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
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
- 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
- RequiredMust come first
- HelpfulHelps, but not essential
Before this
1 topic- Pushes & PullsRequired
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 topicsNothing in the catalogue builds on this topic yet. Browse Forces & Motion
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
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.
- 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.
- Before each release, say or point to what you think will happen (predict).
- 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.
- 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.
- 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
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.
- 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).
- Tap to predict what will happen, then release the marble toward the goal target (reach the bear / knock cups / curve path).
- Watch the bench leave a stop-mark where the marble stopped and drop a hit/miss token onto a results strip at the bottom.
- 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.
- 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
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.
- 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'.
- 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?'
- 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
- Next Generation Science Standards (NGSS) K-5
- K-PS2-2
Science // Forces & Motion
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