01 August 2026

Building an A Level Platform Game Project — Part 5: Turning Platforms Into Proper Levels

 


Building an A Level Platform Game Project — Part 5: Turning Platforms Into Proper Levels

In Part 1, we planned the platform game and set realistic success criteria.

In Part 2, we created the game window and added player movement.

In Part 3, we added gravity and jumping.

In Part 4, we added platforms and collision detection, allowing the player to land on raised surfaces rather than simply jumping on a flat ground line.

Now we are ready for the next important stage.

We need to turn a collection of platforms into an actual level.

This is where the project begins to feel much more like a real game. A level is not just a random arrangement of rectangles. A good level has a start point, a route, a challenge, a finish point, rewards, risks and a sense of progression.

For an A Level Computer Science project, this is also a very useful stage because it introduces data structures, design decisions, user testing, difficulty control and evidence of iteration.

A platform game becomes much stronger when the student can explain not only how the code works, but why the level has been designed in a particular way.

Why Level Design Matters

At the end of Part 4, we had platforms.

The player could jump, fall and land. That was a major step.

But platforms alone do not make a level.

A proper level needs purpose.

The player should know:

  • where they start

  • where they are trying to go

  • what they must avoid

  • what they can collect

  • how they can win

  • what happens if they fail

A level gives structure to the game.

Without levels, the player is simply moving around a test screen. With levels, the player is trying to complete a challenge.

This is also where students begin to see the difference between a technical prototype and a finished project.

The Aim for Part 5

The aim of this stage is:

Develop the platform layout into a complete playable level with a start position, route, finish point, collectables and hazards.

By the end of this stage, the game should include:

  • a defined player start point

  • a planned route through the platforms

  • a finish point

  • collectable items

  • hazards or danger areas

  • a score

  • win and lose conditions

  • testing evidence for the level design

  • a structure that can later support multiple levels

This moves the project beyond movement mechanics and into game design.

From Platforms to Level Data

In Part 4, platforms were stored in a list like this:

platforms = [
    pygame.Rect(0, 580, 800, 20),
    pygame.Rect(150, 480, 200, 20),
    pygame.Rect(450, 380, 200, 20),
    pygame.Rect(250, 280, 180, 20)
]

This is a good start.

But now we need more than platforms.

A complete level may need:

  • platforms

  • player start position

  • finish point

  • collectables

  • hazards

  • background colour

  • time limit

  • difficulty rating

  • level name

Instead of treating platforms separately, we can begin to think of the level as a data structure.

For example:

level_1 = {
    "player_start": (100, 500),
    "platforms": [
        pygame.Rect(0, 580, 800, 20),
        pygame.Rect(150, 480, 200, 20),
        pygame.Rect(450, 400, 200, 20),
        pygame.Rect(250, 300, 180, 20)
    ],
    "collectables": [
        pygame.Rect(220, 440, 20, 20),
        pygame.Rect(520, 360, 20, 20)
    ],
    "hazards": [
        pygame.Rect(380, 560, 60, 20)
    ],
    "finish": pygame.Rect(650, 340, 40, 60)
}

This is a very important development.

The level is now stored as data.

That means the program can load, draw, test and change levels more easily.

This is exactly the kind of design decision that can strengthen an A Level project.

Why Data Structures Are Important

Students sometimes think a game is mainly about drawing graphics and moving characters.

But a game also depends heavily on data.

In this project, data controls:

  • where the platforms are

  • where the player begins

  • where hazards are placed

  • where collectables appear

  • where the finish point is

  • how the level is completed

Once students understand this, the project becomes more flexible.

Instead of rewriting large sections of code for each new level, they can change the data.

That is good programming practice.

A student might write in their project documentation:

I used a dictionary to store the level data, including platforms, collectables, hazards, the player start position and the finish point. This made the program easier to extend because new levels could be created by changing the data rather than rewriting the main game logic.

That is a strong explanation.

Designing a Start Point

The player start position should be chosen carefully.

It should be:

  • safe

  • visible

  • close to the first platform or route

  • not inside a platform

  • not touching a hazard

  • easy for the player to understand

A sensible first start point might be:

"player_start": (100, 500)

This places the player near the left side of the screen, standing on the ground.

That makes sense for a first level because most players expect to move from left to right.

A more advanced level might start higher up, in the middle, or even near danger, but the first level should be clear and forgiving.

Good level design begins by helping the player understand what to do.

Designing a Route

A level should have a route.

That does not mean there must be only one path, but the player should be guided through the challenge.

For a simple first level, the route might be:

  1. Start on the ground.

  2. Jump onto a low platform.

  3. Collect a star.

  4. Jump to a higher platform.

  5. Avoid a hazard on the ground.

  6. Reach a finish flag.

This creates a basic journey.

It gives the player a goal and allows the student to test whether the jump height and platform spacing are suitable.

A poor level might have platforms placed randomly with no clear path. That makes the game feel confusing.

A good level has intention.

Difficulty: Not Too Easy, Not Impossible

Difficulty is one of the hardest parts of level design.

Students often make levels too difficult because they already know how the game works. They know where to jump. They know how the controls feel. They know where the hazards are.

A new user does not.

This is why user testing matters.

A first level should usually be:

  • easy to understand

  • forgiving

  • short

  • clear

  • achievable after one or two attempts

Later levels can become more difficult.

Difficulty can be increased by:

  • making platforms smaller

  • increasing gaps between platforms

  • adding hazards

  • adding moving enemies

  • placing collectables in risky positions

  • adding time pressure

  • making the route less direct

  • adding moving platforms

However, difficulty should increase gradually.

A game that becomes impossible too quickly is not challenging. It is frustrating.

Adding a Finish Point

A platform game needs a way to win.

The simplest finish point could be a rectangle representing a flag, door or portal.

