A Job for a Magnet is a free printable Grade 3 science worksheet on defining a design problem that magnets could solve, aligned to Common Core standard 3-PS2-4. It prints 2 questions with an answer key on its own sheet of paper, in 25 versions that each ask different questions, so no two pupils in the class work from the same page. Print it from the browser or download it as a PDF — no account, no email.
Set 17 of 25 · the same problems every time you open this link.
Set 1 has all 25 in a single PDF. All 25 sets ask different questions.
A Job for a Magnet
3-PS2-4
NameDate
Draw a line from each problem to the magnet solution.
1.Draw a line from each one to its match.
Notes fall off the whiteboard
The classroom door swings open in a draught
A fridge list keeps blowing off
Two toy carriages keep coming apart
A.A magnet holding it to the door
B.A magnetic catch to hold it shut
C.Magnets to hold the paper against the steel
D.Magnets at each end so they hold together
2.Draw a line from each one to its match.
Steel paperclips get mixed into the sand tray
Steel pins are hard to pick out of a tin
A cupboard door will not stay closed
Screws get lost on the workshop floor
A.A magnet lowered into the tin
B.A magnet on a stick to sweep them up
C.A magnet dragged through to lift them out
D.A magnetic strip on the frame
LessonPrint · 3-PS2-4 · Set 17 · free to copy for classroom use
Answer key — A Job for a Magnet
Set 17. Prints on its own sheet.
1.1. Notes fall off the whiteboard — C (Magnets to hold the paper against the steel) 2. The classroom door swings open in a draught — B (A magnetic catch to hold it shut) 3. A fridge list keeps blowing off — A (A magnet holding it to the door) 4. Two toy carriages keep coming apart — D (Magnets at each end so they hold together)
2.1. Steel paperclips get mixed into the sand tray — C (A magnet dragged through to lift them out) 2. Steel pins are hard to pick out of a tin — A (A magnet lowered into the tin) 3. A cupboard door will not stay closed — D (A magnetic strip on the frame) 4. Screws get lost on the workshop floor — B (A magnet on a stick to sweep them up)
More practice for 3-PS2-4
Define a problem that magnets could solve.
Teaching this next? A Job for a Magnet is the 55-minute plan for it, with the misconceptions to expect.