Magnet Experiment
438.6K playsGuess which objects a magnet will pull, then drag the magnet to test every guess. Does gold stick? Does a battery?
Quick, before you read any further: will a magnet pick up a gold coin? Say "yes" or "no" out loud. Got your answer? Hold on to it, because that is exactly how Magnet Experiment for kids begins. First you guess, then you test your guess with a real-looking magnet, and then you find out who was right: you or the magnet.
(The answer is no! Gold is a shiny metal, but magnets cannot pull it. Surprised? There are plenty more surprises like that waiting on the science table.)
π§² Guess, Test, Learn: a Real Science Lesson in Three Steps
Scientists do not just watch things happen. They make a prediction first, which is a smart guess about what will happen. Then they do an experiment to check it. Magnet Experiment works the same way. Each round, called an experiment, has three steps that you can see at the top of the table:
Guess. The game asks about each object, one at a time: "Will the magnet pull the bell?" You answer π§² Yes, it sticks or β No, it won't.
Test. You drag a red horseshoe magnet over every object on the table. Things made of iron or steel slide toward it and stick. Everything else just wobbles and stays put.
Learn. The game sorts everything into two lists, Sticks and No pull, marks each of your guesses right or wrong, and shares a fun fact about the most surprising object.
There is no timer. This is an experiment, not a race, so you can take as long as you like to think.
π¬ Running Your First Experiment on KidWorld
Choose your level. The game starts on Elementary the first time. Press βοΈ Change Level to pick Toddlers (ages 2β4), Preschool (ages 4β6), Elementary (ages 6β10) or Tweens (ages 10β12).

