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Grade 4 · Physical Science · FireFlash pack

Energy Conversions

Investigate devices that change energy from one form to another.

A motor turns electrical energy into motion, and a crank generator turns motion back into electrical energy. Energy Conversions follows a small device from its goal to its test results, so students see how engineers use evidence to make a design better.

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A loose pinwheel A battery is wired to a small motor whose shaft is bare. Its paper pinwheel lies loose on the table beside it.
The motor needs an appropriate electrical supply; the shaft does not turn by magic.

What students investigate

Students start with the job: a device is a success when it does what it was designed to do. They see a battery supply stored energy, compare light and sound outputs, watch a motor make motion, and turn a crank generator to make electrical energy.

The second half is the engineering cycle. Students weigh a design against its limits, compare designs by their results and trade-offs, run a fair test that changes one thing, revise the design from evidence and retest it against the original goal.

Who it is for

Energy Conversions is written for Grade 4 physical science and engineering. It follows Energy Transfer and sets up the design-and-retest steps that come back in Light & Sound Signals.

The abstract words success criterion, constraint and trade-off are each taught with a concrete device example first.

What students learn

10 learning ideas, one at a time. Each one is a silent animated Learn card, then Review and Mastery questions.

  1. A device is successful when it does the job it was designed to do.
  2. A battery can supply stored energy to a working device.
  3. A device should produce the kind of output its job requires.
  4. A motor turns electrical energy into useful motion.
  5. A generator can change turning motion into electrical energy.
  6. A useful design must respect limits as well as its goal.
  7. Compare device designs using their measured results and the stated goal.
  8. A fair test helps show what one design change may do.
  9. Use evidence from a trial to plan a relevant design change.
  10. Retest a revised device against its original goal.

Science words in this pack

Each word is taught on its Learn card, then used again in Review and Mastery.

  • success criterion
  • stored energy
  • conversion
  • light output
  • sound output
  • motor
  • generator
  • constraint
  • trade-off
  • fair test
  • revision
  • retest

Inside the pack

How it works in class

  • Learn. 10 silent whiteboard animations, one idea per card. No audio, so it works on a classroom screen or a quiet device.
  • Review. 30 practice questions with feedback. Ideas a student misses come back.
  • Mastery. 30 questions to show what each student knows on their own.
  • Certificate. A student who finishes can print a certificate or save it as a PDF. It shows first-try Review and Mastery results and the ideas that needed a retry.

Standards connections

These cards support parts of the following NGSS performance expectations. They do not replace hands-on investigations.

  • 4-PS3-4 — core ideas

Questions teachers ask

Which devices does it show?

A battery-powered device with light and sound outputs, a motor, and a hand-crank generator.

Is there an engineering design part?

Yes. Half of the pack follows the design cycle: goal, limits, compare designs, fair test, revise and retest.

How do I open it after buying?

Enter your unlock code on the Unlock page, then share the pack with students from Share with students.

Get Energy Conversions

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