begins with 100 g of water but loses several grams through evaporation, then eventually there is simply less material left to freeze.

That provides one possible contribution to an apparent Mpemba effect.

It also demonstrates why experimental design matters.

If I begin with equal volumes but one sample loses more water during the experiment, I no longer have two identical samples.

A simple improvement is therefore to weigh each container and its water both before and after cooling.

If the hot sample loses significantly more mass, evaporation becomes part of the explanation rather than an invisible experimental variable.

Evaporation is one of several mechanisms repeatedly considered in the scientific literature, alongside convection, dissolved gases and supercooling.


Convection — The Water Is Moving

Hot water does not simply sit motionless while cooling.

Temperature differences within the container create convection currents.

Warmer, less dense water rises while cooler water sinks, creating circulation.

Those convection currents affect how rapidly thermal energy reaches the sides and surface of the container.

A hotter sample may therefore develop a different internal circulation pattern from a cooler one.

That makes another useful teaching point.

A thermometer measures temperature where the thermometer is.

It does not automatically measure the temperature of every molecule in the beaker.

Researchers have shown that vertical temperature gradients can be sufficiently important that the precise position of a temperature sensor can affect conclusions drawn from Mpemba-style experiments.

For my experiment I would therefore clamp temperature probes at exactly the same depth rather than simply dropping them into the containers.

That tiny detail could matter.


What About Dissolved Gases and Minerals?

Heating water changes it in other ways too.

The amount of gas dissolved in water changes with temperature, and boiling or strong heating may remove dissolved gases. Heating hard water can also alter some dissolved mineral species.

This raises an intriguing possibility.

Water that started at 80°C and later cooled to 20°C may not be microscopically identical to water that has remained at 20°C throughout.

Its temperature is now the same.

Its history is not.

Dissolved gases and solutes have therefore been among the factors proposed as influences on Mpemba-style results, although no single mechanism has provided a universal explanation for every experiment.

That sentence is worth emphasising:

There probably isn't one simple "cause of the Mpemba effect".

Different experimental arrangements may produce similar-looking results for different reasons.


Even the Freezer Can Interfere

Suppose I place my containers directly onto a frosty freezer shelf.

The hot container may melt the frost immediately beneath it.

That could improve thermal contact between the container and the cold surface.

The cooler container might remain sitting on an insulating layer of frost.

I have apparently performed an experiment comparing water temperatures.

In reality, I have accidentally changed the thermal connection to the freezer as well.

This is why something as mundane as placing both containers on the same insulating board can improve the experiment.

The freezer itself can also cycle its compressor on and off, and putting a large quantity of hot water inside may alter its behaviour.

Once again, the experiment becomes much more interesting than:

"Put two cups in the freezer and see what happens."


The Latent Heat Problem

Reaching 0°C is only part of freezing water.

Once at the freezing point, considerable additional energy must be removed to change liquid water into solid ice.

This is the latent heat of fusion.

Approximately:

Q = mL

where L for water is about:

334,000 J kg^-1

Freezing 100 g of water therefore requires approximately:

Q = 0.100 x 334,000

or:

33,400 J

even without changing its temperature.

Interestingly, that is comparable with the energy needed to cool the same mass of water through many tens of degrees. Researchers studying the Mpemba effect have pointed out that the phase-change energy is sufficiently large that "time until completely frozen" need not depend as strongly on initial temperature as we might intuitively expect.

Again, what counts as finishing the race matters.


So Does the Mpemba Effect Actually Exist?

The scientifically responsible answer is:

Hot water can sometimes appear to freeze before colder water, but "hot water freezes faster than cold water" is not a universal law.

Some controlled experiments have reported circumstances in which an initially hotter sample freezes first, particularly where differences in supercooling and nucleation are important. Brownridge, for example, reported repeatable cases under specifically selected conditions where samples had different spontaneous freezing temperatures.

Other careful investigations have been far more sceptical. A substantial 2016 study examining cooling to 0°C concluded that hotter water did not meaningfully overtake cooler water under carefully controlled conditions and highlighted measurement position, repeatability and experimental uncertainty as major problems in previous claims.

Later work has continued to emphasise how important the exact definition and experimental conditions are.

And that is what makes the Mpemba effect better science, not worse science.

If the answer were simply "yes", the investigation would be finished almost immediately.

Instead we have an experiment in which students can discover why scientific claims require definitions, controls, repeated measurements and uncertainty.


Turning It Into a Home Laboratory Investigation

This is an experiment I would particularly like to treat as a genuine investigation rather than a demonstration.

With temperature probes and PASCO-style data capture, the whole cooling curve can be recorded rather than relying on occasional thermometer readings.

I would start with perhaps four identical containers containing equal masses of water at approximately:

20°C, 40°C, 60°C and 80°C.

There is no educational advantage in handling boiling water here; 60–80°C provides plenty of temperature difference while reducing the burn risk. Suitable heat-resistant containers are essential, and sealed containers should never be frozen.

