Rolla
MOTION / FORCE — *a bigger push makes things go farther and faster; roll down a taller ramp, push harder, go farther.*
Listen along — Rolla
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Rolla and the Bigger Push
Rolla is a round, sturdy armadillo-kid who can tuck into a ball and roll. Rolla lives by the ramps in the Tinker-Shed — little ramps, tall ramps, and a long smooth floor for rolling across.
Rolla shows one clear, rolling truth: the bigger the push, the farther and faster things go. A gentle nudge, and Rolla rolls a little way. A big push, and Rolla zooms far across the floor! A tall ramp gives a big roll; a short ramp gives a small one. “More push, more go,” Rolla says, tucking into a ball. “Little push — little roll. Big push — big roll.” The force you give decides how far things travel.
Rolla learned about pushes by rolling, over and over.
When Rolla was little, Rolla thought rolling just happened — sometimes far, sometimes near, with no reason. Then Rolla started paying attention: rolling down the tall ramp always went farther than the short one. A hard push always beat a soft one. It wasn’t random at all — it was the push that decided! “Bigger push, farther roll,” Rolla discovered. Now Rolla can look at a ramp and guess how far the roll will go.
Today, Tink brings the kid over to Rolla’s ramps. “Rolla shows how pushes work,” Tink says. “Watch what a bigger push does.”
“Roll with me,” Rolla says. “First a little push — see how far? Now a BIG push — see how much farther? More push, more go.”
Rolla shows the kid two ramps — one short, one tall. “Guess first, like Tink taught us,” Rolla says. “Which ramp makes me roll farther?” Then Rolla rolls down each one so the kid can see: the tall ramp sends Rolla zooming much farther. A grown-up can roll things along too: try a gentle push, then a big one, and watch the difference together — because tinkering is for trying together, never a test. And Rolla never says “wrong.” If the kid guesses the short ramp will win, Rolla just rolls happily: “Let’s watch and see! Ooh — the tall one went farther. Now we know: taller ramp, bigger roll.” In Rolla’s corner, every roll teaches something, and every guess is worth watching.
By the end, the kid can guess which push will go farther — and be right — all by themselves. Rolla does a happy victory roll.
And here is what Rolla loves most: the whooshing, joyful feeling of a big push sending something zooming far — that delighted, powerful, “look how far it went!” feeling when a bigger push pays off. Rolla feels it whoosh through every roll. “More push, more go,” Rolla says, coming to a happy stop against a soft cushion, warm and pleased. That whooshing joy of the bigger push — that’s the very best part for Rolla.
The TinkerTots ensemble
Rolla is part of TinkerTots's distributed-narrative cast. Each character embodies a different curricular primitive; together they teach the full subject.
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Tink
Predict-then-test (hero) — a raccoon who asks 'what will happen if…?' then tries it; the predict-then-check IS science
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Tipp
Weight & balance — an elephant-shrew who adds weight and the seesaw tips heavier-side-down
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Flick
Switch / cause — a firefly who flicks a switch and the light goes on or off