For example:

finish_rect = level_1["finish"]

The finish point can be drawn like this:

pygame.draw.rect(screen, (0, 200, 0), finish_rect)

Then the program can check whether the player reaches it:

if player_rect.colliderect(finish_rect):
    game_won = True

This gives us a win condition.

Once the player touches the finish point, the program can display a message such as:

Level Complete!

This may seem simple, but it is a major design step.

The game now has an objective.

Adding Collectables

Collectables give the player something optional or rewarding to do.

They might be:

  • coins

  • stars

  • gems

  • keys

  • energy cells

  • books

  • science symbols

  • computer chips

For this project, collectables can begin as small rectangles or circles.

Example data:

collectables = [
    pygame.Rect(220, 440, 20, 20),
    pygame.Rect(520, 360, 20, 20)
]

They can be drawn using a loop:

for item in collectables:
    pygame.draw.rect(screen, (255, 215, 0), item)

If the player touches a collectable, the score increases:

for item in collectables[:]:
    if player_rect.colliderect(item):
        collectables.remove(item)
        score += 10

The use of collectables[:] creates a copy of the list while looping. This helps avoid problems caused by removing items from a list while processing it.

That is another useful programming point for students to explain.

Why Collectables Improve the Project

Collectables are useful because they introduce:

  • collision detection with non-platform objects

  • score calculation

  • list processing

  • object removal

  • optional challenge

  • user feedback

  • testing opportunities

A collectable is not just decoration.

It creates data and logic.

For A Level project evidence, students can test:

  • whether the collectable appears

  • whether the player can collect it

  • whether the score increases

  • whether the item disappears after collection

  • whether the same item cannot be collected twice

That gives excellent evidence for testing and evaluation.

Adding Hazards

Hazards give the game risk.

A hazard might be:

  • spikes

  • lava

  • water

  • a moving enemy

  • a falling object

  • a red danger block

  • an electric barrier

For the first version, a simple red rectangle is enough.

Example data:

hazards = [
    pygame.Rect(380, 560, 60, 20)
]

Drawing hazards:

for hazard in hazards:
    pygame.draw.rect(screen, (255, 0, 0), hazard)

Collision with hazards:

for hazard in hazards:
    if player_rect.colliderect(hazard):
        player_rect.x, player_rect.y = level_1["player_start"]
        player_y_velocity = 0
        lives -= 1

This gives the game a lose condition.

If lives reach zero, the game can display:

Game Over

Again, this is more than just a visual feature. It introduces consequences.

Lives, Restarts and Failure

A game should handle failure clearly.

If the player touches a hazard, what should happen?

Possible options include:

  • restart the level

  • lose one life

  • return to the last checkpoint

  • reduce the score

  • end the game immediately

For a first version, losing a life and returning to the start is sensible.

Example variables:

lives = 3
score = 0
game_over = False
game_won = False

Then:

if lives <= 0:
    game_over = True

This allows the student to create clear success criteria:

  • The player loses a life when touching a hazard.

  • The player returns to the start position after touching a hazard.

  • The game ends when the player has no lives remaining.

  • The game displays a game over message.

These are all testable.

Displaying Score and Lives

A game should give feedback to the player.

At minimum, the player should be able to see:

  • score

  • lives

  • game status

In Pygame, text can be displayed using a font:

font = pygame.font.SysFont(None, 36)
score_text = font.render("Score: " + str(score), True, (0, 0, 0))
screen.blit(score_text, (10, 10))

Lives can be displayed in the same way:

lives_text = font.render("Lives: " + str(lives), True, (0, 0, 0))
screen.blit(lives_text, (10, 40))

This makes the game feel more complete.

It also improves usability because the player knows what is happening.

Example Level Structure

Here is an example of how a first complete level might be organised:

level_1 = {
    "name": "First Steps",
    "player_start": (100, 520),

    "platforms": [
        pygame.Rect(0, 580, 800, 20),
        pygame.Rect(140, 500, 180, 20),
        pygame.Rect(390, 430, 180, 20),
        pygame.Rect(610, 350, 140, 20)
    ],

    "collectables": [
        pygame.Rect(200, 460, 20, 20),
        pygame.Rect(460, 390, 20, 20),
        pygame.Rect(660, 310, 20, 20)
    ],

    "hazards": [
        pygame.Rect(340, 560, 80, 20),
        pygame.Rect(570, 560, 60, 20)
    ],

    "finish": pygame.Rect(710, 290, 40, 60)
}

This level has a clear structure.

The player starts near the left.
The route moves upwards and to the right.
Collectables reward progress.
Hazards punish mistakes.
The finish point gives the player a clear goal.

That is now a proper level.

Planning the Level on Paper First

Before coding a level, students should sketch it.

This does not need to be artistic.

A simple diagram is enough:

  • draw the screen rectangle

  • mark the start position

  • sketch the platforms

  • mark the finish point

  • add collectables

  • add hazards

  • draw the likely route

This is useful because it helps students think before coding.

It also creates evidence for the design section of the project.

A student can include:

  • original level sketch

  • explanation of the route

  • screenshot of the coded level

  • notes about changes after testing

That shows a clear design process.

Testing the Route

A level must be playable.

That means the route must actually work.

Students should test:

  • Can the player reach the first platform?

  • Can the player reach the second platform?

  • Is any gap too wide?

  • Is any platform too high?

  • Can the player reach the finish?

  • Can the player avoid the hazards?

  • Can collectables be reached?

  • Does the game become too difficult too quickly?

This is where students may need to adjust jump strength, platform positions or hazard placement.

That is not a failure. That is development.

A good project should show these adjustments.

