Pushes, Pulls, Ramps and Magnets

Explore how things move with your child, using toys and objects you already have at home. Together you push and pull toys, race cars down ramps of different heights, build a marble run and go fishing with a magnet. Along the way your child finds out that a harder push sends a toy farther, that round things roll while flat things slide, and that a magnet pulls some metals but not others. Simple safety steps for marbles and magnets are part of every activity.

Pre-KLesson 4 of 4 in Exploring the World for Ages 3 to 6 Course

What you will learn

  1. 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 pull
      Play 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 do
      Show 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 farther
      Compare gentle and hard pushes, see that a harder push makes a toy go faster and farther, and count how far it traveled.
  2. 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 slides
      Test 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 heights
      Run 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 run
      Plan, build, test and improve a marble run or ramp track so that a marble or ball reaches a goal, and keep small parts safe.
  3. 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 fairly
      Help 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 results
      Measure with blocks or tiles, keep a simple record with marks, stickers or drawings, and use rich words to talk about what you found.
  4. 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 up
      Choose 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 other
      Play magnet fishing, move toys with a hidden magnet, and find out that two magnets can pull together or push apart.

Pushes, Pulls and Magnets study guide

4 chapters

1

Push, 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.

ActionWord to use
Press a buttonPush
Kick a ballPush with a foot
Tug up a zipperPull
Take a tissue from its boxPull

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.

  1. Put the car behind the tape. Give it a gentle push.
  2. Mark where it stops with a sticky note.
  3. Return the same car to the same line.
  4. 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.
2

Roll 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 sideRolling
A car's wheelsWheels turning as the car moves
A block's flat faceSliding or staying still
A tube's round side, then flat endA 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:

  1. Plan: "Where should the marble go?"
  2. Build: Join a short track aimed at a paper cup.
  3. Test: Let go and watch the whole trip.
  4. 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.
3

Guess, 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:

RampTiles past the end on three runs
High9, 8, 9
Low4, 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.
4

Find 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

4 Walkthroughs

1

Find the push, then change the trip

13 steps
Use familiar actions and a toy-car test to connect forces with movement.
  1. 1
    IntroductionWatch 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.

  2. 2
    ExplanationPress 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.

  3. 3
    ExampleOpen, 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.

  4. 4
    ChallengeName 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.

  5. 5
    ExplanationA 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.

  6. 6
    ExampleA 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.

  7. 7
    ChallengeWatch 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.

  8. 8
    Key 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.

  9. 9
    ExampleSet 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.

  10. 10
    ExampleCount 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.

  11. 11
    ChallengeChoose 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.

  12. 12
    ChallengeFix 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.

  13. 13
    RecapName 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.

2

Build a ramp path that works

15 steps
Watch how objects move, compare heights and improve a track.

Save this lesson to follow every Walkthrough step by step.

  1. 1
    IntroductionBegin with a board on books
  2. 2
    ExplanationLet go and watch
  3. 3
    ExampleTurn a tube onto its end
  4. 4
    ChallengeChoose what to watch
  5. 5
    ExampleRelease from one line
  6. 6
    ExampleRaise the same ramp
  7. 7
    ChallengeMake a shorter trip
  8. 8
    TipAgree what winning means
  9. 9
    TipChoose a safe ball and track
  10. 10
    ExamplePlan the landing place
  11. 11
    ExampleFix the first miss
  12. 12
    ExampleFind the stopping spot
  13. 13
    ChallengeKeep the ball on the bend
  14. 14
    Key InsightA miss points to the next change
  15. 15
    RecapLook, test and rebuild
3

Make a fair test and a simple record

10 steps
Guide a prediction, repeated trials and a record your child can read.

Save this lesson to follow every Walkthrough step by step.

  1. 1
    IntroductionGive one question a test
  2. 2
    ExplanationHear the prediction first
  3. 3
    ExampleChoose what stays fixed
  4. 4
    ChallengeSeparate two possible causes
  5. 5
    ExampleTry each height again
  6. 6
    ExamplePut the results where you can see them
  7. 7
    ExampleCount from one mark to the other
  8. 8
    ChallengeRead a fresh record
  9. 9
    ChallengeUse the results for the next try
  10. 10
    RecapGive your child time to tell you
4

Sort, fish and move things with magnets

12 steps
Test materials, then investigate pulls across gaps and through layers.

