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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

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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.

Hit4Miss2
Mia records each try. Her ball hits the cup four times and misses twice.
Try it together

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.

Beforechange4Afterchange5

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.

Watch the missesChange one partTest again

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 anglais

Take it off screen

Print a worksheetA4 with an answer key page for grown-ups. No screen, no internet.

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.

Then practise

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.

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Testing Push & Pull Designs · Science, ages 5 to 6 · LightMySky