Make your guesses. The object being asked about gets a green box around it on the table. Tap Yes, it sticks or No, it won't. On a keyboard, press Y or 1 for yes and N or 2 for no. Your guess appears as a little π§² or β badge next to the object.
Listen if you like. Tap the π speaker button to hear the question read aloud. On the Toddlers and Preschool levels, the game reads the questions by itself when the site's sound is on.
Change your mind. After the last guess, the game says something like "You think 4 of 6 will stick to the magnet." Tap any object to change its guess, then press Test my guesses!
Drag the magnet. Press anywhere on the table and move. The magnet's poles follow you. On a phone or tablet, the magnet floats a little above your finger, so your finger never hides what is happening. On a keyboard, the arrow keys or W, A, S and D move it too.
Watch what happens. When the magnet comes close to an iron or steel object, the object starts sliding toward it, faster and faster the closer you get, until it sticks. Stuck objects hang under the magnet in a little chain that swings as you move. Pass close to anything else and it wobbles with a "No pull" label. A dashed circle around the magnet shows how far its pull reaches.
Test everything. A row of chips under the table shows each object, its result and a β or β for your guess, plus a count like "5 / 6 tested". If you stop for a few seconds, the objects you have not tested yet start to glow.
Read the Learn card. You will see your two lists, the material each object is made of, your points for the round, and a fact with its own π button. Press Next experiment when you are ready.
Finish the session. After the last round, press See my results. The Experiment Complete card shows your score, up to five stars, a "What you discovered" list, and a "Remember these" list of any guesses you got wrong, with the right answer and a fact for each one. Press Play Again for new objects. The buttons under the game turn on fullscreen, reload the game or switch the music off.
Each correct guess is worth 10 points. On the Toddlers level there is no guessing step, so you get 10 points for every object you test.
π§ͺ How to Become a Super Scientist: Tips and Examples
To get every guess right, you need one big rule and a few tricks. Let's start with the rule.
The big rule: look for iron
Magnets pull things that have iron in them. Steel is mostly iron, so magnets pull steel too. Almost everything else, like wood, plastic, glass, paper, cloth, rubber, wax and food, has no iron, so it will not stick. Before you answer, ask yourself one question: "Is there iron or steel in it?"
Example 1: the shiny trumpet
The game asks, "Will the magnet pull the trumpet?" A trumpet is made of metal, so lots of kids say yes. But a trumpet is made of brass, which is a mix of copper and zinc. Neither of those has any iron. The trumpet just wobbles: no pull! The same is true for the bell and the saxophone. Remember: shiny metal does not always mean magnetic.
Example 2: the gold coin, the gold ring and the crown
Gold is a precious metal, and it is not magnetic at all. So the gold coin πͺ, the gold ring π and the crown π will all stay on the table. These "trick metals" are the most common wrong guesses. When you see something golden, think "No, it won't."
Example 3: the sneaky battery
Now the opposite surprise. A battery π does not look like a piece of steel. But on the outside, a battery has a thin steel case. So the magnet pulls it right up! A food can π₯« is another sneaky one: most food cans are made of steel. (Soda cans are different. They are made of aluminum, and they don't stick.)
Example 4: scissors and the old key
Scissors βοΈ have plastic handles, so you might think they won't stick. But the blades are steel, and the magnet pulls the blades. The plastic handles just come along for the ride! An old key ποΈ sticks too, because old keys like that were made of iron. Many new keys are made of brass, though, and those don't stick. So the real question is always what the object is made of, not what it is called.
Smart testing tips
Sweep in rows. Move the magnet slowly across the table from side to side, a bit lower each time, like mowing a lawn. You will test every object without missing one.
Get close. Things that don't stick only count as tested when the magnet passes quite close to them. If a "?" chip is left over, look for the glowing object and move right over it.
Use the material clue. On the Tweens level, each question also says what the object is made of, like "Made of brass." Use the big rule on that word.
Read the Remember these list. The objects you missed are listed at the end with their facts. Next time you see them, you will know.
π Magnet Science You Can Use at Home
Everything in this game matches the real world. You can try it yourself with a fridge magnet (ask a grown-up first). Paper clips and safety pins jump to it. Wooden spoons and plastic toys do not.
Did you notice that the game never asks about plain coins or metal spoons? That is on purpose. Coins are made of different metals in different countries, and some spoons are made of a kind of steel that magnets barely pull. Since the answer could change from home to home, the game leaves those out so it never teaches a wrong answer.
Magnets do real jobs, too. At big recycling centers, giant magnets lift steel cans out of the pile, while aluminum cans stay behind. If you want to practice sorting things the way a recycling center does, try Recycling Sort, where every item goes into the Recycle, Compost or Trash bin.
π§ Magnet Experiment for Kids at Each Level
Toddlers (ages 2β4)
Magnet Experiment for toddlers skips the guessing step. Little ones just drag the magnet over 4 objects per table and watch what happens, for 3 rounds. There are no trick metals, the magnet pulls from farther away, and untested objects start glowing after only 5 seconds. The game reads its prompts aloud when sound is on.
Preschoolers (ages 4β6)
Magnet Experiment for preschoolers adds the Guess step, with 5 objects per table and 4 rounds. Questions are read aloud automatically when sound is on, and a table has at most one trick metal.
Elementary kids (ages 6β10)
Magnet Experiment for elementary kids has 6 objects per table and 5 rounds. Every table has one trick metal, like a brass bell or a gold ring, and sometimes a surprise like a battery.
Tweens (ages 10β12)
Magnet Experiment for tweens is the toughest table: 7 objects, 2 trick metals and a sneaky surprise object every round, for 5 rounds. Each question tells you the material, so tweens practice thinking about what things are made of. Older kids who like quick science thinking can also try True or False?, where you decide whether science statements are right before moving on.
π‘ Why Kids Learn So Much From a Magnet
Thinking like a scientist. Making a guess first, and then checking it, is the heart of every science experiment. Kids learn that a wrong guess is not bad. It is how you discover something new.
Busting a common mix-up. Many children believe "all metal sticks to magnets." Seeing the trumpet and the crown stay on the table fixes that idea for good.
Learning materials. Steel, brass, gold, wax, keratin, cardboard: the Learn card names what every object is made of.
Sorting and grouping. The Sticks and No pull lists are a real science chart. If your child enjoys putting things into groups, Classify It! is another fun way to practice.
Hand control. Steering the magnet carefully over each object is great practice for small fingers and mouse skills.
A note for parents: Magnet Experiment for kids is calm and safe. There is no timer, nothing scary, and every object is an everyday thing like a pencil, a sock or a paper clip. It practices prediction, observation, materials science and reading (with read-aloud help for younger kids). It also makes a great starting point for a real kitchen-table experiment with a big fridge magnet. Keep small magnets away from toddlers, who might put them in their mouths.
Your magnet is waiting at the top of the table. Make your guesses, test them, and see how many surprises you can find in Magnet Experiment for kids on KidWorld! π§²
πΌοΈ See the Game in Action

The Choose Your Level screen in Magnet Experiment for kids, with Toddlers, Preschool, Elementary and Tweens cards

The Guess step at the Elementary level, asking if the magnet will pull a feather, with Yes and No buttons

A red horseshoe magnet carrying a nut and bolt and an old key while four of six objects are tested

The Learn chart in Magnet Experiment for kids sorting objects into Sticks and No pull, with a saxophone fact

The Experiment Complete card with a 290 out of 300 score, five stars and a What you discovered list
More Science Games
Recycling Sort
Sort everyday items into the Recycle, Compost, or Trash bin before time runs out!
Grow a Plant
Plant seeds in sunny and shady garden beds, then water, feed and protect them day by day. Watch the roots grow underground and harvest sunflowers, tomatoes, carrots and more!
Five Senses Match
Decide which of your five senses you would use for each everyday scene before time runs out.
Robot Builder World
Build your own blocky robot, then program it with Forward, Turn and Repeat blocks to reach the red flag β learn loops, sensors and switches with no typing!
Most Played Games
Color & Draw
A free-drawing canvas with colors and brush sizes to unleash your creativity.
Recycling Sort
Sort everyday items into the Recycle, Compost, or Trash bin before time runs out!
Tic-Tac-Toe
Play a game of Tic-Tac-Toe against the computer and see if you can outsmart it.
Sentence Builder
Pick your age level, then tap the shuffled words in the right order to build the sentence.
Comments (91)