Science // Scientific Inquiry
Simple tests and experiments
Perform simple tests and use observations and ideas to suggest answers to questions
Quick check
Can the learner do a simple experiment — like testing which paper towel absorbs the most water — and use what they find out to answer the question?
Ask this to see whether the topic is secure.
Topic // Mastery
What mastery looks like
- Carry out a simple test with one thing changing at a time
- Observe what happens and describe the result
- Use the result to suggest an answer to the original question
Topic // Map
Where this fits
- RequiredMust come first
- HelpfulHelps, but not essential
Before this
1 topic- Observing with simple equipmentRequired
Scientific Inquiry // Ages 5 to 7
Must observe closely before performing simple tests
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Simple tests and experiments
Ages 5 to 7 // Method
Leads to
2 topics- Recording DataRequired
Scientific Inquiry // Ages 5 to 7
Must perform tests before learning to gather and record data
- Fair testingRequired
Scientific Inquiry // Ages 7 to 9
Must do simple tests before setting up formal fair tests with controlled variables
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 children aged 5–7 learning to perform simple fair tests: turn a real question into a doing-and-observing loop — change ONE thing, keep the rest the same, watch and describe what happens, then use that observed result to answer the starting question. Because the objective is to PERFORM a test, the enacted test the child runs (on-screen or with real ramps/materials) is the core; tap-to-reveal scenes, planning talk, and a short review act as primers or checks around the actual doing.
Common misconceptions
- Thinking a test is just playing or 'having a go', not a way to answer a question.
- Changing several things at once, so it's unclear what caused the result.
- Deciding the answer from what you already believed rather than from what you observed.
- Believing the 'right' result is the one that matches your prediction.
- Not connecting the result back to the original question (doing the test but not drawing the answer).
- Thinking you only need to do a test once and can't repeat or check it.
Useful representations
- Question → test → observe → answer loop
- Side-by-side comparison set-up (same except for the one thing being changed)
- Predict-then-test card (what I think → what happened)
- Simple result record (drawing/tally of what was observed)
- 'One thing changed' highlight showing what was kept the same
Teaching practices
- Start from a real question the child cares about, so the test has an obvious purpose (answering it), not just an activity to complete.
- Establish 'change one thing, keep the rest the same' informally, even before the vocabulary of variables, by doing side-by-side comparisons.
- Insist the answer comes from what was OBSERVED ('the car went furthest from the high ramp') rather than from prior belief.
- Use predict–do–observe: let children say what they think will happen, then test, so results can surprise and inform them.
- Keep tests concrete and physical (ramps, materials, floating/sinking) so cause and result are directly visible.
- Model the loop explicitly: question → test → observe → 'so my answer is…', naming each step.
Activities to try
- 1
Test Bench: which ramp sends the car furthest?
Why it works: A test is a way to make the world answer your question: when I change one thing and watch, the result shows me the answer instead of me just guessing.
- Start from a real question the child cares about, e.g. 'Which ramp makes the toy car roll the FURTHEST?'
- Say your guess first (predict), then set the ramp low, release the car, and mark where it stops with a flag.
- Change ONE thing — raise the ramp height — release the same car again, and mark where it stops with a new flag.
- Compare the flags and finish the sentence 'The car goes furthest when the ramp is…' by choosing the answer the flags actually show.
- If tempted to also swap the car or the floor surface at the same time, change only one thing so you can tell what made the difference.
- 2
Which surface lets the car roll furthest? (real materials)
Why it works: To compare fairly, release the same car from the same start point the same way (no extra push) and change only the surface — then the answer comes from what you observed, not what you expected.
- Set out a ramp, a toy car and three floor surfaces at the bottom of the ramp — carpet, smooth wood, bubble wrap — with the question 'which surface lets the car roll the furthest?'
- Release (don't push) the same car from the same spot on the same ramp onto each surface in turn, changing only the surface.
- Watch and describe how far the car goes each time (mark or tally the distance).
- Keep everything else the same each time so each surface gets a fair go.
- Finish by answering the question directly from your own marks, e.g. 'the [surface], because the car rolled furthest on it' (add 'every time' only if you repeated the runs and it won each time).
- 3
Spot the test: a primer before you build one
Why it works: A test has a question, one thing that changes, and a result you watch — and a real test means you change it yourself and see what happens.
- Explore a test set-up by revealing its parts, e.g. tap the ramp to see how high it is, tap the car to see how far it went.
- Name what the test is trying to find out (its question) and what single thing is being changed.
- Then move on to running your own test, where YOU change the one thing and generate the result.
Topic // Standards
Curriculum standards
- The national curriculum in England: Key stages 1 and 2 framework document
- KS1.Sci.WS.3KS1.Sci.WS.5
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