Pushes, Pulls and Changes in Motion

Find out how pushes and pulls make things start, stop, speed up, slow down and turn, and how they can squash, stretch, bend and twist things. Roll toy cars down ramps of different heights and across rough and smooth floors to see how far they go. Then use what you learn to design your own ways to make a ball turn or a car stop.

KindergartenLesson 8 of 10 in Science for Ages 6 to 8 Course

What you will learn

  1. Learn that a push or a pull is a force. Tell pushes from pulls, find them all around you, and describe how strong a push is and which way it goes.
    • Tell a push from a pull
      Learn that a force is a push or a pull, sort everyday actions into pushes and pulls, and notice pushes and pulls that do not come from people.
    • Describe how strong a push is and which way it goes
      Compare gentle and strong pushes and pulls, show their direction with arrows, and predict what a stronger push will do.
  2. Describe how things move and where they are, then use pushes and pulls to start them, stop them, speed them up, slow them down and turn them.
    • Describe how things move and where they are
      Use words for the ways things move, how fast they go and the path they take, and tell that something has moved because its position has changed.
    • Start and stop things
      Explain that a push or a pull starts a still thing moving and stops a moving thing, including when two things bump into each other.
    • Speed things up, slow them down and turn them
      Use pushes and pulls to make a moving thing go faster, go slower or change direction, and explain why a moving thing keeps going after the push ends.
  3. Use pushes and pulls to squash, stretch, bend and twist things, and find out which things spring back to their old shape and which stay changed.
    • Squash, stretch, bend and twist things
      Name four ways to change a shape, say which push or pull does each one, and see that a stronger push or pull makes a bigger change.
    • Find out which things spring back
      Test whether things go back to their old shape after a push or pull, sort them into two groups, and say why each kind is useful.
  4. Plan fair tests with toy cars and ramps, find out how ramp height and rough or smooth surfaces change how far a car rolls, and design ways to make things start, stop or turn.
    • Plan a fair ramp test
      Build a ramp, change one thing at a time, measure how far a toy car rolls, repeat each test and record your results.
    • Find out how ramp height changes how far a car rolls
      Read the results of a ramp test, find the pattern, explain it with Earth's pull and use it to make predictions.
    • Compare rough and smooth surfaces
      Test how far a toy car rolls on different floors, explain why rough surfaces stop things sooner, and use rough and smooth surfaces to stay safe.
    • Design a way to make something start, stop or turn
      Use what you know about pushes, ramps and surfaces to solve a movement problem, test your design several times and make it better.

Push and Pull Forces study guide

4 chapters

1

Find out what pushes and pulls are

Open a drawer, press a button, or kick a ball. Your body makes pushes and pulls in many everyday jobs. You can learn to spot them by watching your hands and feet, then draw arrows to show which way they act.

1.1 Tell a push from a pull

You press a button to ring a doorbell. You tug your socks up. Both actions use a force. A force is a push or a pull.

Watch how you press or tug

A push presses away from you. Pushing a shopping cart, shutting a door, and kicking a ball are pushes. Your foot can push just as your hand can.

A pull tugs toward you. You pull a wagon by its handle. You pull a drawer out to reach a crayon. When you close the drawer, you push it back in. One job can use both kinds of force.

Imagine holding a door handle. You tug it toward your body, and the door opens. That is a pull. You press it away to close the door. That is a push. To name your action, look at the way you press or tug.

A force can act without movement

Put your hands against a wall and press. The wall stays still, but you are pushing. Movement is not needed for a push to happen.

In tug-of-war, you tug the rope toward your body. The other team might pull harder, making the rope slide away. Your action is still a pull. The rope's movement does not change the way you are tugging.

Find forces around you

People are not the only things that push and pull. A horse pulls a cart. A dog pulls on its leash. Wind pushes a sail and blows leaves along. Moving water pushes a toy boat down a stream.

Earth pulls things down toward the ground. This pull is called gravity. Let go of a ball, and Earth's pull makes it fall. Nobody needs to touch the falling ball to pull it down.

Your body can be the thing that moves, too. A friend pushes you on a swing. Someone pulls you on a sled. When you press your feet against a pool wall, the wall pushes back and you glide away. On a scooter, your foot pushes back against the ground, helping you move forward.

Key Takeaways

  • A force is a push or a pull.
  • Name a push or pull by the way you press or tug.
  • A force can act even when something stays still.
  • Wind, water, animals, and Earth can push or pull things.

1.2 Describe how strong a push is and which way it goes

A tap and a big kick are both pushes. The tap is gentle. The kick is strong. You can describe a force by its strength and its direction.

Change how hard you push

Roll the same ball twice along the same floor. Start from the same line each time.

  • With a gentle push, the ball rolls slowly. It stops about 2 big steps away.
  • With a strong push, it rolls faster. It stops about 6 big steps away.

The stronger push makes the same ball move faster and farther. Keep the ball and floor the same to compare the pushes fairly. If you also change the ball, you will not know which change made the difference.

Before trying, make a prediction. This means saying what you think will happen and why. You could say, "A harder push will send the ball farther." Afterward, watch where it stops and check your idea.

Choose which way it goes

Direction means which way: left, right, up, down, forward, or backward. Push a still toy car to the right, and it starts rolling right. Pull a book up to lift it.

Keep the direction the same and change the strength. A gentle push left sends the car slowly left. A stronger push left sends it faster left. A stronger push does not mean a different direction.

Draw a force arrow

An arrow can show a force. Its point shows which way the push or pull goes. Its length shows how strong the force is.

Imagine a child pushing a box to the right. Start the arrow at the child's hands and point it right. Draw a short arrow for a gentle push. Draw a longer arrow for a stronger push.

For a child pulling a wagon, draw the arrow along the handle. Point it toward the child, the way the child tugs. To show a stronger pull, keep that direction and make the arrow longer.

Arrow length does not show how big the toy is. A tiny marble can have a long force arrow when someone flicks it hard. A large box can have a short arrow for a gentle push.

Key Takeaways

  • A stronger push sends the same thing faster and farther.
  • Keep the toy, floor, and start the same when comparing pushes.
  • An arrow points the way a force acts.
  • A longer force arrow means a stronger push or pull.
  • A prediction says what you think will happen and why.
2

Change how things move with pushes and pulls

A ball can roll slowly, bounce back, or stop against your foot. Watch what changes as it moves. You will use words for its place, path, and speed, then work out which push or pull made each change happen.

