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 2 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.
Steel pins are hard to pick out of a tin
Steel paperclips get mixed into the sand tray
Notes fall off the whiteboard
Two toy carriages keep coming apart
A.A magnet dragged through to lift them out
B.A magnet lowered into the tin
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.
A fridge list keeps blowing off
A cupboard door will not stay closed
The classroom door swings open in a draught
Screws get lost on the workshop floor
A.A magnet holding it to the door
B.A magnetic catch to hold it shut
C.A magnet on a stick to sweep them up
D.A magnetic strip on the frame
LessonPrint · 3-PS2-4 · Set 2 · free to copy for classroom use
Answer key — A Job for a Magnet
Set 2. Prints on its own sheet.
1.1. Steel pins are hard to pick out of a tin — B (A magnet lowered into the tin) 2. Steel paperclips get mixed into the sand tray — A (A magnet dragged through to lift them out) 3. Notes fall off the whiteboard — C (Magnets to hold the paper against the steel) 4. Two toy carriages keep coming apart — D (Magnets at each end so they hold together)
2.1. A fridge list keeps blowing off — A (A magnet holding it to the door) 2. A cupboard door will not stay closed — D (A magnetic strip on the frame) 3. The classroom door swings open in a draught — B (A magnetic catch to hold it shut) 4. Screws get lost on the workshop floor — C (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.