- Learn
- Physical Sciences
- Exploring the World for Ages 3 to 6
- Pushes, Pulls and Magnets
Pushes, Pulls, Ramps and Magnets
Pre-KLesson 4 of 4 in Exploring the World for Ages 3 to 6 Course
What you will learn
- Help your child notice that pushes and pulls make things move, stop and turn, and that a bigger push sends a toy farther.
- Tell a push from a pullPlay with toys, doors, drawers and wagons so your child feels the difference between pushing something away and pulling it closer, and can name each one.
- See what pushes and pulls can doShow your child that a push or a pull can start something moving, stop it, speed it up, slow it down, turn it, knock things over or change its shape.
- A bigger push sends things fartherCompare gentle and hard pushes, see that a harder push makes a toy go faster and farther, and count how far it traveled.
- Tell a push from a pull
- Build slopes from boards, books and tubes, race toys down them, and find out what makes things roll, slide, speed up and travel far.
- Find out what rolls and what slidesTest toys and household objects on a slope to see which ones roll, which slide and which stay put, and how shape, size and material make the difference.
- Race toys down ramps of different heightsRun ramp races to discover that a higher ramp sends a toy faster and farther, and that rough surfaces slow it down.
- Build and test a marble runPlan, build, test and improve a marble run or ramp track so that a marble or ball reaches a goal, and keep small parts safe.
- Find out what rolls and what slides
- Turn play into small experiments: guess what will happen, test it fairly, count and record what you see, and talk about why it happened.
- Predict and test fairlyHelp your child make a guess, test it, and keep a race fair by changing just one thing at a time.
- Count, record and talk about resultsMeasure with blocks or tiles, keep a simple record with marks, stickers or drawings, and use rich words to talk about what you found.
- Predict and test fairly
- Play safely with large toy magnets, find out which things a magnet pulls, and see magnets pull through paper and water and push or pull each other.
- Find out what a magnet picks upChoose safe, chunky magnets and test objects around the home to learn that magnets pull some metals, such as iron and steel, but not every metal, and not wood, plastic or paper.
- See magnets pull through things and push each otherPlay magnet fishing, move toys with a hidden magnet, and find out that two magnets can pull together or push apart.
- Find out what a magnet picks up
Pushes, Pulls and Magnets study guide
1Push, pull and watch what changes
Your child can feel a force before learning its name. Start with familiar jobs, like opening a drawer or moving a toy. Then watch how a ball stops, turns or knocks something over. A toy-car game helps you compare gentle and harder pushes, using a starting line and marks on the floor.
1.1 Hands that press and hands that tug
Watch your child's hands during a familiar job. Are they pressing something away or tugging it toward them? Those actions help you name push and pull.
Feel the difference
A push presses away from the person pushing. A pull tugs toward the person pulling. Both are forces. Try saying, "You pushed the truck. Your push is a force." Your child can use the short words first.
Offer a drawer that moves easily. Let your child tug it open, then press it closed. Say, "You pulled it open. Now you pushed it shut." Watch the hands, because the same object can be used both ways.
A wagon follows behind your child when they pull its handle. Their hand tugs the handle toward them as they walk. A stroller moves ahead when hands push its handle. You can move along with an object while pushing or pulling it.
Go on a push-and-pull hunt
Visit a door, a drawer, a toy car, a wagon and a swing. At each stop, ask, "What are your hands doing?" Let your child try the action before naming it.
| Action | Word to use |
|---|---|
| Press a button | Push |
| Kick a ball | Push with a foot |
| Tug up a zipper | Pull |
| Take a tissue from its box | Pull |
Draw a few of your finds on paper. Make a push pile and a pull pile. A drawer can belong in both. Try its two actions again if your child wants one picture in just one pile.
Look for a force even without movement
Press your palms against a wall together. The wall stays still, but you are still pushing. Movement helps you see what a force does; movement is not needed for a push to happen.
