Quarter 3



PS2-MS-1. Apply Newton’s Third Law to design a solution to a problem involving the motion of two colliding objects.

PS2-MS-2. Plan an investigation to provide evidence that the change in an object’s motion depends on the sum of the forces on the object and the mass of the object.

PS2-MS-4. Construct and present arguments using evidence to support the claim that gravitational interactions are attractive and depend on the masses of interacting objects.


Disciplinary Core Ideas

  • PS2.A: For any pair of interacting objects, the force exerted by the first object on the second object is equal in strength to the force that the second object exerts on the first but in the opposite direction (Newton’s 3rd Law) (PS2-MS-1) - Actions: Apply law of motion
  • PS2.A: The motion of an object is determined by the sum of the forces acting on it. The greater the mass of an object, the greater the force needed to achieve the same change in motion (inertia). for any given object, a larger force causes a larger change in motion. (Newton’s 1st and 2nd Laws) (PS2-MS-2) - Actions: Plan an investigation
  • PS2.B: Gravitational forces are always attractive. there is a gravitational force between any two masses, but is is very small except when one or both of the objects have large mass (e.g. Earth and sun). (PS2-MS-4) - Actions: Construct and present arguments


Disciplinary Core Ideas

  • PS2.A: All positions of objects and the directions of forces and motions must be described in an arbitrarily chosen reference frame and arbitrarily chosen units of size. In order to share information with other people, these choices must also be shared (reference point).
  • PS2.B: Electric and magnetic (electromagnetic) forces can be attractive or repulsive, and their sizes depend on the magnitudes of the charges, currents, or magnetic strengths involved and on the distances between the interacting objects.
  • PS2.B: Forces that act at a distance (electric, magnetic, and gravitational) can be explained by fields that extend through space and can be mapped by their effect on a test object (a charged object, or a ball, respectively).
  • ETS1.A: A solution needs to be tested, and then modified on the basis of the test results to improve it.


  • Acceleration, force, friction, gravity, motion, velocity, speed, weight, inertia, momentum




  • Science Spot - http://sciencespot.net/Pages/classroom.html
  • Game Up (Brainpop) - https://www.brainpop.com/games/

  • EAST

  • Hot Wheels Lab - one surface with each student having car, calculate speed/acceleration, ended with classroom bracket (East)

  • Marbles on a track for colliding objects (Lonestar)
  • Friction and speed lab - Hot Wheels - sandpaper/tile/cardboard used timers, figured speed/acceleration (Lonestar)
  • Gravity lab - 2 meter sticks, roll different balls to roll down and time them (Lonestar)

  • Marble Labs (South) - does the angle affect speed? Average speed, usable vs. raw data; also used for Newton’s 2nd law mass and force
  • bottle Rocket Lab (NASA Lab) - have to buy materials, measurements, explain how Newton’s laws affect rocket (South)
  • Toys in space (South)
  • WEST

  • Rollercoaster Lab - copper pipe insulation (West)
  • Mouse trap cars (West)



RST.6-8.1 Cite specific textual evidence to support analysis of science and technical texts, attending to the precise details of explanations or descriptions (PS2-MS-1),(PS2-MS-3)

RST.6-8.3 Follow precisely a multistep procedure when carrying out experiments, taking measurements, or performing technical tasks. (PS2-MS-1),(PS2-MS-2),(PS2-MS-5)

WHST.6-8.1 Write arguments focused on discipline-specific content. (PS2-MS-4)

WHST.6-8.7 Conduct short research projects to answer a question (including a self-generated question), drawing on several sources and generating additional related, focused questions that allow for multiple avenues of exploration. (PS2-MS-1),(PS2-MS-2),(PS2-MS-5)


MP.2 Reason abstractly and quantitatively. (PS2-MS-1),(PS2-MS-2),(PS2-MS-3)

6.NS.C.5 Understand that positive and negative numbers are used together to describe quantities having opposite directions or values; use positive and negative numbers to represent quantities in real-world contexts, explaining the meaning of 0 in each situation. (PS2-MS-1)

6.EE.A.2 Write, read, and evaluate expressions in which letters stand for numbers. (PS2-MS-1),(PS2-MS-2)

7.EE.B.3 Solve multi-step real-life and mathematical problems posed with positive and negative rational numbers in any form, using tools strategically. Apply properties of operations to calculate with numbers in any form; convert between forms as appropriate; and assess the reasonableness of answers using mental computation and estimation strategies. (PS2-MS-1),(PS2-MS-2)

7.EE.B.4 Use variables to represent quantities in a real-world or mathematical problem, and construct simple equations and inequalities to solve problems by reasoning about the quantities. (PS2-MS-1),(PS2-MS-2)