Example Test Table for Level Design

Test NumberTestExpected ResultActual ResultChange Needed
1Start the levelPlayer appears at start positionPlayer appears correctlyNone
2Jump to first platformPlayer can reach and land on platformPlayer lands correctlyNone
3Jump to second platformPlayer can reach platformJump is slightly too difficultMove platform 20 pixels closer
4Touch collectableScore increases by 10Score increases correctlyNone
5Touch same collectable againScore should not increase againItem disappears after collectionNone
6Touch hazardPlayer loses one life and restartsPlayer restarts correctlyNone
7Reach finish pointLevel complete message appearsMessage appearsNone
8Lose all livesGame over message appearsGame over appearsNone
9New user plays levelUser understands routeUser missed first platformAdd visual clue or move platform
10Complete level without collecting itemsPlayer can still finishPlayer can finishNone

Notice that some tests lead to changes.

That is excellent evidence.

A project is stronger when the student can show that testing caused improvements.

User Testing and Feedback

At this stage, user testing becomes very useful.

The student can ask another person to play the level and watch what happens.

Useful questions include:

  • Was the objective clear?

  • Were the controls easy to understand?

  • Was the first jump too easy, too hard or about right?

  • Did you notice the collectables?

  • Were the hazards clear?

  • Did the level feel fair?

  • What would improve the level?

Students should not just collect compliments.

They need useful feedback.

For example:

The user did not realise the green rectangle was the finish point, so I changed it to a flag shape and added a label.

That is excellent evidence of evaluation and improvement.

Increasing Difficulty Across Levels

Once one level works, the next step is to create more levels.

Each level should increase difficulty gradually.

Level 1 might teach the controls:

  • wide platforms

  • small gaps

  • few hazards

  • obvious finish point

Level 2 might increase challenge:

  • narrower platforms

  • more hazards

  • collectables placed in riskier positions

  • longer route

Level 3 might add new mechanics:

  • moving platforms

  • enemies

  • timed sections

  • keys and locked doors

This creates progression.

It also gives the student a clear way to justify the design.

The game becomes structured rather than random.

Using Several Level Dictionaries

A simple way to manage multiple levels is to store them in a list:

levels = [level_1, level_2, level_3]
current_level_number = 0
current_level = levels[current_level_number]

When the player reaches the finish point, the game can load the next level:

current_level_number += 1

if current_level_number < len(levels):
    current_level = levels[current_level_number]
    player_rect.x, player_rect.y = current_level["player_start"]
else:
    game_won = True

This gives students a clear extension route.

They do not need to build all levels at once. They can begin with one level and then add more once the structure works.

Why This Is Strong for A Level Projects

This stage is especially valuable for A Level Computer Science because it combines several important ideas:

  • data structures

  • lists

  • dictionaries

  • collision detection

  • scoring

  • state management

  • user testing

  • iterative improvement

  • evaluation against success criteria

It also gives students something visual and engaging.

A project does not need to be technically enormous to be strong.

It needs to be understandable, testable and well developed.

A platform game with three well-designed levels, clear documentation, thoughtful testing and user feedback could be much stronger than an overambitious game that is unfinished and poorly explained.

Personal Reflection: Students Learn That Design Is Not Decoration

One of the things I like about this stage is that it changes how students think about games.

At first, they often see level design as decoration.

They think it is about where to put platforms so the screen looks interesting.

But good level design is not decoration.

It is problem design.

The level asks the player questions:

Can you make this jump?
Can you avoid this hazard?
Can you choose the safer route?
Can you collect the item without taking a risk?
Can you reach the finish?

The programmer has to design those questions carefully.

Too easy, and the game is boring.
Too hard, and the game is frustrating.
Too unclear, and the user gives up.

That is why this is such a good teaching stage. It brings together programming, testing and user experience.

Practical Task for Students

Part 5 Student Task

Turn your platform layout into a complete first level.

Your level should include:

  1. A named level.

  2. A clear player start position.

  3. At least four platforms.

  4. A route from start to finish.

  5. At least two collectables.

  6. At least one hazard.

  7. A finish point.

  8. A score system.

  9. A lives or restart system.

  10. A test table showing that the level can be completed.

Extension Task

Improve the level system by adding one of the following:

  • a second level

  • a level list

  • difficulty progression

  • moving hazards

  • collectables placed in optional harder routes

  • a timer

  • a checkpoint

  • a key and locked door

  • level data stored in an external file

Students should only attempt the extension once the first level is complete and playable.

Development Log Example

A good development log entry for this stage might look like this:

Development Stage

Creating the first complete level.

Aim

To turn the platform prototype into a playable level with a start point, finish point, collectables, hazards, score and lives.

What Was Added

  • level dictionary

  • player start position

  • finish point

  • collectables

  • hazards

  • score display

  • lives display

  • win condition

  • lose condition

Problems Found

  • The second jump was too difficult for a new user.

  • One collectable could be collected more than once before it was removed from the list.

  • The finish point was not obvious enough.

  • A hazard was placed too close to the start position.

Changes Made

  • Moved one platform closer to make the jump fairer.

  • Removed collectables from the list after collection.

  • Changed the finish point to a clearer flag shape.

  • Moved the first hazard further away from the start.

Evidence Collected

  • original level sketch

  • screenshot of first coded level

  • screenshot of improved level

  • test table

  • user feedback

  • code showing level data

  • code showing scoring and hazards

This sort of evidence shows the full development process.

It is not just coding. It is analysis, design, implementation, testing and evaluation.

Final Thoughts: A Level Is More Than a Screen of Platforms

At the beginning of this series, the platform game was only an idea.

Then it became a window.
Then a moving player.
Then a jumping player.
Then a player who could land on platforms.

Now it is becoming a game.

Adding levels, routes, collectables and hazards gives the project purpose.

The player now has something to do, something to avoid and something to achieve.

For A Level Computer Science, this is where the project can become very strong. The student can show design decisions, data structures, testing, user feedback and improvement.

A good level is not random. It is planned.

It teaches the player.
It challenges the player.
It rewards the player.
It gives the game structure.

