How it works
These scientific method comic strip ideas each put a small everyday question to the test, one panel a step: question, guess, test, what was seen, conclusion. The six-panel strips add telling someone.
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The steps these strips use
Five panels: a question, a guess (the hypothesis), a test, what was seen, and a conclusion that says whether the guess held. Six-panel strips add a last step, telling someone. Sources count and name the steps differently, so use your class's list where it differs.
When a step goes missing
In A character who skips a step, one step is left out and the last panels show what goes wrong: a conclusion nobody can back up, a count nobody wrote down, an answer nobody hears.
- In the test panel, draw what stays the same as well as the one thing that changes.
- Where an idea says write your own, run the test and draw what you find.
Questions and answers
What are the steps of the scientific method?
These strips use five: ask a question, make a guess (a hypothesis), test it, record what was seen, and draw a conclusion. Some add a sixth, telling someone the result. Other lists split or name the steps differently.
How do you make a comic strip about the scientific method?
Give a character a small question, such as who takes the last cookie from the jar. Draw one panel for each step in order, and end on whether the guess held.
What is a good question for a scientific method comic?
One a character can test by counting or measuring: does the dryer really eat one sock from every load, which floor in the house is best for sock sliding, do lucky socks help the goalkeeper save more shots.
What happens if you skip a step?
The strip shows it. The wizard who skips the test cannot say how he knows. The birdwatcher who writes nothing down forgets the count. The explorer who tells nobody leaves her friends walking the long way.