2.1 Describe how things move and where they are

Watch a ball, a book, and a spinning top. They do not all move the same way. Words for movement help you tell someone exactly what you see.

Name the movement
WordWhat you see
RollA ball turns as it travels along the floor.
SlideA book moves across a table without rolling.
SpinA top turns round and round.
BounceA ball hits the ground and comes back up.
SwingA playground swing moves back and forth.
FallA leaf moves down toward the ground.

Shape helps explain some movements. Balls and wheels are round, so they roll. A flat book slides along a tabletop. A bouncy ball springs up after landing. A dropped book usually lands and stays there.

One trip can have several movements. A ball rolls to a wall, hits it, and bounces back. Describe each part of the trip in order.

Tell how fast and which path

Fast and slow describe speed. A toy car racing down a steep ramp is fast. A snail moves slowly. You can also compare two things: "The car is faster than the snail."

A path is the route something takes. It can be straight, curved, zigzag, or round and round. A ball rolled across a flat, smooth floor follows a straight path until a push sends it a new way. A toy train follows the curves in its track.

Compare places

Position means where something is. Use a still object to help describe it. You might say, "The car is next to the door." Later, you say, "The car is under the table." Its place changed, so it moved.

A wall or a tree makes a useful still marker. A toy that was near the wall and is now far away has moved. Words such as behind, in front of, left, right, on, and under make the description clearer.

A spinning top can stay in one spot on the floor. It is still moving because its parts turn round and round. Looking only at where the whole top sits can make you miss its spinning movement.

Key Takeaways

  • Use words such as roll, slide, spin, bounce, swing, and fall.
  • Speed tells how fast something moves; path tells its route.
  • Position means where something is.
  • Compare a toy with a still marker to see a change of place.
  • Spinning is movement, even in one spot.

2.2 Start and stop things

A ball rests on flat grass. It stays there until something pushes or pulls it. A kick can start it rolling. Wind can start it moving, too.

Start in the direction you choose

To start a wagon, pull its handle forward. To start a toy car, push it from behind. The push or pull starts the still toy moving.

To stop a gently rolling ball, your hand can press back against it. Your hand gives the ball a push against its movement. A goalkeeper's hands push on a ball while catching it. A wall pushes on a toy car when the car hits it.

Practice stopping only slow toys, such as a gently rolled ball. Never step in front of a moving swing or bike to stop it.

The same ball moving faster needs a stronger push to stop quickly. You feel this when catching it. A hard throw presses harder on your hands than a gentle roll.

Follow a bowling ball
  1. The bowling ball is still in your hand. You push it forward to start it.
  2. It rolls down the lane and reaches the pins.
  3. The ball pushes the pins. They begin to move and fall over.
  4. A soft cushion at the end pushes back on the ball and stops it.

At the bump, both things push. The ball pushes a pin, and the pin pushes back on the ball. That push changes the ball's movement, too.

Try picturing two balls, one rolling and one still. When they bump, the rolling ball pushes the still one. The still ball begins to move. It also pushes back on the first ball, slowing that ball down.

Find what makes a toy stop

A rolling ball does not get tired. On grass, the grass pushes against its movement a little at a time. The ball slows down and stops. Air also pushes against moving things.

You may not see these small pushes as easily as a hand's push. Look for what the ball touches as it slows. A ball rolling into a patch of grass meets something that pushes against its movement.

Key Takeaways

  • A push or pull starts a still thing moving.
  • A push or pull can stop a moving thing.
  • A faster ball needs a stronger push to stop quickly.
  • Things that bump push on each other.
  • The ground and air slow moving toys down.

2.3 Speed things up, slow them down and turn them

A ball is already rolling. You can change its speed or send it a new way. Look at the way it is moving before choosing where to push.

Push along with the movement

To speed up a rolling ball, push it the same way it is going. A push from behind adds speed. A gentle push speeds it up a little. A stronger push speeds it up more.

A swing works this way, too. Push just as it moves away from you. Your push goes with its movement, so the swing goes faster and higher.

Push against the movement

To slow down the ball, push against the way it is going. Your hand in front presses back on it. A small push can slow it. A bigger push can bring it to a stop.

When you slow a scooter with your foot on the ground, the ground pushes back against your movement. Something is making that change happen.

Push from the side

A push from the side changes direction. A soccer player can kick a rolling ball sideways to send it toward a teammate. Pull a wagon handle left to turn the wagon left.

A gentle side push makes a small turn. A stronger side push makes a bigger turn. A ball that hits a wall gets a push back from the wall and bounces away.

Here is a ball's trip through a park. It rolls toward Maya. Her foot presses against it until it stops. She kicks it toward Leo, starting it again. It bumps the side of a bench, which pushes it onto a new path. Leo kicks it the way it is already rolling, making it speed up.

Look for Earth's pull

Earth pulls you down a slide and makes you speed up. Roll a ball gently uphill. It slows, stops for a moment, and rolls down again. Earth's pull changes its movement on the slope.

After a kick, your foot leaves the ball. Your foot's push has ended. The ball keeps rolling because it has not been stopped yet. The floor and air slow it little by little. A moving ball does not need your foot to keep touching it.

Key Takeaways

  • Push with the movement to speed something up.
  • Push against the movement to slow or stop it.
  • A side push or pull changes direction.
  • Earth's pull changes movement on a slope.
  • A moving ball keeps going after the kick ends.
3

Change the shape of things with pushes and pulls

A sponge changes shape when you squeeze it. Play dough does too, but something different happens when you let go. You will try squashing, stretching, bending, and twisting, then look for things that return to their old shape.

3.1 Squash, stretch, bend and twist things

Press a lump of play dough with your palm. Its shape changes. A force can change how something looks as well as how it moves.

Try four changes
ChangeWhat your hands doWhat changes
SquashPress down or push the sides inward.The dough becomes flatter or squeezed.
StretchPull the ends apart.The dough becomes longer.
BendPush or pull part of a straight strip sideways.The strip becomes curved.
TwistTurn the ends in opposite ways.The strip becomes twisted.

You squash a sponge in your hand. You stretch elastic by pulling its ends. You bend a pipe cleaner into a hook. You twist a wet cloth to squeeze water out.