In the next article, we can develop this further by looking at enemies, moving hazards and more advanced interactions — the features that make a level feel alive.

31 July 2026

Magnetic Cornflakes: Is There Really Metal in Your Breakfast?



 

Magnetic Cornflakes: Is There Really Metal in Your Breakfast?

Place a cornflake on the surface of a bowl of water. Bring a powerful magnet close to the edge of the bowl and move it slowly.

At first, nothing may appear to happen.

Then the cornflake begins to move.

Move the magnet to the left and the flake follows. Move it to the right and it changes direction. With a sufficiently strong magnet and the right fortified cereal, an ordinary cornflake can be guided around the surface of the water almost like a tiny boat.

It is an entertaining demonstration, but it also raises a surprising question:

Why is a breakfast cereal attracted to a magnet?

The answer is not simply that the cornflake “contains iron” in the general nutritional sense. In some fortified breakfast cereals, part of that iron is present as microscopic particles of actual metallic iron.

It is, quite literally, possible to extract metal from your breakfast.


A Simple Experiment with a Surprising Result

This demonstration works best with a cornflake-style cereal that lists iron among its added nutrients.

You will need:

  • iron-fortified cornflakes;

  • a shallow dish or bowl;

  • water;

  • a strong neodymium magnet;

  • plastic film or a small sealable plastic bag;

  • a mortar and pestle;

  • a glass beaker or transparent container;

  • a wooden or plastic stirrer;

  • a microscope or digital microscope;

  • microscope slides or a small transparent sample dish.

The cereal should be checked before the experiment. Not every breakfast cereal contains the same quantity or chemical form of iron, so some brands will respond much more clearly than others.

The Royal Society of Chemistry describes comparable classroom methods for extracting food-grade metallic iron from fortified cereals using a powerful magnet.


Part One: Making a Cornflake Follow a Magnet

Fill a shallow dish with water and gently place several cornflakes on the surface.

Allow the flakes to settle before bringing the magnet close to one side of the dish. Do not place the magnet in the water. Hold it just outside the container or underneath it.

Move the magnet slowly.

A flake containing enough magnetic material may begin to rotate, drift or follow the magnet around the surface.

Why float the cornflake?

The magnetic force on a single flake is small. If the flake were resting on a table, friction between the cereal and the surface would usually prevent any visible movement.

Floating the cereal on water greatly reduces the resistance to motion. The surface of the water supports the flake while allowing it to turn and move relatively freely.

This is a useful reminder that the success of an experiment does not depend only on the effect being investigated. It also depends on reducing other forces that might hide that effect.

The magnet has not suddenly become stronger. We have simply designed the experiment so that a weak magnetic force becomes visible.


What Is Pulling the Cornflake?

Most of a cornflake is not magnetic.

The maize, sugar, salt, vitamins and other ingredients do not follow the magnet in this way. The movement is caused by a very small quantity of magnetic material within the cereal.

In some fortified cornflakes, this material is elemental metallic iron.

Researchers examining two UK supermarket cornflake brands extracted magnetic microparticles and identified them as body-centred cubic alpha-iron—the familiar metallic form of iron found at ordinary temperatures. The particles they observed were approximately 10 micrometres across, far too small to be noticed while eating the cereal.

The quantity is also tiny. The cereals in that study were labelled as containing 14 milligrams of iron per 100 grams of cereal. Magnetometry measurements estimated approximately 12 milligrams of metallic iron per 100 grams, reasonably close to the manufacturers’ declared value.

A milligram is one-thousandth of a gram. Therefore, even a large bowl of cornflakes contains only a minute mass of iron.

Nevertheless, iron is strongly magnetic enough for a powerful magnet to reveal its presence.


Part Two: Extracting the Iron

Watching a flake move is impressive, but separating the iron produces an even more memorable result.

Step 1: Crush the cereal

Place a generous handful of fortified cornflakes into a clean mortar.

Use the pestle to grind them into a fine powder. The finer the cereal is ground, the easier it becomes to release the iron particles from the food surrounding them.

At this stage, the mixture still looks like ordinary crushed cereal. There is no obvious sign of metal.

Step 2: Make a thin cereal paste

Transfer the powder to a transparent beaker and add water.

Mix it thoroughly until it forms a thin slurry. Avoid making the mixture so thick that it cannot move easily.

The water helps separate the crushed cereal particles and allows the denser magnetic particles to move through the mixture.

Step 3: Place the magnet against the container

Wrap the magnet securely in plastic film or place it inside a sealed plastic bag. Alternatively, keep it against the outside wall of the beaker.

Move the cereal mixture continuously with a wooden or plastic stirrer while holding the magnet in one position.

The Royal Society of Chemistry research method involved grinding cornflakes with a mortar and pestle, mixing the powder with water to form a thin paste and stirring it while a neodymium magnet was held against the outside of the beaker. After approximately 15 to 30 minutes, dark magnetic material accumulated on the inner wall next to the magnet.

Step 4: Look for a dark deposit

As the mixture circulates, the iron particles are attracted towards the magnet.

Gradually, a small dark-grey or black deposit should begin to form near it.

Remove the magnet carefully. If the magnet has been wrapped, much of the magnetic material can be collected by removing the plastic covering over a clean slide or dish.

The amount may appear disappointingly small. That is an important part of the experiment: the cereal contains nutritionally meaningful iron measured in milligrams, not spoonfuls of visible metal.


Looking at the Iron Under a Microscope

Place a small quantity of the extracted material on a microscope slide.

A digital microscope can be particularly useful because the dark material can be viewed on a screen and photographed. Reflected illumination will normally work better than trying to shine light through an opaque metallic sample.

At low magnification, the material may resemble black dust.

At higher magnification, individual irregular particles can become visible. They may look rather like extremely fine iron filings, although they are much smaller than the filings normally used in school magnetic-field demonstrations.

