LightMySky

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

The lesson

You built a ramp or launcher. Now you must test it. Testing means trying your design many times. Each time, write down what happened.

Hit thecup3Missed thecup2
Five tries. Three hit the cup. Two missed.
Try it together

Mia built a ramp for her ball. She tested it five times. The ball missed the cup two times. Mia looked at her data. She moved the ramp closer to the cup. She tested again. This time, the ball went in four times.

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Good to know

When you test, count what happens. If it does not work every time, change one thing. Then test again.

Test it, look at the data, then change it to work better.

Watch it

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.

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