The same piece of dough can change in several ways. Squash it into a pancake. Roll it into a snake, then pull to stretch it. Bend the long piece into a ring. Twist a long strip by turning one end each way.

Compare gentle and strong forces

A stronger push or pull makes a bigger change in shape. Think of elastic that starts 10 centimeters long.

  1. A gentle pull stretches it to 14 centimeters.
  2. From 10 to 14 is 4 centimeters longer.
  3. A strong pull stretches it to 20 centimeters.
  4. From 10 to 20 is 10 centimeters longer.

Both actions stretch the elastic. The stronger pull makes the larger change. Compare each new length with the starting length, not just with the other stretched length.

Notice changes in harder things

Soft things are easy to change, but harder things can change, too. A paper cup can be crushed. Aluminum foil can be crumpled. A cracker can snap. Breaking is a big change in shape.

A push can change shape and movement together. When you kick a soft ball, your foot squashes part of it. The ball also starts moving away. You might need to watch closely to see the quick squash.

Key Takeaways

  • Squashing uses a push; stretching uses a pull.
  • Bending makes a straight part curved.
  • Twisting turns ends in opposite ways.
  • A stronger force makes a bigger change in shape.
  • A push can change movement and shape together.

3.2 Find out which things spring back

Squeeze a sponge, then open your hand. The sponge returns to its old shape. Squash some play dough and let go. The dough stays flat. Letting go helps you tell these two kinds apart.

Test what happens afterward
  1. Look closely at the starting shape.
  2. Squash, stretch, bend, or twist the thing.
  3. Let go.
  4. Watch its shape after you let go.
  5. Sort it into "springs back" or "stays changed."

A sponge, rubber band, and bouncy ball go in the "springs back" group. Play dough, foil, and a bent pipe cleaner go in the "stays changed" group. The change while you hold something is not enough to decide. Watch what happens next.

Feel the push or pull back

A springy, or elastic, thing returns to its old shape after you let go. As you squeeze a sponge, it pushes on your fingers. As you stretch a rubber band, it pulls on your fingers. This push or pull back helps it return.

Point a rubber band away from faces when stretching it. Let it go back slowly.

A springy thing can be damaged by too much force. A rubber band can snap if stretched too far. A toy spring pulled too far can stay long and wobbly. A bigger stretch is not a way to make it more springy.

Choose a shape that helps

A bouncy ball squashes against the ground when it lands. As it springs back, it pushes down on the ground. The ground pushes the ball up into the air. That upward push makes it bounce.

Sofa cushions, trampolines, and sneaker soles squash and spring back. They make landings softer. A hair tie stretches to fit around hair, then pulls back to hold it.

Other jobs need a shape that stays. Clay holds the shape of a bowl. Foil stays wrapped around a sandwich. A bent pipe cleaner keeps the hook you make.

Changing shape does not always mean breaking. A squeezed sponge can still soak up water. Flat play dough can be shaped again. Look at what the thing does after the change to decide whether it still works.

Key Takeaways

  • Watch after letting go to test whether something springs back.
  • Springy things push or pull back as you change their shape.
  • Some things keep their new shape and remain useful.
  • Too much force can damage a springy thing.
  • The ground pushes a bouncing ball upward.
  • A change of shape does not always mean something broke.
4

Test and design with ramps and surfaces

How can you help a toy car travel farther? How could you stop it in a parking space? You can answer by building ramps, comparing floors, and keeping track of your tries. Use the results to choose a change and make your design work better.

4.1 Plan a fair ramp test

You can find out how a ramp changes a toy car's trip. A ramp is a slope with one end higher than the other. Rest a board or stiff cardboard on a low pile of books.

Plan what to change

Ask, "Does a higher ramp make the car roll farther?" Predict what you think will happen. You might say, "I think the higher ramp will send it farther."

A fair test changes one thing. For this test, change the number of books under the ramp. Keep these things the same:

  • the car and the ramp board;
  • the starting line on the board;
  • the floor at the bottom;
  • the way you let go and measure.

Hold the car at the starting line. Let go without pushing. Earth's pull makes it roll down. A little extra push on one try changes the test.

Measure each trip the same way

Wait until the car stops. Measure from the bottom end of the ramp to the back wheels. Use that same part of the car every time. Measuring to its front wheels on another try would change the distance you record.

A tape measure gives distances in centimeters. You can also count equal blocks or floor tiles along a straight line. Put blocks end to end without gaps. Keep the same measuring unit for all the trips you compare.

Repeat and choose the middle result

Do three tries at each height. The car may not stop in exactly the same place each time.

Suppose your distances are 48, 52, and 50 centimeters. Put them in order: 48, 50, 52. The middle result is 50 centimeters. Use that result for this height. Choosing 52 just because it is the farthest would leave out the other tries.

Keep a record

Write the height and result in a table. Each row keeps the two pieces together.

Ramp heightMiddle distance
2 books95 centimeters

You can also draw a bar for each height. Start the bars at the same line. A taller bar shows a farther trip.

Compare your result with your prediction. It is fine if your idea was wrong. The test shows what happened.

Key Takeaways

  • Change only one thing in a fair test.
  • Let go of the car without pushing.
  • Measure from the ramp bottom to the same car part.
  • Repeat each test three times and order the distances.
  • Use the middle result and record it with the ramp height.
  • Compare your result with your prediction.

4.2 Find out how ramp height changes how far a car rolls

Raise one end of a ramp, and the car starts higher. Earth's pull speeds the car up as it rolls down the slope. From higher up, it has farther to drop before reaching the floor.

Read the pattern

Here are results from one fair test. The car, board, starting line, and floor stayed the same. The car was released without a push.

Books under the rampDistance across the floor
150 centimeters
295 centimeters
3130 centimeters

The distances get bigger as the ramp gets higher. From the higher ramp, the car reaches the bottom faster and rolls farther across the floor.

Compare 2 books with 1 book. Count on from 50 to 95: the car went 45 centimeters farther. Compare 3 books with 1 book. From 50 to 130 is 80 centimeters farther.

The trips do not grow by the same amount each time. You can spot the pattern without promising an exact distance for the next try.

Predict the next trip

For the same setup with 4 books, predict a trip farther than 130 centimeters. Then test it. Your prediction gives a direction of change; measuring finds the distance.