Researchers using optical imaging found relatively smooth, dense particles measuring about 10 micrometres across. More advanced X-ray techniques confirmed that the extracted material was metallic alpha-iron rather than merely a dark-coloured cereal ingredient.

This creates a powerful sequence of evidence:

  1. The cornflake follows a magnet.

  2. Magnetic material can be separated from the cereal.

  3. The separated particles can be seen under a microscope.

  4. Scientific analysis confirms that the particles are metallic iron.

This is much more persuasive than simply reading the word iron on the side of a cereal packet.


Is the Iron Chemically Combined with Anything?

This is the most surprising part of the investigation.

In the cereals studied, the extracted material was elemental iron. The iron atoms were joined to other iron atoms in a metallic structure rather than being chemically combined with another element in a compound such as iron oxide, iron sulphate or iron fumarate.

That is why the particles displayed the familiar ferromagnetic behaviour of iron metal.

However, this needs an important qualification.

Not every fortified food uses metallic iron.

Manufacturers can use different permitted sources of iron, including elemental iron powders and various iron compounds. UK guidance requires vitamins and minerals added to foods to be in permitted forms, and the precise fortificant may vary between products.

Therefore, a cereal that lists iron on its nutritional information may not necessarily respond strongly to a magnet.

The experiment demonstrates what is present in certain products, not what must be present in every fortified cereal.


Why Would Manufacturers Add Metallic Iron?

Fortification means adding nutrients to a food during manufacturing.

Iron is essential because the body needs it to make healthy red blood cells. Haemoglobin, the protein in red blood cells that carries oxygen around the body, contains iron. A prolonged shortage can contribute to iron-deficiency anaemia. Fortified breakfast cereals are listed by the NHS as one possible dietary source of iron.

Metallic iron powder has some practical advantages for food production.

It is relatively inexpensive, stable during storage and less likely than some more reactive iron compounds to produce undesirable tastes, colours or chemical changes in the food.

That stability is useful to the manufacturer, but it also creates a scientific question: if the iron is present as metal, can the body make use of it?


Can the Body Absorb a Piece of Metal?

We should not imagine the iron particle travelling directly from the cereal into a red blood cell.

Digestion involves a series of chemical changes.

The stomach contains acidic conditions. Metallic iron can be oxidised and react in acid to produce soluble iron ions. These ions may then become available for absorption further along the digestive system.

In laboratory work designed to imitate some stomach conditions, researchers found that roughly 8.5% to 13.4% of extracted cornflake iron dissolved over five hours, depending on the acidity used. The researchers stressed that this was a simplified model rather than a complete representation of human digestion.

The experiment therefore does not prove that every particle is absorbed. It shows that at least some metallic iron can dissolve under acidic conditions related to those in the stomach.

The chemical form of a nutrient matters because different forms can have different levels of bioavailability—the proportion that can be released, absorbed and used by the body.

UK scientific advice has also noted that elemental iron powders may be less readily absorbed than some soluble forms of iron. Absorption is influenced by the iron compound, the food surrounding it and the person’s existing iron status.

This distinction is an excellent example of why food labels tell only part of the scientific story.

A label may tell us how much iron is present.

Chemistry asks a second question:

What form is that iron in?


A Lesson in Physical and Chemical Change

This experiment creates an opportunity to distinguish between a physical separation and a chemical reaction.

Crushing the cereal

Grinding the cornflakes is a physical change. It alters the size of the cereal pieces but does not create a new substance.

Adding water

Mixing the cereal with water forms a suspension or slurry. Again, this is primarily a physical process.

Using the magnet

Separating the metallic iron from the mixture is a physical separation. The iron remains iron before, during and after its attraction to the magnet.

Digestion in acid

When metallic iron reacts under acidic conditions and forms iron ions, a chemical change has occurred. Bonds and electron arrangements change, and new chemical species are formed.

One simple breakfast experiment can therefore introduce:

  • magnetic forces;

  • friction and resistance;

  • mixtures;

  • physical separation;

  • elements and compounds;

  • metallic structure;

  • oxidation;

  • acids;

  • nutrition;

  • bioavailability;

  • experimental evidence.

That is an impressive amount of science from a bowl of cornflakes.


Turning the Demonstration into an Investigation

The activity becomes even more valuable when students move beyond watching it and begin asking measurable questions.

Which cereal responds most strongly?

Select several fortified cereals and compare their labels.

Place equal masses of cereal into identical dishes and use the same magnet at the same distance.

Possible measurements include:

  • the time taken for a flake to move a fixed distance;

  • the maximum distance from which movement can be detected;

  • the mass of magnetic material extracted from a fixed mass of cereal;

  • the number of flakes that respond out of a sample of ten.

The result can then be compared with the declared iron content on each packet.

Students may discover that the relationship is not straightforward. A cereal with a high total iron content may contain the iron in a less magnetic chemical form.

Does grinding make extraction more effective?

Compare cereal that has been:

  • left whole;

  • lightly crushed;

  • ground into a coarse powder;

  • ground into a very fine powder.

Keep the mass of cereal, quantity of water, stirring time and magnet constant.

Finer grinding should release more of the trapped particles and shorten the distance they need to travel through the cereal paste.

Does stirring time matter?

Hold the magnet against the beaker and stir for different periods:

  • two minutes;

  • five minutes;

  • ten minutes;

  • twenty minutes.

Collect and compare the deposits.

This introduces the idea that separation processes are rarely instantaneous. The particles must move through a complex mixture before reaching the magnet.

Does magnet strength matter?

Repeat the experiment with different magnets while keeping other variables constant.

A weak classroom bar magnet may produce little visible effect. A neodymium magnet is much stronger, although it must be handled carefully.

This gives students an opportunity to discuss fair testing. Changing the magnet while also changing the distance, cereal mass or water volume would make the results difficult to interpret.


