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
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.
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.
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.
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.