You can also change where the car starts on the same ramp. Starting halfway down gives it less height to drop. It rolls a shorter distance across the floor than when released from the top.

Follow the whole trip

On the slope, Earth's pull makes the car speed up. On the flat floor, the floor and air slow it down until it stops. Nobody has to keep pushing it forward after it leaves the ramp.

The car went farther from the high ramp because it started higher. You let go each time, so a harder hand push did not cause the change.

Keep the ramp low enough for the car to roll smoothly onto the floor. A very steep ramp can make it bump or flip at the bottom. Then the trip changes in another way, making the distances hard to compare.

On a playground slide, starting at the top gives you more height to come down than starting halfway down the same slide. Earth's pull has more height to speed you up. The same idea helps explain the car's trip.

Key Takeaways

  • A higher ramp makes the car faster at the bottom.
  • Starting higher sends the car farther across the same floor.
  • Starting halfway down gives the car less height to drop.
  • A pattern helps you predict; a test checks the prediction.

4.3 Compare rough and smooth surfaces

A toy car rolls across tile and then reaches a rug. It slows down more quickly on the rug. The top or outside of something is its surface.

Feel rough and smooth

A smooth surface feels flat and even, like tile or a wooden floor. A rough surface feels bumpy or scratchy, like a doormat or gravel. A soft towel can slow a car down, too.

On a smooth floor, the car rolls farther. On a rough or soft surface, it stops sooner. Those surfaces push against the moving car more, slowing it down faster.

Compare the floors fairly

Keep the car, ramp height, and starting line the same. Change only the surface at the bottom. Release the car without a push. Measure three trips on each surface and choose the middle result.

Here is a surface test using a 2-book ramp.

SurfaceDistance
Tile150 centimeters
Carpet60 centimeters
Towel25 centimeters

Tile gives the farthest trip. Carpet comes next. The towel gives the shortest trip. From 60 to 150 is 90 centimeters, so the tile trip is 90 centimeters farther than the carpet trip.

Look at sliding things, too

A wooden block slides farther across a smooth table than across sandpaper with the same gentle push. A sled slides easily on smooth, icy snow. Surface changes matter for sliding as well as rolling.

Hardness alone does not tell you how quickly something stops. A hard gravel path and a hard smooth floor can give very different trips. A soft towel can stop a toy car sooner than either smooth floor.

Find surfaces that help your feet

The bumpy bottoms of sneakers and rough stair strips help keep feet from sliding. A doormat gives your shoes a rough surface to grip.

Ice and wet floors are slippery. Shoes can slide easily on them. Walk slowly where it is slippery, and pay attention to a "Wet Floor" sign. People use sand to add grip on icy paths. Salt helps melt ice.

Key Takeaways

  • Rough or soft surfaces slow a toy car more than a smooth floor.
  • Change only the surface when testing floors.
  • Surfaces change how sliding things move, too.
  • Hardness alone does not tell how soon a toy stops.
  • Rough surfaces can help keep shoes from sliding.

4.4 Design a way to make something start, stop or turn

Your ball rolls straight ahead, but its target box is off to one side. You can build something that changes its path. A design is your plan for solving a problem.

Decide what should happen

Say the job clearly: "The ball needs to turn into the box." A wall set at a slant can push the ball from the side. A wall straight across its path may send it back toward the ramp instead.

Choose an idea, build it, and test it. Watch where the ball goes. Keep a count of how many tries reach the box.

Use results to improve a turn
  1. Without a wall, the ball reaches the box 1 time in 5 tries.
  2. Add a slanted cardboard wall. The ball reaches the box 4 times in 5 tries.
  3. Move the wall a little closer to the box. It reaches the box 5 times in 5 tries.

The wall pushes the ball sideways when they touch. That push turns the ball toward the box. Comparing the counts shows that the wall helps. Moving the wall helped again.

Change one thing before testing again. If you move the wall and raise the ramp together, you will not know which change helped.

Choose a way to stop or speed up

For a stopping job, try a rough towel strip, a small uphill slope, or a soft bumper. Each gives a push against the rolling thing's movement.

Imagine a toy car that must stop before a table edge. A towel is placed near the edge. In three tries, the car stops on the towel every time. The towel slows it before it reaches the edge. You can build your own stopping course on the floor.

For a farther trip, start the car higher on its ramp or choose a smoother floor. A stronger push can also send a toy farther when your design uses a hand push.

Test the job you chose

A ball reaching a box once is a good start. Try several times before deciding the design works. Count a success only when the ball does the job you named. Stopping near a box is different from rolling inside it.

Bowling bumpers and mini-golf walls use side pushes to guide balls. Your cardboard wall does the same kind of job. The results help you choose where it should stand.

Key Takeaways

  • Choose the movement problem before building.
  • A slanted wall can turn a rolling ball.
  • A rough strip, uphill slope, or soft bumper can stop a toy.
  • Test several times and count successes.
  • Change one thing, then test again to see whether it helped.

Push and Pull Forces examples

4 Walkthroughs

1

Spot the force on a wagon

10 steps
Follow presses and tugs, then draw arrows for their strength and direction.
  1. 1
    IntroductionWatch your hands

    You can move a toy wagon in more than one way. Watch where your hands press or tug. That will help you name the force. Then you can show its direction and strength with an arrow, even when the wagon stays still.

  2. 2
    ExamplePress the wagon away

    Stand behind a toy wagon and press on its back. Your hands press away from you. That force is a push.

    The wagon starts rolling forward. You could use your foot to push, too: a kick is a push made with a foot.

  3. 3
    ExampleTug the handle toward you

    Now stand in front and hold the handle. Tug it toward your body. Your force is a pull.

    The wagon comes toward you. Think about opening a drawer: your fingers tug toward you in the same way. To close the drawer, you press it away with a push.

  4. 4
    ChallengeA stuck wagon

    You tug the handle toward yourself, but a wheel is stuck. The wagon stays still. Are you making a push, a pull, or no force?

    ---reveal---

    You are making a pull. Your hands tug toward your body. A force can act even when the wagon does not move.

  5. 5
    ConnectionA push without hands

    Imagine wind blowing an empty paper boat across water. The wind pushes it, even though nobody touches it with a hand.