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  1. 1
    IntroductionStart with a few objects
  2. 2
    TipSet up magnet play safely
  3. 3
    ExplanationTest the material
  4. 4
    ExampleMake a yes pile and a no pile
  5. 5
    ChallengeLook past the shiny surface
  6. 6
    Key InsightA coating can hide steel
  7. 7
    ExampleMake a fish the magnet can catch
  8. 8
    ExampleMove the clip through a layer
  9. 9
    ChallengeExplain the falling clip
  10. 10
    ExplanationTurn one magnet around
  11. 11
    ChallengeFind the hidden target of the pull
  12. 12
    RecapSay what the magnet moved

Pushes, Pulls and Magnets practice questions

30 Practice Questions in 3 sets

Set 1: Choose a test that answers your question10 Practice Questions

Question 1 of 10

Your child presses both palms against a closed gate that stays still. What can you tell them about the force?
  1. They are giving it a pull.
  2. There is a push only if it opens.
  3. They are still giving it a push.
  4. There is a pull only if it opens.
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Answer: C
Pressing away is a push, even when the gate stays still. Movement is a possible effect of a force; it is not needed for the pressing action to count.

Question 2 of 10

A rolling ball hits the side of a box and heads off sideways. What made it turn?
  1. The box pushed against the ball.
  2. The box pulled the ball toward it.
  3. The ball stopped needing a force.
  4. The ball changed its own direction.
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Answer: A
The side of the box pushes against the ball, changing its direction. The box does not have to move itself to exert that push.

Question 3 of 10

Your child's cardboard cylinder rolls on its side. They stand it on its flat end and it stays still on the same ramp. What changed?
  1. The material of the cylinder
  2. The height of the ramp
  3. The weight of the cylinder
  4. The part resting on the ramp
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Answer: D
The cylinder now rests on its flat end, so it no longer rolls on its curved side. Its material stayed the same; turning an object changes how its shape meets the ramp.

Question 4 of 10

Your child lets a ball go on a slope without pushing. What pulls it downhill?
  1. The child's last push
  2. Gravity
  3. The ramp's friction
  4. The ball's roundness
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Answer: B
Gravity pulls the ball toward the ground and down the slope. Its round shape helps it roll, but shape is not the pulling force.

Question 5 of 10

A ball races off an open bend in a track. Your child wants it to turn there. What change directly helps, and why?
  1. Raise the start to make it turn.
  2. Widen the gap to slow it down.
  3. Add a side wall to push it around.
  4. Raise the cup to pull it around.
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Answer: C
A side wall can push the moving ball into a new direction at the bend. Raising the start makes the ball faster, which can make it more likely to fly off the open bend.

Question 6 of 10

A van rolls farther from a high ramp than a buggy from a low ramp. You want to learn whether height caused the difference. What should your next comparison be?
  1. Use the van at both ramp heights.
  2. Use the buggy on a new floor.
  3. Use two vans at different starts.
  4. Use a harder push on the buggy.
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Answer: A
Use the same van at both heights, keeping the ramp, floor and release line fixed. Trying the buggy on a new floor changes another thing, leaving the effect of height unclear.

Question 7 of 10

Both toy trips start at one tape line. Your child counts 2 equal tiles to one stopping mark and 6 to the other. How much farther is the longer trip?
  1. 2 tiles farther
  2. 4 tiles farther
  3. 6 tiles farther
  4. 8 tiles farther
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Answer: B
The extra distance is 4 tiles, counting from the second tile to the sixth. Six is the whole longer trip; it is not how much farther that trip went.

Question 8 of 10

A magnet attracts a steel scoop but not a shiny aluminum scoop. Your child says the magnet must be broken. What best explains both results?
  1. It attracts dull metal, not shiny.
  2. It attracts only kitchen tools.
  3. It attracts light things, not heavy.
  4. It attracts some metals, not all.
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Answer: D
The working magnet attracts steel, while aluminum is not attracted. Both scoops are metal, so expecting every metal to stick gives the wrong explanation for the aluminum result.