Could We Measure the Amount of Iron?

A more advanced investigation could attempt to estimate the mass of extracted iron.

This is challenging because the amount is extremely small and the collected particles may remain mixed with cereal material.

A sufficiently sensitive balance might detect the mass from a large sample, but ordinary school balances may not have enough resolution.

A better approach could be to:

  1. begin with a large, accurately measured mass of cereal;

  2. carry out repeated magnetic separations;

  3. wash the collected particles;

  4. allow them to dry completely;

  5. measure the dried mass using a milligram balance;

  6. compare the result with the manufacturer’s declared value.

Students would need to consider several sources of error:

  • not all the iron may be extracted;

  • cereal particles may contaminate the deposit;

  • some iron may remain attached to the equipment;

  • the sample may not be completely dry;

  • the nutrition label may state an average rather than the precise content of that packet;

  • some of the total iron may be present in a non-magnetic form.

A result that differs from the packet is not automatically a failed experiment. The difference provides material for evaluating the method.


The Most Important Question: What Counts as Evidence?

What I particularly like about this demonstration is the way it challenges assumptions.

Students are accustomed to seeing iron as nails, tools, bridges and iron filings. They do not expect to find it in a fragile cornflake.

When they see the cereal follow the magnet, the first response is often disbelief. Some may assume that the magnet is somehow moving the water or that the entire cereal has become magnetic.

That makes the experiment valuable.

Good science does not stop at the surprising observation. It asks for further evidence.

Can the effect be repeated?

Does it occur without the magnet?

Do all cereals behave in the same way?

Can the magnetic material be isolated?

Can it be observed?

Can its identity be tested independently?

This progression—from observation to separation, measurement and identification—is a model of how scientific knowledge is built.


A Note on Safety

Strong neodymium magnets should be handled carefully.

They can snap together unexpectedly, pinch fingers and damage electronic equipment. Small powerful magnets should never be left where young children might swallow them.

Keep the magnet wrapped or outside the beaker so it does not become covered in cereal paste.

The cereal and extracted material used in the experiment should not be eaten afterwards. Use separate laboratory equipment rather than kitchen utensils that will immediately return to food preparation.

School and college users should follow their institution’s normal practical risk-assessment procedures. The Royal Society of Chemistry also directs teachers to relevant CLEAPSS or SSERC safety guidance for classroom versions of the experiment.


Science Hidden in Ordinary Objects

It is easy to assume that science experiments require unfamiliar chemicals, expensive equipment or dramatic reactions.

Sometimes the most effective demonstrations begin with an object that appears completely ordinary.

A cornflake is familiar. A magnet is familiar. A bowl of water is familiar.

Yet when they are brought together, they reveal ideas from physics, chemistry, biology, nutrition and food manufacturing.

The moving cornflake shows magnetic force overcoming resistance.

The mortar and pestle release microscopic particles from a mixture.

The magnet performs a physical separation.

The microscope reveals a material too small to see with the unaided eye.

The cereal label introduces the idea of food fortification.

Digestion turns the investigation towards acids, oxidation and bioavailability.

Most importantly, the experiment encourages students to look more carefully at the world around them.


Conclusion: Your Breakfast Is More Scientific Than It Looks

The iron in fortified cornflakes is not merely an abstract number printed on a nutritional label.

In some cereals, it exists as microscopic particles of metallic iron: particles small enough to eat unnoticed, magnetic enough to move a floating cornflake and distinct enough to be separated and examined.

That discovery can initially sound alarming, but it is really a demonstration of scale and chemistry. The quantity is tiny, the particles are deliberately added as a nutrient, and acidic conditions during digestion can convert some of the metal into soluble forms.

The greater lesson is not simply that cornflakes contain iron.

It is that familiar materials often contain hidden structures, substances and processes that only become visible when we ask the right question and design the right experiment.

The next time you read the ingredients on a cereal packet, pause at the word iron.

Then ask the question a scientist would ask:

What form of iron—and how could we prove it?

30 July 2026

Why Water Has a Skin: Surface Tension, Plants and Walking on Water

 

Why Water Has a Skin: Surface Tension, Plants and Walking on Water

A pond skater appears to perform the impossible.

Its body is denser than air, its legs press down on the surface of a pond, and yet it does not sink. Instead, it races across the water as though the surface were covered by a thin, transparent sheet.

Elsewhere, water is performing another apparently impossible trick. Inside a plant, it travels upwards from the roots towards leaves that may be many metres above the ground. In a narrow glass tube, water can rise above the level of the surrounding liquid, apparently moving against gravity.

There is no actual skin covering the water, and the water is not defying gravity. These effects are produced by the forces acting between molecules.

Surface tension and capillary action are sometimes mentioned only briefly in school science. However, they are involved in plant transport, breathing, cleaning, printing, waterproof clothing, medical technology and the lives of organisms that inhabit the surface of ponds.

They provide a wonderful example of how invisible forces at the molecular level can create effects large enough for us to see.

The Central Question

How can insects walk on water, and how can water climb upwards against gravity?

To answer this, we first need to consider what is happening between individual water molecules.

Why Water Molecules Attract One Another

A water molecule contains one oxygen atom bonded to two hydrogen atoms.

The electrons in these bonds are not shared completely evenly. Oxygen attracts the electrons more strongly than hydrogen, producing a molecule with a slightly negative region around the oxygen atom and slightly positive regions around the hydrogen atoms.

Water is therefore a polar molecule.

The slightly positive hydrogen region of one water molecule is attracted to the slightly negative oxygen region of another. These attractions are called hydrogen bonds.

A hydrogen bond is not as strong as the covalent bonds holding the atoms within a water molecule together. However, enormous numbers of hydrogen bonds acting together give water several unusual and important properties.

One of these is surface tension.

