Testing Push & Pull Designs
Analyse data to determine if a design solution works as intended to change the speed or direction of an object with a push or pull
What a learner can do afterwards
- Test a simple design (e.g. ramp, launcher) and collect data on whether it meets the goal
- Analyse results to determine if the design works as intended
- Suggest modifications based on the data to improve the design's performance
1 · Read
A push or pull can change how a toy moves. Choose a goal for your ramp, such as getting a ball into a cup. Try it several times. Use the same ball and start place. Record a hit or miss each time. On a chart, read the number above the Hit or Miss bar.
Mia wants her ball to hit the cup. It hits four times in six tries. She points the ramp toward the cup and tries six more times. Now it hits five times. More hits in the same number of tries means better results in these tests. No hits would mean the ramp has not met the goal. One hit cannot show that it always works.
Look at where the ball misses. If it passes to the left of the cup, try pointing the ramp toward the cup. Change one part, then test again with the same ball. Use the same number of tries to compare the results. A change is an idea to check. It may help or it may not.
Choose a goal, test several times, record each result, then try one change and compare the results.
Lesson, questions, worked solutions, and flashcards written for this dataset.
2 · Watch
En anglaisTake it off screen
Where it sits
Learn first
This opens up
Nothing builds on it yet.
Where this leads
Jobs that lean on this skill. Follow one to see everything it is built on.
8 questions wait behind this lesson, each with its answer explained. Every answer feeds the sky: stars light as they are learned, and dim when it is time to come back.