Each container should be identical. Each temperature probe should be mounted at the same depth. The same source of water should be used, the masses should be measured rather than estimated by eye, and all samples should experience as nearly the same freezer conditions as possible.

Then I would record temperature continuously.

But I would not stop there.


Don't Perform the Experiment Once

This may be the most important improvement.

Suppose the 80°C sample freezes first.

Have we discovered the Mpemba effect?

No.

We have discovered that one 80°C sample froze before one colder sample.

Repeat the experiment.

Then repeat it again.

Change the positions of the containers within the freezer.

Measure the mass lost through evaporation.

Try tap water and distilled water.

Try covered and uncovered containers.

Repeat using water that has previously been boiled and then allowed to return to room temperature.

The question gradually changes from:

"Which one freezes first?"

to:

"Which variables change the probability of one freezing first?"

That is a considerably more sophisticated scientific investigation.


Plot the Whole Cooling Curve

The graph may prove more interesting than the ice.

Plot:

temperature against time

for every sample.

Initially the hotter water should show a steep temperature fall.

Eventually the curves approach the freezing region.

Then things can become strange.

A sample might drop below 0°C.

It may remain liquid.

Then nucleation occurs.

Latent heat is released as ice begins forming, potentially causing the measured temperature to rise back towards the freezing point.

Suddenly students are observing convection, phase transitions, latent heat, nucleation and experimental uncertainty in one deceptively simple experiment.

This is exactly why experiments beyond the syllabus are worthwhile.

They take familiar school physics and show students how untidy real science can become.


A Particularly Good Extension: Previously Heated Water

There is another experiment I would like to try.

Take two identical samples.

Heat one substantially, perhaps to 80°C.

Then allow it to cool naturally until both samples are at exactly the same starting temperature.

Now place both into the freezer.

Their starting temperatures are identical.

Their thermal histories are different.

If they subsequently behave differently, simple differences in initial temperature cannot explain the result.

That leads directly into discussion of dissolved gases, minerals, nucleation sites and whether the previous state of a system can affect its future behaviour.

For an A-level student, that is a fascinating step beyond the normal specification.


What Would Convince Me?

I would not be particularly impressed by one photograph showing that the "hot" tray happened to contain more ice.

I would want repeated experiments.

I would want measured starting temperatures.

I would want cooling curves.

I would want uncertainty considered.

I would want the containers exchanged between freezer positions.

I would want the masses checked.

And most importantly, I would want us to decide before starting exactly what result would count as "freezing first".

That last requirement protects us from unconsciously changing the rules after seeing the result.

Modern investigations of the Mpemba effect have repeatedly highlighted reproducibility and measurement definitions as central difficulties.

That makes this experiment almost as much about the scientific method as it is about water.


The Best Result Might Be That It Doesn't Work

Imagine carrying out the experiment ten times and finding that the colder water always freezes first.

Has the experiment failed?

Absolutely not.

Perhaps we have shown that under our particular conditions there is no detectable Mpemba effect.

We could then change one variable.

Perhaps container shape.

Perhaps water purity.

Perhaps initial temperature.

Perhaps whether evaporation is allowed.

Perhaps the freezer temperature.

Science is not about arranging experiments so that they produce the answer printed in the book.

It is about finding out what happens.

That is one of the reasons I particularly like experiments such as this for students.

There is no need to pretend that every scientific question has been neatly wrapped up for examination purposes.


From School Ice Cream to Modern Physics

There is an intriguing final twist.

The term "Mpemba effect" has now expanded beyond literal freezing water. Physicists use related ideas to describe systems in which something initially further from equilibrium can sometimes approach equilibrium faster than something that began closer to it. Research now explores Mpemba-like effects in areas ranging from statistical mechanics to quantum systems.

So a question originating from a school student's observation while making ice cream eventually became part of a much broader discussion about how physical systems evolve.

That is quite a journey for a cup of hot water.


Conclusion — The Question Is Better Than the Answer

Can hot water freeze faster than cold water?

Sometimes, under particular conditions and particular definitions of "freeze", an initially hotter sample can apparently win the race.

But the simple statement:

"Hot water freezes faster than cold water"

is misleading.

And that is precisely why the Mpemba effect is such a good experiment.

It teaches students that scientific questions must be precisely defined.

It demonstrates that reaching 0°C and becoming ice are not the same thing.

It introduces latent heat, convection, evaporation, supercooling and nucleation.

It shows why experiments should be repeated rather than demonstrated once.

And perhaps most importantly, it teaches a lesson that goes far beyond physics:

When an observation disagrees with what you think ought to happen, don't immediately dismiss the observation.

Check it. Measure it. Repeat it. Question it.

That is how Erasto Mpemba's apparently impossible question became one of the most famous puzzles in experimental physics.

And more than half a century later, it remains a superb question to put in front of a student:

Which freezes first?

Then hand them the temperature probes and let them find out.

Fractals — Measuring Shapes That Live Between Dimensions

  Fractals — Measuring Shapes That Live Between Dimensions What dimension is a coastline? The answer may not be 1 or 2. At school, dimen...