Science // Forces & Motion

Testing Push & Pull Designs

Analyse data to determine if a design solution works as intended to change the speed or direction of an object with a push or pull

Ages
5 to 6
Type
Method
Builds on
1 topic
Leads to
0 topics
Standards
1 code

Quick check

If the learner builds a ramp to make a ball go into a cup, can they test it and figure out what to change if the ball misses?

Ask this to see whether the topic is secure.

Topic // Mastery

What mastery looks like

What a learner can do once this topic is secure.
  • Test a simple design (e.g. ramp, launcher) and collect data on whether it meets the goal
  • Analyse results to determine if the design works as intended
  • Suggest modifications based on the data to improve the design's performance

Topic // Map

Where this fits

What to learn first and what this topic opens up, with the reason for each link. Required links come first.
  • RequiredMust come first
  • HelpfulHelps, but not essential

Before this

1 topic
  • Forces & Motion // Ages 5 to 6

    Must understand pushes/pulls before analysing design solutions using them

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Testing Push & Pull Designs

Ages 5 to 6 // Method

Leads to

0 topics

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Topic // Research-informed

Teaching notes

From the Marble Skill Taxonomy. These notes have not been validated in classrooms, so treat them as a starting point for your own judgement.

The approach

For 5–6 year olds, the learning goal is a hands-on engineering-enquiry loop: set an observable goal, predict, test, record the outcome, read the record to judge whether the design met the goal, change ONE thing, and re-test. The teaching objective is first-hand building and testing with real ramps, marbles, launchers and targets, where the recorded evidence (not the child's wish or how fun it was) decides success — and a design that missed the goal is something to improve, not simply 'broken'. A screen 'design-test bench' is a strong proxy for the data-and-judgment logic but cannot provide the haptic build-and-test experience, so it belongs alongside real apparatus. Stay within the K-PS2-2 assessment boundary by changing speed with push strength or ramp height, and direction with push direction or a block/wall/curved track that turns the marble, not friction. The UK anchor is the Working Scientifically enquiry skill, not forces content, which is not in KS1.

Common misconceptions

  • Judging that the design 'worked' by intention or enjoyment ('I wanted it to, so it did' / 'it was fun, so it worked') rather than by the observed outcome against the goal.
  • Treating the goal vaguely so success can't be checked — no concrete, observable success criterion was set.
  • Changing several things at once between tries, so the child can't tell which change made the difference (emergent fair-testing gap at this age).
  • Expecting one try to settle it — not yet repeating the test or noticing run-to-run variation.
  • Carrying the 'motion needs a continuous force' intuition from Pushes & Pulls — thinking the object keeps a push 'inside it' (the impetus idea seeded young; keep the focus on the design test, not on explaining why it eventually stops, which is outside the K assessment boundary anyway).
  • Thinking a design that failed the goal is simply 'broken' rather than something to modify and improve (missing the iterate-and-improve idea).

Useful representations

  • A ramp-and-marble (or simple launcher) test rig with a clearly marked GOAL/target
  • A child-readable results record: a mark on the track where the marble stopped each try, or a hit/miss tally of tokens/stickers
  • A before/after design comparison: low ramp vs high ramp, gentle vs hard push, with the two outcomes side by side
  • A picture 'goal card' showing the intended outcome (reach the bear / knock the cups / follow the curved path)
  • Push/pull arrows on the object linking the action to the change in speed or direction (ties back to the prerequisite)

Teaching practices

  • Set a concrete, observable GOAL with the child first (reach the bear / knock down the cups / make it curve round) so 'works as intended' can be checked against what happened, not against hopes or how fun it was.
  • Predict, then test: have the child say or point to what they think will happen before each release, so the test becomes a question being answered, not just play.
  • Record the outcome BEFORE judging it — mark where the marble stopped, drop a hit/miss token, take a photo — giving a child-readable trace they can look back at to decide if the design worked.
  • Change only ONE thing between tries (steeper ramp OR harder push) and re-test, comparing the two records — fair-testing logic planted without the vocabulary.
  • Keep it a push/pull story (the substantive idea underneath): a stronger push sends it further/faster, a steeper ramp speeds it up, a wall or barrier turns it — and stay within the assessment boundary by varying push strength or ramp, not friction.
  • Use talk as the main analysis tool: ask 'How do you know it worked?' and 'What one thing could we change?' to press for evidence-based reasoning at a level a 5-year-old can manage.
  • Distinguish 'it met the goal' from 'that was fun' explicitly — young children readily conflate enjoyment or intention with success.

Activities to try

  1. 1

    Real ramp-and-marble design test (primary hands-on investigation)

    Why it works: A design 'works as intended' when the recorded outcome meets the agreed goal — the evidence decides, not what you hoped or how fun it was; changing one thing at a time lets you see what each change did, and a miss is something to change and try again.

    1. Agree a concrete, observable goal together first, e.g. make the marble reach the teddy, knock down the cups, or follow a curved path round a barrier.
    2. Before each release, say or point to what you think will happen (predict).
    3. Roll the marble, then BEFORE deciding if it worked, record the outcome: mark on the mat/track where the marble stopped, or drop a hit/miss token or sticker onto a results strip.
    4. Change only ONE thing between tries (higher OR lower ramp, harder OR gentler push, or, for a turning goal, moving a block/wall that steers the marble), re-test, and place the new record next to the last one.
    5. Look back along the row of recorded stops and decide: did the design meet the goal? Pick the next change the records point to, and re-test to confirm.
  2. 2

    Screen 'design-test bench' (digital companion for the data-judgment logic)

    Why it works: Watching recorded outcomes accumulate and reading that strip to make a decision shows that the recorded data, not the wish, tells you whether the design works — and what one change to try next.

    1. Set ONE thing on the ramp/launcher: drag the ramp height OR pull back a push slider, or, for the curve-path goal, place a wall/bumper that turns the marble (shown from above).
    2. Tap to predict what will happen, then release the marble toward the goal target (reach the bear / knock cups / curve path).
    3. Watch the bench leave a stop-mark where the marble stopped and drop a hit/miss token onto a results strip at the bottom.
    4. After a few tries, read the filled results strip at a glance and see what it actually shows — for a reach-the-target goal, tries that are too gentle or too low may fall short, while tries that are too hard or too high may roll past.
    5. Pick the change the evidence points to (higher ramp or harder push when it fell short; lower ramp or gentler push when it rolled past; move the wall when it went the wrong way) and re-test to confirm; the 'change one thing' lock greys out a second change until the first is tested.
  3. 3

    Labelled scene vocabulary primer (reference layer)

    Why it works: Reinforces the prerequisite push/pull words and names the parts of the test setup so the enquiry vocabulary is in place.

    1. Tap parts of a static scene (ramp, marble, push arrow, goal) to reveal naming: 'this is a push', 'this is the ramp', 'this is our goal'.
    2. Tap the ramp to reveal 'a ramp can make it go faster'; tap the goal to reveal the reflective prompt 'did the marble reach it?'
    3. Lift a flap on 'how could we make it go further?' to reveal 'start it higher up — make the ramp higher'.

Topic // Standards

Curriculum standards

Codes for the curriculum statements this topic maps to. Each publisher owns its standard text.
Next Generation Science Standards (NGSS) K-5
K-PS2-2

Science // Forces & Motion