Question 9 of 10

Two magnetic toy links push apart. You turn one around and bring them close again. What can happen now?
  1. They pull together.
  2. They still push apart.
  3. They must touch first.
  4. They stop working.
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Answer: A
Turning one magnet around can change pushing apart into pulling together. The pull can act across a small gap, so the magnets do not have to touch first.

Question 10 of 10

Your child moves a steel clip inside a closed plastic box using a magnet outside it. What is the magnet pulling?
  1. The plastic box through the clip
  2. The air inside the plastic box
  3. The steel clip through the plastic
  4. The child's hand through the box
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Answer: C
The magnet attracts the steel clip through the plastic. The plastic is not magnetic; it is simply the thin layer between the magnet and the clip.
Set 2: Notice what moves and why10 Practice Questions

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Question 1 of 10

Your child says a red plastic-coated steel hook cannot be magnetic. What should you expect when you test it?
  1. The plastic stops all magnetic pull.
  2. Only the red coating is attracted.
  3. The coating must come off first.
  4. The magnet attracts the steel inside.
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Question 2 of 10

Your child measured one trip with long blocks and another with short blocks. The counts are 5 and 7. How can you find which trip was farther?
  1. Choose the trip counted as 7.
  2. Remeasure both with matching blocks.
  3. Choose the trip counted as 5.
  4. Add the two counts together.
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Question 3 of 10

A ball stops on a level piece halfway along your child's track. What change should you try there?
  1. Tilt that piece upward.
  2. Make that piece longer.
  3. Raise the walls there.
  4. Tilt that piece downward.
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Question 4 of 10

Before a ramp test, your child says, "I think it will reach the mat." What have they made?
  1. A result
  2. A prediction
  3. A measurement
  4. A record
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Question 5 of 10

You offer a steel washer, aluminum foil, a wood spoon and a plastic ring. Which material will the toy magnet attract?
  1. The aluminum foil
  2. The wood spoon
  3. The steel washer
  4. The plastic ring
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Question 6 of 10

You want to see what ramp height does. How should your child start the same car at each height?
  1. Let go from the same marked line.
  2. Push from the same marked line.
  3. Let go from a different line.
  4. Push from a different line.
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Question 7 of 10

Your child tugs a boot toward themselves to put it on. What force are they using?
  1. A push
  2. A pull
  3. Gravity alone
  4. Friction alone
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Question 8 of 10

Your child presses a soft clay ball flat. What did the push change?
  1. The clay's material
  2. The clay's weight
  3. The clay's color
  4. The clay's shape
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Question 9 of 10

Your child gives the same car a gentle push, then a harder push. The start, direction and floor stay the same. How will the harder push change its trip?
  1. It starts faster and goes farther.
  2. It starts faster and stops sooner.
  3. It starts slower and goes farther.
  4. It starts slower and stops sooner.
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Question 10 of 10

A can stays on its curved side, turning over and over as it moves downhill. What kind of movement is your child watching?
  1. Sliding on one side
  2. Spinning in one place
  3. Rolling down the slope
  4. Tumbling end over end
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Set 3: Use your results to improve the next try10 Practice Questions

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Question 1 of 10

Your child's hard push on a rug goes less far than a gentle push on tile. They say hard pushes make cars go less far. How should you check that idea?
  1. Repeat each push on its original floor.
  2. Give both cars different starting lines.
  3. Use a heavier toy for the gentle push.
  4. Compare both pushes on the same floor.
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Question 2 of 10

The same wagon now holds books instead of one stuffed rabbit. What will your child notice when starting it?
  1. It needs a smaller pull.
  2. It needs a bigger pull.
  3. It no longer needs a pull.
  4. Its wheels can no longer roll.
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Question 3 of 10