A toy resting on a flat floor needs a push or pull to start moving. If it seems to move by itself, look for a cause together. Wind may push it, or a spring or motor may move it. On a slope, Earth's pull makes it move down.
Let your child feel a gentle and a stronger push on an empty laundry basket. Put some toys inside and try again. Ask, "How do your arms feel now?" The loaded basket needs a bigger push.
Key Takeaways
- A push presses away; a pull tugs toward the person pulling.
- Pushes and pulls are forces, even when nothing moves.
- Name the action by watching what the hands or feet do.
1.2 Start, stop, turn and squash
A force can do more than get a toy moving. Use a slow ball and some play dough to help your child watch different changes.
Start and stop a ball
Place a ball on a flat floor. Give it a gentle push and watch it start rolling. Next, roll it slowly toward your child. When their hands catch it, the hands push against the ball and stop it.
A wall can push too. Roll the ball toward a wall and watch it stop or bounce back. Ask, "What did the ball touch?" The wall pushes against it. A force does not have to come from a person.
Change speed or direction
Roll the ball again. Let your child tap its side. It heads a new way because the tap pushes it sideways. Say, "Your push made it turn." A stronger forward push makes it start faster.
On a swing, a well-timed push makes the swing go faster and higher. Feet dragging on the ground slow it down. The ground pushes back against the feet.
A ball also slows as it rolls across the floor. Rubbing at the floor and resistance from the air slow it down. You can introduce friction as rubbing that can slow things. A ball is not getting tired. Compare its trip over smooth flooring with its trip over carpet or grass.
Let one moving thing push another
Stand six empty plastic bottles together for bowling. In one game, a slow roll knocks down 2 bottles. A fast roll knocks down 5. The moving ball pushes the bottles it hits, and falling bottles can hit their neighbors. Ask, "What hit this bottle?" Let your child trace what happened.
Feel a change of shape
Put a ball of play dough on the table. Ask your child to press it with a palm. It squashes flatter. Then hold its ends and pull gently. It stretches longer and thinner.
A wet sponge changes shape when squeezed, and water comes out. Ask, "What changed when you squeezed?" Your child may point before they can explain. Name what you see: "Your push squashed the sponge."
Key Takeaways
- A force can start or stop movement.
- A push or pull can change speed or direction.
- Moving objects push things they hit.
- Soft things can change shape when pushed or pulled.
- Friction can slow a rolling toy.
1.3 Try a gentle push and a harder push
A harder push makes the same toy start faster and travel farther on the same floor. Set up a short car game so your child can see the difference.
Keep a clear starting place
Choose one toy car and a straight stretch of floor. Put down a strip of tape for the start. Aim strong pushes away from people.
- Put the car behind the tape. Give it a gentle push.
- Mark where it stops with a sticky note.
- Return the same car to the same line.
- Push harder in the same direction. Mark its stopping place.
Keep the car and floor the same. If the first run is on tile and the next is on carpet, the surface changes the trip too.
Count how far it went
In one test, a gentle push sends the car 3 floor tiles. A harder push sends it 8 tiles. Count to each mark from the tape. Eight tiles is farther than three.
To find how much farther, count on from 3: "4, 5, 6, 7, 8." There are five extra tiles. Your child can point to them while you count. These are results from one test; mark the distances your own car reaches.
Use equal-size floor tiles or matching blocks laid end to end. Keep using that same unit. A grown-up's step and a child's step cover different lengths, so mixing them makes the counts hard to compare.
Aim as well as push
Set a box as a pretend garage. Ask, "Which way should we push?" First line up the car with the opening, then choose how hard to push. A hard push at a slant still misses the garage.
A harder push can lose to a gentle one if you also change the surface. Thick carpet slows a car more than a smooth floor. Keep that difference separate from the push you are comparing.
