Unit 7 - Step on a Magnet
Step on a Magnet: Mapping, Magnets & Movement
General Learning Objectives
Materials

Introduction (5 minutes): Dramatization – The Story of Magnes

Activity 1. Exploring Magnetism (10-15 minutes)

- • Teacher introduces magnets: natural vs. artificial, attraction/repulsion, poles, and transmission of magnetic force.
• Short class discussion to reinforce key terms and examples.
Activity 2: Drawing with Magnetic Force & Creative Sculpture

- Draw predefined shapes
- Write simple words or numbers
- Create free-form art • Using magnetic attraction, students then build small magnetic sculptures of robots, vehicles, or people using magnets and iron pieces.
Activity 3. Tagging Game in Pairs - "Two Is Company, Three Is a Crowd" (45-60 minutes)
Activity 4. Find a Pair

Activity 5. Double Leg Stick
Activity 6. Musketeers
This game has a unique way of carrying equipment while moving. The players must carry the stick with their legs while in pairs. Depending on the number of players, two or more teams are formed. Each team should optimally consist of three to four pairs. If there is an odd number of players in the groups, one player must complete the task twice. After the players are paired, the first pair in the team receives one stick. To make the running relay more interesting and difficult, the pair carries the stick only with their legs. Each player holds and carries a stick placed above their ankle. The players hold the stick with one leg while moving or hooping with the other. All the pairs stand behind the starting line while one pair carries the stick to the designated spot and back to make a stick exchange. All the pairs in the group need to finish the designated task with the stick above the ground the whole way. Before the start of the game, it is necessary to demonstrate how to pass the relay and clearly designate the starting and finish lines. It is not allowed to drop the stick on the ground during the race. If this happens, the pair must go back a few meters and start over. The team that finishes the task first wins.
The motto of this game is the same as a musketeer’s motto: “One for all, and all for one.” More precisely, in this game it would be more like all players hold one stick and all players must move like one. The game includes a stick but it is not a sword. The association with the musketeers is the spirit of team building and working as one. In order to make the game more interesting and competitive, more teams are formed. Optimally, teams should consist of six to ten players. Each team has one stick and all the players must hold the stick with their hand(s). The starting and finish line are clearly marked. The objective of the game is to move across the playing area to the finish line while all the players hold the stick at all times.
Activity 7. Measuring Magnetic Force with Technology (10–15 minutes)

Activity 8. Wrap-Up & Evaluation (15–20 minutes): Magnetic Fishing Challenge

- Measuring the longest distance from which the magnet can attract an object
- Solving maths problems (e.g. 3 · x + 250 = 3250)
- Describing observations using tables or diagrams
STEPAM Components
- Science: Properties of magnets and forces of attraction/repulsion
- Technology: Use of mobile apps (magnetometer, Google Maps)
- Engineering: Construction of magnetic sculptures and fishing rods
- Physical Education: Fundamental movement through tagging games
- Art: Magnetic drawing and sculpture design
- Mathematics: Data collection, equation solving, spatial reasoning