What Is Surface Tension?

A water molecule well below the surface is surrounded by other water molecules. It is attracted in many different directions, so the forces acting on it are approximately balanced.

A molecule at the surface is in a different situation.

There are water molecules beside it and below it, but comparatively few water molecules above it. The forces are therefore unbalanced, producing a net pull towards the liquid.

This causes the surface to contract towards the smallest possible area. It behaves rather like a flexible film stretched across the top of the water.

This effect is called surface tension.

The water has not formed a separate solid layer. The “skin” is simply the result of cohesive forces between molecules at the surface.

Why Water Forms Rounded Drops

Surface tension explains why small drops of water tend to be approximately spherical.

For a given volume, a sphere has the smallest possible surface area. By pulling the surface inwards, surface tension encourages the drop to adopt a shape that minimises its exposed surface.

Gravity distorts larger drops, particularly when they are resting on a surface. Nevertheless, the rounded shape can still be seen in water droplets on a waxed car, a waterproof coat or the leaf of a plant.

The shape also depends on whether water is more strongly attracted to itself or to the material beneath it.

On clean glass, water tends to spread because the attraction between the water and the glass is relatively strong.

On wax or a water-repellent surface, the attraction between water molecules is stronger than the attraction between the water and the surface. The water therefore beads into rounded droplets.

Can a Steel Needle Really Float?

A steel needle is much denser than water. If it is pushed beneath the surface, it will sink.

However, it is possible to place a dry needle or paperclip carefully on the surface so that it remains there.

The paperclip is not floating in the ordinary sense through buoyancy alone. Its weight causes the surface to bend slightly, but surface tension around the object provides an upward component of force.

The demonstration works best when the object is lowered gently using a small piece of tissue paper or a bent paperclip.

Once the tissue becomes wet, it sinks away while the needle or paperclip remains supported by the water’s surface.

This experiment is particularly effective because students already “know” that metal sinks. The surprise creates an immediate reason to investigate what is happening.

A useful classroom question

Ask students to predict what will happen if one drop of washing-up liquid is added some distance away from the floating paperclip.

The paperclip usually sinks almost immediately.

The detergent has reduced the surface tension. The invisible surface that was helping to support the paperclip is no longer strong enough to do so.

The Pepper and Detergent Demonstration

Another simple demonstration uses a shallow dish of water, ground pepper and a small amount of detergent.

Sprinkle the pepper across the surface of the water. Touch the centre of the water with a cotton bud dipped in washing-up liquid.

The pepper rapidly moves towards the outside of the dish.

It can look as though the detergent is “repelling” the pepper, but the explanation is more interesting.

The detergent reduces surface tension where it touches the water. The surface tension remains greater elsewhere, so the surrounding surface pulls away from the lower-tension region, carrying the floating pepper with it.

This movement caused by differences in surface tension is related to the Marangoni effect.

The experiment is dramatic, inexpensive and easy to repeat. However, it should not be described simply as “the soap pushing the pepper away”. It is the difference in surface tension across the water that produces the movement.

How Many Drops Can Fit on a Coin?

One of the simplest investigations involves placing water droplets onto a coin.

A student might predict that only a few drops will remain before the water spills over the edge. In practice, a surprisingly large number can often be added.

As more water is added, a curved dome forms above the coin.

Surface tension holds the droplets together and allows the water to extend above the edge for a time. Eventually, the weight of the growing drop becomes too great, the surface breaks and the water spills.

This can be turned into a useful investigation.

Students can compare:

  • plain water;

  • water containing detergent;

  • warm and cold water;

  • different coins;

  • clean and greasy coin surfaces;

  • different dropper heights;

  • different concentrations of detergent.

The experiment also teaches an important lesson about controlling variables.

Two groups may obtain very different results because their droppers produce different-sized drops. Counting drops is only a fair comparison when the size of each drop is reasonably consistent.

A more advanced investigation could measure the mass of water held on the coin rather than simply counting the drops.

How Can Insects Walk on Water?

Pond skaters and other water-walking insects make use of surface tension, but their success depends on more than simply being light.

Their legs are covered with microscopic water-repellent hairs. These hairs prevent the legs from becoming wet and spread the insect’s weight over a larger area.

When a water strider stands on the surface, each leg produces a visible depression in the water. The surface curves downwards but does not break.

Surface tension acting around these depressions provides an upward force that helps support the insect.

The insect can also move by pushing backwards against the surface. The surface transmits this force, allowing the animal to accelerate forwards without breaking through the water.

This is a highly specialised biological adaptation. A water strider with contaminated or damaged leg hairs may lose some of its ability to remain on the surface.

Pollution that changes the surface tension of water can also affect organisms adapted to life at the air–water boundary.

What Is Capillary Action?

Capillary action is the movement of a liquid through a narrow space, sometimes against the pull of gravity.

It depends on several interacting forces.

Cohesion is the attraction between molecules of the same substance. In water, cohesion is produced largely by hydrogen bonding between water molecules.

Adhesion is the attraction between different substances. Water molecules, for example, can be attracted to the surface of glass.

When a narrow glass tube is placed in water, water is attracted to the glass and moves slightly up the sides of the tube. Cohesion then pulls neighbouring water molecules upwards.

The narrower the tube, the more important the surface forces become compared with the weight of the liquid column. Water therefore rises higher in a narrow capillary tube than in a wider one.

The water does not continue rising indefinitely. It reaches a height at which the upward effects of adhesion and surface tension are balanced by the weight of the water column.

The Curved Surface Inside a Tube

When water rises in a glass capillary tube, its surface forms a curved shape called a meniscus.

For water in clean glass, the edges rise higher than the centre, producing a concave meniscus. This happens because the attraction between the water and the glass is strong.

Not every liquid behaves in the same way.

The shape and direction of capillary movement depend on the balance between cohesion within the liquid and adhesion between the liquid and the tube.