Feel a heavier load
Try pushing an empty laundry basket, then the same basket holding toys. The full basket needs a bigger push to get moving. A wagon carrying books also takes more pulling than the same wagon carrying one teddy bear. Ask your child to describe what their arms feel.
Key Takeaways
- With the same toy and floor, a harder push starts it faster and sends it farther.
- Compare from one starting line, using equal-size units.
- Choose the direction as well as the strength of a push.
- A loaded basket takes a bigger push to get moving.
2Roll down ramps and build a track
A board raised on books gives your child a place to watch rolling and sliding. Try objects with different shapes, then change the ramp height for a car race. Build a short track with a goal at the end. Watching where a ball stops or leaves the track helps you choose what to change next.
2.1 Round sides, flat sides and wheels
Make a ramp by raising one end of a board or stiff cardboard on books. A ramp is a sloping surface. Your child can try a few objects and watch how each moves.
Let Earth's pull do the moving
Put a ball on the ramp and let go. It rolls down without a hand pushing it. Gravity is Earth's pull toward the ground. The ramp gives the ball a sloping path; gravity pulls it down that path.
Rolling means turning over and over while moving along. A ball rolls, and a toy car moves on rolling wheels. Sliding means moving across a surface without turning over. A block may slide, or stay still on a gentle ramp.
Turn the same object
Lay a cardboard tube on its side and let it go. It rolls down. Stand it on its flat end and try again. Now it can slide or stay put. Its shape has not changed, but the part touching the ramp has.
Try a paper cup on its side. One end is wider than the other, so it rolls along a curve. Give it room to turn and watch which way it goes.
| What touches the ramp? | What to look for |
|---|---|
| A ball's round side | Rolling |
| A car's wheels | Wheels turning as the car moves |
| A block's flat face | Sliding or staying still |
| A tube's round side, then flat end | A change when you turn it |
Feel the surface
On a slightly tilted smooth board, a plastic lid may slide while a rubber eraser stays put. Rubber grips the board more. Raise the board slowly to see when the eraser begins to slide. The material matters as well as the shape.
Wheels help heavy loads roll. A loaded wagon can roll even though it is heavy. Compare pulling it with dragging the same load in a box.
Sort what happened
Offer a ball, car, wooden block, board book, tube and eraser. Ask your child to guess "roll," "slide" or "stay." Test them one at a time, then make three groups. Raise the ramp and retest the stay group.
If your child expects the bigger ball to win, try two balls of the same kind in different sizes. They often reach the bottom almost together. Watch the race before deciding what size did.
Key Takeaways
- A ramp has one end higher than the other.
- Gravity pulls objects down a ramp.
- Rolling turns an object or its wheels; sliding does not turn it over.
- Turning an object can change how it moves.
- Shape, material, wheels and surface help explain the results.
2.2 Raise the ramp and watch the car
Raising the top of the same ramp makes it steeper. A car released from the top reaches the bottom faster on the steeper ramp. It usually rolls farther across the floor too.
Release without a push
Use one car, one ramp and the same patch of floor. Mark a starting line near the top of the ramp. Hold the car there and lift your hand away. Let gravity pull it down.
If you push as you release, you add another cause of its speed. Your child can practice simply opening their fingers before you start comparing heights.
Work through two heights
Rest the ramp on 1 book. In one test, the car rolls 4 tiles past the ramp's end. Mark that place. Next, raise the same ramp onto 3 books and release from the same line. The car rolls 9 tiles past the end.
Count the extra tiles from the first mark to the second. There are 5 more. Ask, "What do you think will happen with 2 books?" A guess between 4 and 9 tiles fits these two results. Try it and mark what happens.
Measure each trip from the ramp's end when comparing the distance across the floor. Keep the bottom of the ramp in the same place as you change its height.
Ask one race question
For two cars racing side by side, use a wide ramp or two ramps. Put them behind one starting line and release them together. Decide before the race: "Which gets to the bottom first?" or "Which rolls farthest across the floor?" These can have different winners.