Your child rolls a ball from smooth flooring onto thick carpet. It slows down. Why?
  1. The carpet gives it a forward push.
  2. The ball has used up its push.
  3. The carpet rubs against the ball.
  4. The ball gets heavier on carpet.
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Question 4 of 10

Your child wants to find whether ball size changes a ramp race. They first race a large rubber ball against a small wooden ball. How should you improve the test?
  1. Use balls of the same kind in two sizes.
  2. Use two different balls on different ramps.
  3. Give the smaller ball a starting push.
  4. Give the larger ball a head start.
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Question 5 of 10

Your child wants a released car to stop in a garage. At a low ramp height it stops short; at a high height it goes past. Using the same car, ramp, floor and line, what should they try next?
  1. Raise the ramp above the high setting.
  2. Test a height between the two settings.
  3. Keep the low ramp and push the car.
  4. Change the car at the high setting.
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Question 6 of 10

A track sags each time your child releases the ball. What should you improve first?
  1. The walls along the track
  2. The height of the start alone
  3. The supports under the track
  4. The number of bends alone
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Question 7 of 10

On three tries, a high ramp gives 7, 8 and 7 tiles. A low ramp gives 3, 4 and 3 tiles. What can you tell your child about this test?
  1. Both heights gave the same distance.
  2. Only the longest trip should count.
  3. One changing count spoils all the tests.
  4. Every high-ramp trip went farther.
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Question 8 of 10

Two cars roll forward along the same straight path and stop 7 matching blocks from a tape line. The first started 2 blocks ahead of the tape; the second started at the tape. Which traveled farther, and by how much?
  1. The second car, by 2 blocks.
  2. Neither; both traveled 7 blocks.
  3. The first car, by 2 blocks.
  4. Neither; both traveled 5 blocks.
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Question 9 of 10

Your child presses a cookie cutter down into dough. What force are their hands using?
  1. A pull toward their hands.
  2. Gravity without a hand force.
  3. A push away from their hands.
  4. Friction without a hand force.
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Question 10 of 10

A magnet holds a hanging clip through a few paper sheets. After you add more sheets, the clip falls. Why?
  1. The paper blocks the pull at any thickness.
  2. The larger gap makes the pull too weak.
  3. The magnet has used up its pulling power.
  4. The clip has stopped being magnetic.
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Stuck on your own question? Homework Help

Key Terms

42 Key Terms, each with its definition

A

Attract
To attract is to pull something toward something else, as a magnet pulls a steel clip.
"A magnet can attract the steel hidden under a plastic coating."

C

Compare
To compare is to look at things together for a difference or similarity, such as trip lengths.
"Compare two rows of stickers, one row for each trip, to see which trip was longer."

D

Design
A design is a plan for something you want to build, such as a track that reaches a cup.
"Your child's design shows where the ball should turn."
Direction
Direction is the way something is moving or the way a push or pull acts.
"A side tap changes the direction of the rolling ball."
Distance
Distance is how far something travels, measured here from its start to its stopping place.
"Count matching blocks to compare the distance of two trips."

F

Fair test
A fair test changes one thing and keeps the other things the same to see what that change does.
"Use the same car at a low and a high ramp height for a fair test of ramp height."
Farther
Farther means a greater distance away, compared from the same place with the same unit.
"Of two pushes from the same tape line, the harder one sent the car farther."
Force
A force is a push or a pull that can act on an object, even when the object stays still.
"Your hands exert a force when you press against a wall."
Friction
Friction is rubbing between touching surfaces that can slow or stop their sliding or rolling.
"Friction helps slow the toy when it reaches the rough rug."

G

Gap
A gap is the space between things; a magnet can pull a clip across a small gap.
"The clip jumps across the gap before it touches the magnet."
Gentle push
A gentle push is a small push that starts the same toy more slowly than a harder push does.
"Try a gentle push to move the toy toward a nearby garage."
Gravity
Gravity is Earth's pull toward the ground, which makes a released ball move down a ramp.
"Gravity pulls the ball downhill after your child lets go."

I

Improve
To improve a track is to change it after testing so it works better toward its goal.
"Improve the bend by adding a wall where the ball flies off."

