Kindergarten Grade  Project 5 weeks

Push, Pull, and Create!

Dana A
Updated
K-PS2-2
K-PS2-1
K-2-ETS1-1
PS.2.A
K-2-ETS1-2
+ 11 more
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Purpose

Students investigate the essential question, “How can we help our friends move heavy or stuck objects safely across the playground?” They compare how pushes and pulls of different strengths and directions affect motion and explore safe tools and strategies for moving objects. In teams, students design and build a simple playground helper device, test how smoothly it moves an object, and describe what works best. They present their prototype to a small group, gather ideas for improvement, and revise the device.

Learning goals

Students will describe and compare how pushes and pulls of different strengths and directions change an object’s speed or direction. They will ask, “How can we help our friends move heavy or stuck objects safely across the playground?” and explore safe tools and strategies. Working with peers, students will sketch, build, and test a simple playground helper device that makes heavy objects easier to move across the ground. They will present their prototype to a small group, gather feedback, use test observations to revise it for smoother movement, and explain what worked best.

Standards
  • [Next Generation Science Standards] K-PS2-2 - Analyze data to determine if a design solution works as intended to change the speed or direction of an object with a push or a pull.
  • [Next Generation Science Standards] K-PS2-1 - Plan and conduct an investigation to compare the effects of different strengths or different directions of pushes and pulls on the motion of an object.
  • [Next Generation Science Standards] K-2-ETS1-1 - Ask questions, make observations, and gather information about a situation people want to change to define a simple problem that can be solved through the development of a new or improved object or tool.
  • [Next Generation Science Standards] PS.2.A - Forces and Motion
  • [Next Generation Science Standards] K-2-ETS1-2 - Develop a simple sketch, drawing, or physical model to illustrate how the shape of an object helps it function as needed to solve a given problem.
  • [Next Generation Science Standards] K-2.AF.1.3 - Define a simple problem that can be solved through the development of a new or improved object or tool.
  • [Next Generation Science Standards] K-2.AF.6.2 - Use tools and/or materials to design and/or build a device that solves a specific problem or a solution to a specific problem.
  • [Next Generation Science Standards] PS.2.B - Types of Interactions
  • [Next Generation Science Standards] K-2.AG.5.1 - Objects may break into smaller pieces, be put together into larger pieces, or change shapes.
  • [Next Generation Science Standards] K-2.AF.6.3 - Generate and/or compare multiple solutions to a problem.
Competencies
  • Collaboration - Students co-design projects with peers, exercise shared-decision making, strengthen relational agency, resolve conflict, and assume leadership roles.
  • Critical Thinking & Problem Solving - Students consider a variety of innovative approaches to address and understand complex questions that are authentic and important to their communities.
  • Effective Communication - Students practice listening to understand, communicating with empathy, and share their learning through exhibiting, presenting and reflecting on their work.
  • Content Expertise - Students develop key competencies, skills, and dispositions with ample opportunities to apply knowledge and engage in work that matters to them.
  • Self Directed Learning - Students use teacher and peer feedback and self-reflection to monitor and direct their own learning while building self knowledge both in and out of the classroom.
  • Academic Mindset - Students establish a sense of place, identity, and belonging to increase self-efficacy while engaging in critical reflection and action.

Products

Students will create observation drawings and a class data chart comparing how pushes, pulls, strengths, directions, and tools change an object’s motion. Guided by “How can we help our friends move heavy or stuck objects safely across the playground?”, teams will define the problem, compare ideas, and draw a labeled plan. Each team will build and safely test a simple playground helper device using teacher-approved materials and objects, recording whether it changes speed or direction and moves smoothly. Students will present the prototype to a small group, collect feedback, revise it, and share the improved device and evidence of what worked best.

Launch

Stage a playground rescue with a puppet friend and a large, lightweight box that is “stuck,” then ask, “How can we help our friends move heavy or stuck objects safely across the playground?” In teams, students safely test gentle and stronger pushes and pulls in different directions using their hands, ropes, cardboard sliders, or toy wheels, while the teacher records how the box’s speed and direction change. Students compare what worked, sketch or build a first playground helper device, and explain how its shape and parts help move the object. Small groups share prototypes, offer one improvement idea, and preview how they will test and revise their devices to make objects move more smoothly.

Exhibition

Host a Playground Helper Showcase for families, school staff, and another kindergarten class centered on: “How can we help our friends move heavy or stuck objects safely across the playground?” Teams demonstrate their devices using teacher-selected objects, showing how different strengths and directions of pushes and pulls change speed, direction, and smoothness. Students share sketches, test results, and the small-group feedback they used to revise their prototypes, then explain which tools and strategies worked best. Visitors celebrate each design and leave a spoken or picture-based compliment about its safe, helpful features.