Changing cars also changes wheels and weight. Stiff or wobbly wheels can slow a car. Keep the same car when the question is about height.
Change the surface in a separate test
Keep the height fixed and lay a towel over the ramp. Cloth rubs against the wheels and slows the car. Across the floor, carpet also slows it more than smooth tile or wood.
Try rolling a ball up a ramp with a gentle push. It slows, stops, then rolls back down as gravity pulls it toward the ground. On a walk, point out slides, sloping driveways and ramps beside steps. Ask, "Which way would a ball roll here?"
Key Takeaways
- A steeper ramp sends the same released car down faster.
- Release from the same line without adding a push.
- Keep the car, ramp and floor fixed when comparing height.
- Reaching the bottom first and rolling farthest are different race questions.
- Rough cloth and carpet slow a car.
- A ball pushed up a ramp can stop and roll back down.
2.3 Build a path that reaches a goal
Choose a goal with your child: "Can we make the ball land in this cup?" A marble run joins small ramps into a path. Building one gives your child a reason to test and change a design.
Choose safe parts first
Marbles can choke a child and are not for children under 3. Stay close, count them out and back in, and keep them away from younger children. If your child mouths objects, use a ball too big to fit in their mouth, such as a tennis ball, on wide tracks with you close by.
Use cardboard tubes, boxes, blocks and tape. An adult can cut a pool noodle lengthwise to make a channel. Choose wide box tracks for a large ball.
Join and support the path
Start high enough for a downward slope. Overlap the joins so the higher piece rests inside or on top of the lower piece. A gap can let the ball fall out. Give supports a wide base, or tape the track to a sturdy box.
A downward slope keeps the ball moving. A moving ball can coast across a flat piece or up a short rise, but it slows. If it stops there, tilt that part downward.
At a bend, a side wall pushes the ball into a new direction. Without that wall, a fast ball can fly straight off. Add a wall or lower the slope before the bend.
Test, watch and change
Engineers plan, build, test and improve things. Here is how that can sound at home:
- Plan: "Where should the marble go?"
- Build: Join a short track aimed at a paper cup.
- Test: Let go and watch the whole trip.
- Improve: "Where did it miss? What could we change?"
In one build, the first marble shoots past the cup. Lower the top to slow it. On the second test, it stops at a flat join. Tilt that piece downward. On the third test, it drops into the cup. That took 3 tests and 2 changes.
Change one thing between tests. If you move the cup, raise the start and replace a tube together, you cannot tell which change helped.
A run that misses gives you a place to look. Ask your child to point to the trouble spot. Later, try a slow zigzag path, a corner that comes back toward you, or a track that knocks over a block at the end.
Key Takeaways
- Choose large balls for children who mouth objects; keep small parts away from younger children.
- Overlap joins and give the track firm supports.
- Tilt a stopping spot downward; add a wall where a ball leaves a bend.
- Plan, build, test and improve, changing one thing at a time.
3Guess, try and tell what happened
You can turn a favorite toy game into a small investigation. Invite a guess before the test and help your child notice what changed. A few floor marks, drawings or stickers keep the results visible. Then give your child time to tell you what happened, using their own words and gestures.
3.1 Make a guess and give it a fair try
Before releasing a car or testing an object, ask, "What do you think will happen?" A prediction is a guess made before a test. Your child may point, draw or tell you.
Invite a reason without judging the guess
If your child says, "The high ramp will win," ask, "Why do you think so?" They might say, "It's steeper." Say, "Let's find out!" A different result is something to talk about, not a reason to scold a wrong guess.
Afterward, look back: "You thought the block would roll. What did it do?" Keep both the guess and what actually happened clear.
Change one thing
A fair test changes one thing and keeps the other things the same. For a ramp-height test, change the height. Keep the car, ramp, floor and starting line fixed. Release without pushing.