    Moving water can push it, too. Earth also pulls things downward. This pull, called gravity, makes a dropped ball fall.

  6. 6
    ExplanationTry a gentle and a strong push

    Use the same wagon, floor, and starting line. First give a gentle push. Then try a stronger push.

    The stronger push makes the wagon move faster and farther. Keeping the other parts the same helps you compare the two pushes fairly.

  7. 7
    TipShow the force with an arrow

    Draw an arrow pointing the way your hands push. If you push right, point it right.

    Use a short arrow for a gentle force and a longer arrow for a stronger force. The arrow length tells about the push or pull, not the size of your wagon.

  8. 8
    ChallengeDraw a stronger tug

    You pull the wagon to the left. Then you pull harder, still left. How should the second force arrow change?

    ---reveal---

    Make the second arrow longer and keep it pointing left. The strength changed, so the length changes. The pull still acts in the same direction.

  9. 9
    ChallengeThe wagon moves the other way

    You tug a handle toward yourself. A friend tugs harder from the other end, and the wagon rolls away from you. Is your force a push or a pull? Which way should your force arrow point?

    ---reveal---

    Your force is still a pull. Point your arrow toward yourself, the way you tug. The friend changes which way the wagon moves, but does not change your action.

  10. 10
    RecapName it and draw it

    Watch the way you press or tug to name a push or pull. A force can act on a still toy.

    Point an arrow the way the force acts, and change its length to show strength. Try spotting the push and pull when you next open and close a drawer.

2

Follow a ball through a course

13 steps
Describe a trip, then explain its starts, stops, changes of speed, and turns.

Save this lesson to follow every Walkthrough step by step.

  1. 1
    IntroductionA trip with several changes
  2. 2
    ExplanationDescribe where it starts
  3. 3
    ExampleName its way of moving
  4. 4
    ChallengeA turning top
  5. 5
    ExampleStart the ball rolling
  6. 6
    Key InsightTwo balls meet
  7. 7
    ChallengeStop a faster roll
  8. 8
    ExplanationAdd speed from behind
  9. 9
    ExampleTurn toward the doorway
  10. 10
    Key InsightAfter the foot leaves
  11. 11
    ChallengeRoll it up a slope
  12. 12
    ChallengeExplain the whole trip
  13. 13
    RecapWatch the change and find the force
3

Shape a toy and watch it spring back

11 steps
Use your hands to change shapes, then choose materials for different jobs.

Save this lesson to follow every Walkthrough step by step.

  1. 1
    IntroductionLook before and after
  2. 2
    ExamplePress a dough pancake
  3. 3
    ExamplePull a longer rope
  4. 4
    ExplanationCurve it or turn the ends
  5. 5
    ChallengeName the two changes
  6. 6
    ExampleLet the sponge go
  7. 7
    Key InsightFeel a springy push
  8. 8
    ConnectionWatch a bounce
  9. 9
    ChallengeSort a new piece of foam
  10. 10
    ChallengePick materials for two jobs
  11. 11
    RecapMatch the action and the job
4

Build a car parking course

17 steps
Run fair tests, read the results, and make a car turn and stop in a parking space.

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  1. 1
    IntroductionGive your car a job
  2. 2
    TipMake a fair height test
  3. 3
    ExampleMeasure from the bottom
  4. 4
    ExampleUse three trips together
  5. 5
    ChallengeFind the unfair change
  6. 6
    ExampleCompare two heights
  7. 7
    ChallengeChoose a shorter trip
  8. 8
    TipKeep the exit smooth
  9. 9
    ExplanationTry a different floor
  10. 10
    ChallengeChoose from the surface results
  11. 11
    ExampleAdd a side push
  12. 12
    ExampleCount what works
  13. 13
    ChallengeImprove one part
  14. 14
    ChallengeCheck the whole course
  15. 15
    Key InsightRead a surprising result
  16. 16
    ChallengeChoose the best try so far
  17. 17
    RecapLet your results guide the change

Push and Pull Forces practice questions

40 Practice Questions in 4 sets

Set 1: Compare tests and changes10 Practice Questions

Question 1 of 10

A small toy gets a hard push right. A big toy gets a gentle push right. How should their force arrows differ?
  1. The big toy gets the longer arrow, both pointing right.
  2. The small toy gets the longer arrow, both pointing right.
  3. Both arrows have equal lengths and point right.
  4. The small toy gets a longer arrow pointing left.
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Answer: B
The small toy gets a stronger push, so its arrow is longer. Both arrows point right because both pushes act right. Making the big toy's arrow longer would confuse object size with force strength.

Question 2 of 10

A toy wheel turns round and round without traveling across the floor. Is it moving, and how?
  1. No; it stays in place.
  2. Yes; it is sliding.
  3. Yes; it is falling.
  4. Yes; it is spinning.
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Answer: D
The wheel is spinning, which is a kind of movement. Its parts turn even when the whole wheel stays in one place. A change of place shows movement, but staying in one place does not rule out spinning.

Question 3 of 10

You want to stop the same ball in the same short space. It rolls faster on the second try. How must the stopping push change?
  1. It must be stronger.
  2. It must be gentler.
  3. It must push with the ball.
  4. It must start after the ball passes.
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Answer: A
A faster ball needs a stronger push against its movement to stop quickly. A gentler push would slow it less quickly. Pushing with the ball's movement would speed it up instead of stopping it.

Question 4 of 10

A toy ball is rolling right. A hand nudges it right. Next it meets a slanted block from its side. Finally it rolls onto rough felt. How should its movement change, in order?
  1. It slows, turns, then speeds up.
  2. It speeds up, goes straight, then slows.
  3. It speeds up, turns, then slows to a stop.
  4. It speeds up, turns, then speeds up again.
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Answer: C
The rightward nudge adds speed because the ball is already rolling right. The block gives a side push, turning it. The rough felt then slows it to a stop; a rough surface does not keep adding speed.

Question 5 of 10

A dough strip is pulled longer, then its two ends are turned in opposite ways. What changes happen, in order?
  1. Bending, then squashing.
  2. Stretching, then twisting.
  3. Twisting, then stretching.
  4. Stretching, then bending.
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Answer: B
Pulling the dough longer stretches it. Turning the ends in opposite ways then twists it. Bending would curve the strip, but opposite turns at the ends describe twisting.