J

Join
A join is where two track pieces meet; overlapping them closes a gap a ball could fall through.
"When a ball falls through the join between two tubes, overlap the tubes."

L

Layer
A layer is a sheet or thickness between objects, such as paper between a magnet and clip.
"Adding another paper layer makes the magnet farther from the clip."
Load
A load is what a basket or wagon carries; adding more can make it harder to move.
"Books make a heavier load than one teddy bear in the wagon."

M

Magnet
A magnet is an object that attracts magnetic materials and can push or pull another magnet.
"Use a large toy magnet to test a steel clip and a wooden block."
Magnet fishing
Magnet fishing is a game in which a magnet lifts paper fish by attracting their steel clips.
"For magnet fishing, lower the toy magnet toward one clipped fish."
Magnetic
A magnetic material is one that a magnet attracts, such as iron or many kinds of steel.
"The steel lid is magnetic, but the aluminum foil is not."
Marble run
A marble run is a path of joined small ramps that carries a marble toward a chosen goal.
"Add a bend to the marble run so the marble heads toward the cup."
Material
A material is what something is made of, such as wood, plastic, rubber or steel.
"The eraser's rubber material grips the board more than a plastic lid does."

N

Nonmagnetic
A nonmagnetic material is not attracted by a magnet; wood, plastic and aluminum are examples.
"The nonmagnetic paper stays behind unless a steel clip carries it."

P

Prediction
A prediction is a guess about what will happen before you test, with a reason when possible.
"Your child's prediction is that a higher ramp will send the car farther than a lower one."
Pull
A pull is a force tugging something toward the person pulling.
"Your child gives the wagon handle a pull and walks forward."
Push
A push is a force pressing something away from the person pushing.
"You give the stroller a push to move it ahead of you."

R

Ramp
A ramp is a sloping surface with one end higher than the other, giving things a path up or down.
"Rest one end of the board on books to make a ramp."
Record
A record saves what happened using marks, pictures, stickers, photos or written numbers.
"Make a record with one dot for each tile the car traveled."
Release
To release a toy is to let go of it so it can move without an added starting push.
"Release the car by lifting your fingers from the same marked line each time."
Repeat
To repeat a test is to try it again in the same way, looking for a pattern across results.
"Repeat each height test to see whether one height keeps giving the longer trips."
Repel
To repel means to push away; two magnets can repel when brought close in one arrangement.
"Turn one toy magnet around and watch it repel the other."
Result
A result is what actually happens during a test, such as where the car stops.
"Mark the result with tape where the toy comes to a stop."
Rolling
Rolling is turning over and over while moving along, as a ball or a toy car's wheels do.
"Watch the tube turning as it goes rolling down on its side."
Rolling race
A rolling race compares moving toys, using a chosen finish rule and a shared release time.
"Our rolling race ends when the first car reaches the bottom."

S

Shape
An object's shape is its form, which a push or pull can change when the object is soft.
"Press the play dough to change its shape from round to flat."
Sliding
Sliding is moving along a surface without turning over, as a flat block can do on a ramp.
"The book is sliding down the board with its cover facing up."
Speed
Speed tells how fast something is moving, such as a slowly rolling ball or a fast car.
"The ball's speed drops when it rolls onto the carpet."
Starting line
A starting line marks where a toy begins its trip so you can repeat the same start.
"Put the car behind the starting line before each push."
Steel
Steel is a metal made mostly of iron; magnets attract ordinary steel clips and food cans.
"A magnet pulls a steel paper clip but leaves a plastic ring where it is."
Steep
A steep ramp has a large tilt; raising the top of the same ramp makes it steeper.
"A released car goes down a steep ramp faster than down the same ramp at a lower tilt."
Support
A support holds a track up and keeps it steady while the ball moves along it.
"Use a wider box as a support where the track keeps wobbling."
Surface
A surface is the outside part that touches another object, such as the top of a board.
"A rough surface can slow the toy more than a smooth one."

U

Unit
A measuring unit is one chosen length you count, such as a tile or a matching block.
"Keep using the same unit when you count the length of two toy trips."

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