Imagine a small car on a high ramp and a big truck on a low ramp. The car travels farther. Was that because of the height or the vehicle? Both changed, so you cannot separate their effects.
To find out about height, use the same car at both heights. To compare vehicles, use one ramp at one height. Give each question its own test.
Repeat and look for a pattern
A single run can be a little different from the next. Reset the car and try each height several times. In one investigation, the record is:
| Ramp | Tiles past the end on three runs |
|---|---|
| High | 9, 8, 9 |
| Low | 4, 5, 4 |
Every high-ramp run went farther than every low-ramp run. You can say, "When we raised the ramp, our car went farther." The small changes within each group do not hide that clear result.
Match the pace to your child
A younger child may want to roll the same ball repeatedly. Join in and name what you both see. An older child may help reset the start, wait for the release and say what changed.
Offer a sentence beginning: "It went farther because ..." Wait a few seconds. If your child points to the taller support, you might say, "You noticed we made the ramp higher."
Key Takeaways
- Make a prediction before trying, and welcome a reason.
- A fair test changes one thing and keeps the rest fixed.
- Repeat runs because results vary a little.
- Look back at the prediction using what happened.
3.2 Make the results easy to see
A floor mark or a row of stickers helps your child compare trips after the toys have stopped. You can do the writing while your child points, counts or draws.
Count equal-size units
Choose matching blocks, equal floor tiles or repeated lengths of the same shoe. Start every measurement at the same line and end at the stopping place. Point to each unit once as you count aloud.
Lay blocks end to end with no gaps. Mixing a long block with short ones changes what one count means. Keep the unit the same for both trips.
Mark the stopping places with tape or sticky notes. Add a little drawing to show which run each mark belongs to. A mark farther from the shared start shows a longer trip.
Make a record together
Draw a low ramp above one column and a high ramp above another. Add one dot or sticker for each tile traveled. Write the number beside the dots if your child is interested. A photo of the floor marks can also save the results.
For a record of 5 tiles and 10 tiles, point first to the starting line, then to each stopping mark. Ask, "Which trip was farther?" Count on from 5 to 10: "6, 7, 8, 9, 10." That is five more tiles.
Do not compare only where the toys ended. A toy given a head start can finish farther along while traveling a shorter distance. Bring both toys back to the shared line before another test.
Give words to what your child noticed
Use words alongside the action: "The car rolled faster." "The rough cloth slowed it." Useful pairs include high and low, near and far, smooth and bumpy, fast and slow.
Ask one open question and wait: "What happened?" "Why do you think so?" "What could we change?" If your child says, "It went zoom!" you can add, "It rolled fast and far."
Invite your child to show the record to someone else. They can point to the taller sticker column or trace the longer trip with a finger.
Key Takeaways
- Measure from the same start with equal-size units.
- Marks, dots, stickers and photos can record results.
- A shared start makes stopping marks easy to compare.
- Wait for your child to explain, then add useful words.
- Count the extra units to find how much farther.
4Find out what magnets pull
A magnet gives your child a pull they can see across a small gap. Start with a chunky toy magnet and a few objects to sort. Then try paper fishing or move a clip through a thin layer. Two toy magnets give you another surprise: turned one way they pull together, and turned around they can push apart.
4.1 Sort objects with a toy magnet
Choose a large magnet made for young children, such as a chunky magnet wand in a secure case. A small group of objects is enough for a first magnet hunt.
Set up safe magnet play
Keep small magnets and high-powered magnet balls or cubes away from children. Swallowed magnets, or a magnet and metal, can pull together through the intestine and cause severe injury. Check toy cases for cracks or loose magnets and discard broken toys. Keep small test objects under your close control.
If you suspect your child swallowed a magnet or button battery, get medical help immediately, even if they seem well. Go to an emergency room or call your local emergency service; do not wait for symptoms.
Predict, test and sort
A magnet attracts, or pulls toward itself, iron and steel. We call materials it attracts magnetic. Some other metals, including nickel, are magnetic too.