Question 6 of 10

A sponge and foil both change shape when pressed. After release, the sponge returns and the foil stays crumpled. How should you sort them?
  1. Both in "springs back."
  2. Both in "stays changed."
  3. Sponge in "stays changed"; foil in "springs back."
  4. Sponge in "springs back"; foil in "stays changed."
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Answer: D
Sort by what happens after release. The sponge returns to its starting shape, while the foil keeps its changed shape. Both changing while pressed does not mean they belong in the same group.

Question 7 of 10

Jules measures ramp trips of 12, 8, and 10 blocks. What result should Jules use for this height?
  1. 8 blocks.
  2. 12 blocks.
  3. 10 blocks.
  4. 30 blocks.
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Answer: C
Put the distances in order: 8, 10, 12. The middle result is 10 blocks. The farthest trip is 12 blocks, but choosing the farthest would leave out what the three tries show together.

Question 8 of 10

For a low ramp, a car goes 6, 10, and 8 blocks. For a higher ramp, it goes 11, 9, and 13 blocks. Everything else stays the same. How much farther is the higher ramp's middle trip?
  1. 3 blocks.
  2. 1 block.
  3. 5 blocks.
  4. 7 blocks.
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Answer: A
The low trips in order are 6, 8, 10, giving 8 blocks. The high trips are 9, 11, 13, giving 11 blocks, which is 3 farther. Comparing 10 with 11 mixes a farthest result with a middle result.

Question 9 of 10

A car rolls smoothly down a ramp without being pushed. What makes it speed up on the slope?
  1. The floor pulling forward.
  2. The air pushing behind.
  3. The car's shape alone.
  4. Earth's pull downward.
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Answer: D
Earth's pull makes the car speed up down the slope. A hand push is not needed because the car is released without one. Air does not keep pushing it forward; air pushes against its movement.

Question 10 of 10

A car goes 9, 7, and 8 blocks on a board, then 5, 3, and 4 blocks on a mat. Only the surface changes. What do the middle trips show?
  1. The board trip is 2 blocks farther; the board slows it more.
  2. The board trip is 4 blocks farther; the mat slows it more.
  3. The mat trip is 4 blocks farther; the board slows it more.
  4. The board trip is 6 blocks farther; the mat slows it more.
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Answer: B
The board trips have a middle of 8 blocks; the mat trips have a middle of 4. The board trip is 4 blocks farther, so the mat slows the car more. Comparing 9 and 3 gives 6, but those are not the middle trips.
Set 2: Solve toy-course problems10 Practice Questions

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Question 1 of 10

A force arrow points upward. What does its point show?
  1. How tall the toy is.
  2. How far the toy travels.
  3. The force acts upward.
  4. The force is very strong.
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Question 2 of 10

A ball rolls right. A hand gives a small push left while the ball is still rolling right. How does its speed change?
  1. It gets faster.
  2. It gets slower.
  3. It stays the same.
  4. It speeds up, then slows.
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Question 3 of 10

A soft ball lands, squashes against the floor, and bounces up. What pushes it upward?
  1. The ball pushes itself up.
  2. Earth's pull changes upward.
  3. Air below the ball pulls up.
  4. The floor pushes the ball up.
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Question 4 of 10

Sofia tests ramp height. Her second trip has a higher ramp, a different car, and a hand push. What plan would let her test height fairly?
  1. Keep the height the same, and compare the two different cars.
  2. Keep the car the same, but push harder from the higher ramp.
  3. Keep the release the same, but change the car with the height.
  4. Keep the car and release the same, and change only ramp height.
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Question 5 of 10

In a fair test, a car travels 7 blocks from a low ramp and 12 from a higher ramp. What can you predict for a slightly higher ramp that still joins the floor smoothly?
  1. Exactly 17 blocks.
  2. Less than 7 blocks.
  3. Farther than 12 blocks.
  4. Exactly 12 blocks.
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Question 6 of 10

A toy car rolls far on hard smooth tile but stops quickly on a soft towel. Why does the towel stop it sooner?
  1. Soft things always pull cars forward.
  2. The towel pushes against its movement more.
  3. Hard things always slow cars down more.
  4. The tile gives the car a new forward push.
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Question 7 of 10

A class releases one car from one ramp. Middle trips are 14 blocks on tile, 6 on a rug, and 3 on foam. The car must stop in a space 5 to 7 blocks from the ramp. What surface fits, and why?
  1. Rug; its trip ends inside the space.
  2. Foam; it stops the car before the space.
  3. Tile; a farther trip gives a better stop.
  4. Tile; it lets the car travel the farthest.
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Question 8 of 10

A ball stops before reaching a box to its right. A slanted wall on the left is too far away for the ball to touch. How could you improve the course, checking one change at a time?
  1. Raise the ramp and test; then move the wall into the ball's path and test.
  2. Lower the ramp and test; then move the wall into the ball's path and test.
  3. Raise the ramp and move the wall together; then test both changes.
  4. Raise the ramp and test; then move the wall behind the box and test.
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Question 9 of 10

A course must turn a ball into a hoop. It works 2 times in 5. Moving the wall works 4 times in 5. Adding a towel then makes the ball stop before the hoop every time. What should you try next?
  1. Keep the towel and raise the ramp immediately.
  2. Remove the wall and keep the towel in place.
  3. Remove the towel and test the moved wall again.
  4. Keep both changes and finish after one more try.
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Question 10 of 10

A car must stop on a mat. The first design succeeds 1 time in 4. A wider mat succeeds 3 times in 4. A higher ramp with the wider mat succeeds 2 times in 4. What design worked best, and what should you do next?
  1. The higher ramp; test it once more.
  2. The higher ramp; raise it again and finish.
  3. The first mat; return to the narrow design.
  4. The wider mat before raising the ramp; repeat that design.
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Set 3: Spot pushes and changes10 Practice Questions

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Question 1 of 10

Nina tugs a zipper toward her chin. What kind of force does she use?
  1. A push upward.
  2. A pull upward.
  3. A push downward.
  4. A pull downward.
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Question 2 of 10

A leaf moves along a path on a windy day. What pushes it?
  1. The path below it.
  2. Earth pulling down.
  3. A pull from the tree.
  4. The moving air.
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Question 3 of 10