Put out a steel paper clip, a steel jar lid, a steel binder clip, aluminum foil, a wooden block, a plastic cup, a sock and a crayon. Ask for a yes-or-no prediction before each test. Move the wand close and watch.
In this hunt, the three steel objects are attracted. The other five are not. Make a yes pile and a no pile. Your child can count each pile after testing.
Shiny does not mean magnetic
Aluminum foil is shiny metal, but the magnet does not attract it. Copper and brass are not attracted either. Compare a steel food can with an aluminum drink can. Both are metal, but the magnet pulls only the steel one.
Wood, plastic, paper, cloth, glass, rubber and stone are not attracted. A colored plastic coating can hide steel underneath, though. A plastic-coated steel clip still moves toward the magnet because of the steel inside.
Some stainless-steel spoons and fridge doors are attracted; others are not. Their kinds of steel differ. Test the object you have and describe its result: "This spoon is not magnetic."
Compare strength by testing
A bigger magnet is not always stronger. With the same kind of paper clips, compare the hanging chains two magnets can lift. In one test, a wand lifts 5 clips and a large fridge magnet lifts 1. Count your own results; size alone does not tell you which will hold more.
Key Takeaways
- Use intact, large toy magnets; seek immediate help for suspected swallowing.
- Magnets attract iron and steel, but not every metal.
- Test what an object is made of, even when a coating hides it.
- Some stainless-steel objects are attracted and others are not.
- Compare magnet strength by testing, not by size.
4.2 Pull across a gap and through paper
Hold a magnet wand near a steel paper clip on the table. Move it slowly closer. The clip jumps across the last small gap. A magnet can pull without touching.
Go paper fishing
Make paper fish and attach a steel paper clip to each. Secure a large toy magnet to the end of a fishing line on a short stick. Lower it toward a fish in a box or drawn pond.
The magnet pulls the steel clip, lifting the fish with it. A paper fish with no clip stays behind. Paper itself is not magnetic. Add colors or numbers to the fish for a sorting or counting game.
Move a toy with a hidden magnet
Draw a road on a paper plate. Put a paper car with a steel clip on top. Hold the wand underneath and guide it along the road. The pull reaches through the plate and moves the clip.
A magnet can also pull through thin cardboard, cloth, plastic and water. For a water test, an adult puts a steel clip inside a clear plastic bottle of water and closes the lid. Move the wand outside the bottle and steer the clip along inside.
The layer does not have to be magnetic. The magnet attracts the clip on its far side.
Add distance a little at a time
Put one sheet of paper between a magnet and a hanging clip. Add sheets one at a time. Eventually the clip falls because the gap has grown and the pull is too weak to hold that clip.
The magnetic pull gets weaker with distance. The falling clip shows when it can no longer be held; it does not mark an exact place where all magnetic pull ends.
Try two magnets together
Bring two toy magnets close. If they pull together, turn one around and try again. Now they can push apart. Magnetic train cars can click together one way and push each other away the other way.
A magnet is not sticky like glue. You can see a clip move across a gap or a train car move away before the magnets touch. A fridge magnet holds a drawing by pulling on the steel door and pinching the paper between them.
Key Takeaways
- A magnet can pull across a gap and through thin nonmagnetic layers.
- The pull acts on a steel clip, not the paper fish.
- The pull gets weaker as the gap grows.
- Turning one of two magnets around can change a pull into a push.
Pushes, Pulls and Magnets examples
1Find the push, then change the trip
13 steps
- 1IntroductionWatch what your hands do
A drawer and a toy car give your child two ways to feel a force: a push, which presses away, and a pull, which tugs toward you. Start by naming the action, so your child can say what moved it. Then watch what a push changes, and finish by comparing how far the same car travels. You can do the reading while your child handles the toys.