Two arrows show pushes to the left. One is longer. What does the longer arrow tell you?
  1. The push is stronger.
  2. The toy is longer.
  3. The push goes farther left.
  4. The toy moves for longer.
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Question 4 of 10

A toy duck moves back and forth on a hanging seat. What word describes this movement?
  1. Spinning.
  2. Sliding.
  3. Swinging.
  4. Rolling.
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Question 5 of 10

A beanbag slides into a cushion and stops. What stops the beanbag?
  1. The cushion pushes against it.
  2. The cushion pulls it forward.
  3. Its starting push keeps acting.
  4. Its movement runs out by itself.
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Question 6 of 10

A toy truck is rolling forward. You want it to go faster along the same path. How should you push?
  1. From the side, across its path.
  2. From behind, the way it is going.
  3. From in front, against its movement.
  4. Down on its roof, toward the floor.
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Question 7 of 10

You pull the two ends of a strip of dough apart. What shape change are you making?
  1. Squashing.
  2. Bending.
  3. Twisting.
  4. Stretching.
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Question 8 of 10

A foam toy returns to its round shape after you squeeze and release it. How would you sort it?
  1. Into the "stays changed" group.
  2. Into the "stays flat" group.
  3. Into the "springs back" group.
  4. Into the "breaks when squeezed" group.
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Question 9 of 10

Omar tests two ramp heights. He uses a green car first and a yellow car next. How should he fix the test?
  1. Push both cars from the top.
  2. Use the same car at both heights.
  3. Use a different floor for each car.
  4. Measure one trip from the ramp top.
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Question 10 of 10

A ball must turn toward a basket and stop before a tape line. It rolls straight past the basket. What design could do both jobs?
  1. A slanted wall before the basket and smooth tile near the line.
  2. A towel across its straight path and a wall beyond the line.
  3. A slanted wall toward the basket and a towel before the line.
  4. A higher ramp at the start and a slanted wall beyond the line.
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Set 4: Explain what you see10 Practice Questions

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Question 1 of 10

Tara tugs a rope toward herself. It slides away because a friend tugs harder from the other end. What force is Tara making?
  1. A pull toward herself.
  2. A push away from herself.
  3. A pull toward her friend.
  4. A push toward her friend.
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Question 2 of 10

Ben gives the same car a gentle push, then a stronger push from the same line on the same floor. How will the second trip change?
  1. It will be slower and shorter.
  2. It will be slower and farther.
  3. It will be faster and shorter.
  4. It will be faster and farther.
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Question 3 of 10

Your ball was next to a tree. Now it is behind a bench. What changed?
  1. Its shape.
  2. Its position.
  3. Its push strength.
  4. Its springiness.
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Question 4 of 10

A rolling orange bumps a still orange. The still orange begins moving, and the first slows. How did the oranges push?
  1. Only the rolling one pushed.
  2. Only the still one pushed.
  3. Both pushed on each other.
  4. Both pulled on each other.
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Question 5 of 10

You kick a ball and your foot leaves it. Why can the ball keep going?
  1. The kick keeps touching it.
  2. It has not been stopped yet.
  3. Earth pulls it along the floor.
  4. Air keeps pushing it forward.
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Question 6 of 10

A straight straw is made curved at its bendy part. What change has happened?
  1. It has stretched.
  2. It has twisted.
  3. It has squashed flat.
  4. It has bent.
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Question 7 of 10

You want to make a model arch that keeps its shape after you let go. What material would help?
  1. A strip of springy foam.
  2. A stretched hair tie.
  3. A piece of modeling clay.
  4. A squeezed bouncy ball.
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Question 8 of 10

The same car is released without pushing from the top and halfway down one ramp. It rolls onto the same floor. How does starting at the top change the trip, and why?
  1. It rolls farther because it starts higher.
  2. It rolls less far because it starts higher.
  3. It rolls equally far because it is the same car.
  4. It rolls farther because the flat floor pulls it forward.
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Question 9 of 10

Leah tests one car from one ramp. On a board, it rolls 10, 14, and 12 blocks. On a rug, it rolls 6, 8, and 4 blocks. How much farther is the board's middle trip, and why?
  1. 6 blocks farther; the board slows it more.
  2. 4 blocks farther; the rug slows it more.
  3. 6 blocks farther; the rug slows it more.
  4. 10 blocks farther; the rug slows it more.
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Question 10 of 10

A toy bus must stop inside a parking space. In three tries, it rolls through the space and stops beyond it. A towel starts beyond the space. What should you change first, and how should you check?
  1. Move the towel into the space and repeat three tries.
  2. Raise the ramp and repeat three tries with the same towel.
  3. Move the towel into the space and finish after one try.
  4. Move the space beyond the towel and give the bus a push.
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Stuck on your own question? Homework Help

Key Terms

58 Key Terms, each with its definition

B

Bend
To bend something is to make a straight part curved by pushing or pulling on it.
You can bend a pipe cleaner into a hook.
Bounce
To bounce is to come back from a surface after hitting it, like a ball coming up from the floor.
A rubber ball can bounce back after hitting a wall.
Bump
A bump happens when moving things hit something. During the bump, both things push on each other.
A rolling ball gives a still ball a push when they bump.
Bumper
A bumper is something placed where a moving object can hit it and receive a push.
A soft sponge bumper can push against a toy car and stop it.

C

Catch
To catch a moving thing is to hold and stop it. Your hands push against its movement.
A goalkeeper uses both hands to catch a ball.
Centimeter
A centimeter is a small unit of length marked on many rulers and tape measures.
A tape measure can show in centimeters how far a toy car rolls.

D

Design
A design is a plan for solving a problem, such as making a ball turn or a toy car stop.
One design puts a wall beside a rolling ball's path to guide it toward a box.
Direction
A direction is which way something acts or moves, such as left, right, forward, up, or down.
The direction of your pull is upward when you lift a book.
Distance
A distance tells how far apart two places are, such as a ramp bottom and a stopped toy car.
A toy car rolled across the floor, and its distance was 8 equal blocks.
Drop
A drop is a downward change in height. A car starting higher has farther to come down.
A greater drop lets Earth's pull speed up the car more before the floor.

E

Elastic
An elastic thing is springy: it returns to its old shape after a squeeze, bend, or stretch.
An elastic hair tie stretches around hair and pulls back to hold it.