- 2ExplanationPress away or tug toward you
A push presses away from the person pushing. A pull tugs toward the person pulling. Both are forces. Offer a drawer that moves easily. Watch the hands as your child opens and closes it; the drawer gives you both actions in one place.
- 3ExampleOpen, then close
Ask your child to tug the drawer toward themselves. Say, "You pulled it open." Now ask them to press it closed: "You pushed it shut." A pull does not need a rope. Two fingers taking a tissue from its box can pull too.
- 4ChallengeName an action without movement
Your child presses their palms against a wall. Nothing moves. Are they pushing or pulling, and why?
---reveal---
They are pushing because their hands press away against the wall. A force can act even while an object stays still.
- 5ExplanationA catch is a stopping push
Roll a ball slowly toward your child. Their hands push against it as they catch it, bringing it to a stop. The push changes movement that has already started. A wall can also push against a ball and stop it or send it back.
- 6ExampleA side tap makes a turn
Roll the ball again, then gently tap its side. The tap pushes it in a new direction. Let your child trace the old path and the new path with a finger. Say, "Your push made it turn." The tap does not need to stop the ball first.
- 7ChallengeWatch the clay change
Your child presses a soft clay roll with a flat palm. It spreads out. What did the push change?
---reveal---
It changed the clay's shape. Pressing squashes it flatter. A force can change shape as well as movement.
- 8Key InsightThe floor helps slow the toy
A toy slows because things resist its motion. Rubbing at the floor and resistance from air slow it down. Introduce friction as rubbing that can slow movement. The toy is not getting tired; carpet slows it more than a smooth floor.
- 9ExampleSet up two pushes
Use the same car and floor, with tape marking one start. Aim away from people. Give a gentle push and mark the stop. Return to the tape, aim the same way and push harder. In this test, the marks are 3 tiles and 8 tiles from the start.
- 10ExampleCount the extra distance
Count to each mark with your child. The gentle-push trip was 3 tiles; the harder-push trip was 8. Count the extra tiles after 3: "4, 5, 6, 7, 8." There are 5 more tiles. The harder push started the car faster and sent it farther.
- 11ChallengeChoose what to change next
Your child's car stops short of a garage directly ahead. They want a longer trip on the same floor. What should they change, and what should stay fixed?
---reveal---
Try a harder push. Keep the same car, start, floor and aim. Changing the floor too would mix its effect with the push.
- 12ChallengeFix the aim first
A hard push sends the car far enough, but it passes beside the garage. What should your child change first?
---reveal---
Change the direction of the push so the car heads toward the opening. More strength alone would still send it along the wrong path.
- 13RecapName the action and its effect
Ask your child to show one push and one pull. Then invite them to describe a change: "My push made it turn," or "My harder push sent it farther." When comparing trips, keep a shared start and use matching blocks or equal tiles.
2Build a ramp path that works
15 steps
Save this lesson to follow every Walkthrough step by step.
- 1IntroductionBegin with a board on books
- 2ExplanationLet go and watch
- 3ExampleTurn a tube onto its end
- 4ChallengeChoose what to watch
- 5ExampleRelease from one line
- 6ExampleRaise the same ramp
- 7ChallengeMake a shorter trip
- 8TipAgree what winning means
- 9TipChoose a safe ball and track
- 10ExamplePlan the landing place
- 11ExampleFix the first miss
- 12ExampleFind the stopping spot
- 13ChallengeKeep the ball on the bend
- 14Key InsightA miss points to the next change
- 15RecapLook, test and rebuild
3Make a fair test and a simple record
10 steps
Save this lesson to follow every Walkthrough step by step.
- 1IntroductionGive one question a test
- 2ExplanationHear the prediction first
- 3ExampleChoose what stays fixed
- 4ChallengeSeparate two possible causes
- 5ExampleTry each height again
- 6ExamplePut the results where you can see them
- 7ExampleCount from one mark to the other
- 8ChallengeRead a fresh record
- 9ChallengeUse the results for the next try
- 10RecapGive your child time to tell you
4Sort, fish and move things with magnets
12 steps
Save this lesson to follow every Walkthrough step by step.