F

Fair test
A fair test changes one thing and keeps the other parts the same, helping you find what made a difference.
In a fair test of ramp height, keep the toy car and the floor the same.
Fall
To fall is to move downward because of Earth's pull, as a leaf does after leaving a tree.
A pencil will fall when you let go of it above the floor.
Force
A force is a push or a pull that can change movement or shape, even when the thing stays still.
You use a force when you press a door shut or tug a sock up.
Force arrow
A force arrow shows a push or pull. Its point shows direction; its length shows strength.
Draw a longer force arrow for the harder of two pushes.

G

Gentle force
A gentle force is a soft, small push or pull, such as a light tap on a toy ball.
A gentle force sends the same toy a shorter way than a stronger push.
Gravity
Gravity is Earth's pull. It pulls things downward toward the ground without a hand touching them.
Gravity makes a dropped apple fall toward the ground.
Grip
To grip a surface is to hold against it without sliding easily, as bumpy shoe soles do.
Rough strips on stairs help your shoes grip the step.

I

Improve
To improve a design is to change it so it does its job better, then test the change.
If a wall guides a ball toward a box, move the wall a little to improve how often the ball reaches the box.

M

Measure
To measure a distance is to find how far it is using a unit, such as centimeters or equal blocks.
Each time a toy car rolls off a ramp, measure from the ramp bottom to the car's back wheels.
Motion
Motion means movement. Things can move across a place, turn, or go back and forth.
A spinning wheel shows motion even when it stays in one spot.

P

Path
A path is the route something takes as it moves. It can be straight, curved, or zigzag.
The toy train takes a curved path around its track.
Pattern
A pattern is a change or order you can spot in results and use to make a prediction.
Longer trips from higher ramps show a pattern you can test again.
Position
A position is where something is. You can describe its place beside a tree or under a table.
The toy's position changed from behind the chair to next to the door.
Prediction
A prediction says what you think will happen and why, before you try a test.
Your prediction might be, "A harder push will send the car farther."
Pull
A pull is a force that tugs toward you. The thing may move toward you or may stay still.
You make a pull when you tug a stuck drawer handle toward yourself.
Push
A push is a force that presses away from you. You can push with a hand, a foot, or your body.
A kick is a push made with your foot.

R

Ramp
A ramp is a sloping surface with one end higher than the other, such as a board resting on books.
Release a toy car from a low ramp and watch where it stops.
Ramp height
The ramp height is how high the raised end is. Adding books under that end makes it higher.
Compare ramp height while keeping the board and floor the same.
Release
To release something is to let go. Watching after release helps you test if it springs back.
Release the squeezed sponge and watch its shape.
Repeat
To repeat a test is to do it again the same way and record another result.
Repeat a ramp trip three times because the car may stop in different places.
Roll
To roll is to turn over and over while moving along, as a ball or wheel does.
You can roll a ball across the floor toward a chair.
Rough
A rough surface feels bumpy or scratchy. A rough rug slows a rolling car more than smooth tile.
A rough doormat gives your shoes something to grip.

S

Shape
A shape is the form something has. A push or pull can change a shape without breaking it.
You change the shape of dough when you press it into a pancake.
Slanted wall
A slanted wall sits at an angle to a toy's path and can push it sideways to make a turn.
A slanted wall guides the rolling ball toward the side of the room.
Slide
To slide is to move along a surface without rolling, as a book does across a table.
A block can slide down a ramp while its flat side stays against the board.
Slippery
A slippery surface lets things slide easily, so feet can slide on it when you walk.
Ice is slippery, and shoes can slide across it.
Slope
A slope is a surface that goes up or down. Earth's pull changes movement along it.
A ball rolled gently up a slope slows and then rolls back down.
Slow down
To slow down is to move less quickly. A push against the movement reduces speed.
A hand pressing against a rolling ball makes it slow down.
Smooth
A smooth surface feels flat and even. A rolling car travels farther on smooth tile than on a rough rug.
The smooth wooden floor lets the toy roll a long way.
Speed
Speed tells how fast or slowly something moves. You can compare faster and slower things.
The snail has a slower speed than the rolling toy car.
Speed up
To speed up is to move faster. A push the same way something is moving can add speed.
Push a rolling ball from behind to make it speed up.
Spin
To spin is to turn round and round. A toy can spin without traveling across the floor.
A top can spin beside your shoe while staying in the same spot.
Spring back
To spring back is to return to an old shape after a push or pull changes it and you let go.
A squeezed sponge will spring back when you open your hand.
Squash
To squash something is to press it down or squeeze it inward with pushes.
You squash a sponge when you close your hand around it.
Start
To start a still thing moving is to make it begin moving with a push or pull.
You start a wagon moving by pulling its handle.
Starting height
The starting height is how high something is when you let it begin its trip.
A car halfway down a ramp has a lower starting height than one at the top.
Stay changed
To stay changed is to keep a new shape after you let go, as bent foil or flattened dough does.
Foil can stay changed after you wrap it around your sandwich.
Stop
To stop a moving thing is to bring its movement to an end with a push or pull.
A soft bumper can stop a rolling toy car.
Strength
The strength of a force tells how hard or gently something is pushed or pulled.
A big kick has greater strength than a small tap from your toe.
Stretch
To stretch something is to pull it longer, usually by pulling its two ends apart.
You stretch dough when you pull it into a long rope.
Strong force
A strong force is a hard push or pull. It makes a bigger change than a gentle force.
A strong force can stretch an elastic strip more than a gentle force does.
Success
A success is a try that does the whole job you chose for a design, such as stopping inside a space.
When a design should park a toy car, count a success only when the car stops inside its parking space.
Surface
A surface is the top or outside of something, such as a floor, tabletop, rug, or ball.
Changing the floor surface can change how far a toy car rolls.
Swing
To swing is to move back and forth, like a playground seat hanging from chains.
A hanging toy can swing toward you and away again.

T

Table
A table is a record in rows and columns that keeps related results together.
In your table, write each ramp height beside how far a toy car rolled from that height.
Turn
To turn is to change direction. A push or pull from the side can send a toy onto a new path.
A slanted wall can turn a ball toward a box beside its old path.
Twist
To twist something is to turn its ends in opposite ways, changing its shape.
You twist a wet cloth to squeeze water out.

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