- 1IntroductionStart with a few objects
- 2TipSet up magnet play safely
- 3ExplanationTest the material
- 4ExampleMake a yes pile and a no pile
- 5ChallengeLook past the shiny surface
- 6Key InsightA coating can hide steel
- 7ExampleMake a fish the magnet can catch
- 8ExampleMove the clip through a layer
- 9ChallengeExplain the falling clip
- 10ExplanationTurn one magnet around
- 11ChallengeFind the hidden target of the pull
- 12RecapSay what the magnet moved
Pushes, Pulls and Magnets practice questions
Set 1: Choose a test that answers your question10 Practice Questions
Question 1 of 10
Show answerHide answer
Question 2 of 10
Show answerHide answer
Question 3 of 10
Show answerHide answer
Question 4 of 10
Show answerHide answer
Question 5 of 10
Show answerHide answer
Question 6 of 10
Show answerHide answer
Question 7 of 10
Show answerHide answer
Question 8 of 10
Show answerHide answer
Question 9 of 10
Show answerHide answer
Question 10 of 10
Show answerHide answer
Set 2: Notice what moves and why10 Practice Questions
Save this lesson to see every answer and practice every set.
Question 1 of 10
Show answerHide answer
Save this lesson to see this answer.
Question 2 of 10
Show answerHide answer
Save this lesson to see this answer.
Question 3 of 10
Show answerHide answer
Save this lesson to see this answer.
Question 4 of 10
Show answerHide answer
Save this lesson to see this answer.
Question 5 of 10
Show answerHide answer
Save this lesson to see this answer.
Question 6 of 10
Show answerHide answer
Save this lesson to see this answer.
Question 7 of 10
Show answerHide answer
Save this lesson to see this answer.
Question 8 of 10
Show answerHide answer
Save this lesson to see this answer.
Question 9 of 10
Show answerHide answer
Save this lesson to see this answer.
Question 10 of 10
Show answerHide answer
Save this lesson to see this answer.
Set 3: Use your results to improve the next try10 Practice Questions
Save this lesson to see every answer and practice every set.
Question 1 of 10
Show answerHide answer
Save this lesson to see this answer.
Question 2 of 10
Show answerHide answer
Save this lesson to see this answer.
Question 3 of 10
Show answerHide answer
Save this lesson to see this answer.
Question 4 of 10
Show answerHide answer
Save this lesson to see this answer.
Question 5 of 10
Show answerHide answer
Save this lesson to see this answer.
Question 6 of 10
Show answerHide answer
Save this lesson to see this answer.
Question 7 of 10
Show answerHide answer
Save this lesson to see this answer.
Question 8 of 10
Show answerHide answer
Save this lesson to see this answer.
Question 9 of 10
Show answerHide answer
Save this lesson to see this answer.
Question 10 of 10
Show answerHide answer
Save this lesson to see this answer.
Stuck on your own question? Homework Help
Key Terms
A
Attract
C
Compare
D
Design
Direction
Distance
F
Fair test
Farther
Force
Friction
G
Gap
Gentle push
Gravity
I
Improve
J
Join
L
Layer
Load
M
Magnet
Magnet fishing
Magnetic
Marble run
Material
N
Nonmagnetic
P
Prediction
Pull
Push
R
Ramp
Record
Release
Repeat
Repel
Result
Rolling
Rolling race
S
Shape
Sliding
Speed
Starting line
Steel
Steep
Support
Surface
U
Unit
- 1Minibeasts and Life Cycles
- 2What Animals Need
- 3Day and Night
- 4Pushes, Pulls and Magnets
About this lesson
Make your own Study Materials
Turn your notes, slides and documents into Study Guides, Practice Questions, Flashcards and 6 more tools.