This is why comparing different liquids can be more informative than investigating water alone.

In a school laboratory, safe comparisons might include water, coloured water, vegetable oil and suitable alcohol–water mixtures under appropriate supervision.

Demonstrating Capillary Action with Tubes

Place several clean glass capillary tubes of different internal diameters into coloured water.

Students should observe that the water rises to different heights.

The narrowest tube should produce the greatest rise.

This can be investigated quantitatively by measuring:

  • the internal diameter of each tube;

  • the height reached by the liquid;

  • the type of liquid;

  • the temperature;

  • the cleanliness of the glass.

Cleanliness is particularly important. Grease on the inside of the tube changes the interaction between the water and the glass and may produce inconsistent results.

This is a useful reminder that unexpected experimental results are not always caused by an incorrect theory. Sometimes the apparatus has introduced an uncontrolled variable.

Coloured Water Between Glass Plates

Capillary action can also be demonstrated using two clean glass plates.

Place the plates close together with a very small gap between them, then allow their lower edges to touch coloured water.

The water moves upwards into the narrow space.

If the plates are closer together at one end than at the other, the water will rise further where the gap is narrowest.

This produces a visible pattern that shows how strongly capillary rise depends on the size of the space through which the liquid is moving.

Paper towels provide an even simpler example. Their fibres create many tiny spaces that act as capillary channels. Water moves between the fibres, allowing a towel to draw up a spill.

Does Capillary Action Pull Water to the Tops of Trees?

This is an area where school explanations can become misleading.

Capillary action contributes to the movement of water through narrow spaces, and the walls of xylem vessels attract water molecules. However, capillary action alone cannot account for water rising to the tops of tall trees.

The main mechanism is usually explained by the cohesion–tension theory.

Water evaporates from the moist surfaces inside leaves and diffuses out through the stomata. This process is called transpiration.

The loss of water creates tension in the xylem. Because water molecules cohere to one another, this tension pulls on the continuous column of water extending down through the plant.

Adhesion between water and the xylem walls helps stabilise the column, while root pressure may make an additional contribution under some conditions.

Capillary effects are therefore part of the story, but they are not the entire explanation.

This is a valuable scientific lesson. Real systems are often controlled by several mechanisms acting together, not by one convenient textbook phrase.

Surface Tension Inside the Lungs

Surface tension is also important inside the lungs.

The alveoli are tiny air sacs where gas exchange occurs. Their inner surfaces are moist, creating an air–water boundary.

Surface tension at this boundary tends to make the alveoli contract. Without a mechanism to reduce it, considerable pressure would be needed to keep the smallest alveoli open.

Specialised cells produce pulmonary surfactant, a mixture that reduces surface tension.

This helps prevent the alveoli from collapsing and reduces the effort required during breathing.

Premature babies may not yet produce enough surfactant, which can lead to serious breathing difficulties. Medical treatment may include providing artificial surfactant and respiratory support.

An idea demonstrated with pepper, detergent and a bowl of water is therefore connected to the mechanics of human breathing.

Why Detergents Clean

Water does not always spread easily across oily or greasy surfaces.

Its relatively high surface tension encourages it to remain in droplets rather than moving into every small gap in a material.

Detergents contain surfactant molecules. One end of a surfactant molecule interacts readily with water, while the other end interacts more strongly with oils and grease.

Surfactants reduce the surface tension of water, allowing it to spread and wet surfaces more effectively. They also help surround oily material in structures called micelles, allowing grease to be carried away in the water.

This is why detergent is useful in washing-up liquid, laundry products and many industrial cleaning systems.

More foam does not necessarily mean more cleaning. Foam may make the product appear active, but the key chemistry involves wetting, emulsification and the interaction between surfactants, water and dirt.

Pens, Printers and Porous Materials

Capillary action is used in many everyday technologies.

In a fountain pen, capillary channels control the movement of ink from the reservoir towards the nib.

In felt-tip pens, the porous material inside the pen stores ink and draws it towards the tip.

Printer cartridges and print heads depend on precisely controlled liquid movement. Engineers must consider viscosity, surface tension, evaporation and the way ink interacts with very small channels.

The same principles influence:

  • paintbrushes;

  • sponges;

  • nappies and absorbent materials;

  • paper chromatography;

  • porous building materials;

  • wicks in candles and oil lamps;

  • movement of moisture through soil.

A candle wick does not simply burn by itself. Melted wax travels upwards through the wick by capillary action, vaporises near the flame and then burns.

Waterproof Clothing and Surface Design

Waterproof materials are designed to prevent water from spreading into and through the material.

Some surfaces achieve this through chemical coatings with low surface energy. Others combine these coatings with microscopic textures that reduce the area of contact between the droplet and the surface.

Water then forms beads that roll away more easily.

This approach is inspired partly by natural surfaces such as lotus leaves, which possess microscopic structures and waxy coatings.

Engineers can manipulate surface chemistry and texture to produce materials that are:

  • water-repellent;

  • stain-resistant;

  • self-cleaning;

  • anti-fogging;

  • easier to sterilise;

  • better at moving or collecting droplets.

The same scientific principle can be used in opposite ways. A raincoat should resist wetting, while a cleaning cloth should encourage it.

Microfluidics: A Laboratory on a Chip

At very small scales, surface tension and capillary forces become especially important.

Microfluidic devices contain channels that may be narrower than a human hair. Tiny quantities of liquid can be moved, mixed, separated and tested within these channels.

Because the volumes are so small, surface forces may dominate over gravity.

Microfluidic technology is used in:

  • medical diagnostic tests;

  • pregnancy tests;

  • blood analysis;

  • chemical screening;

  • environmental monitoring;

  • DNA analysis;

  • drug development.

Some devices move liquids using pumps. Others make use of capillary action so that the sample travels through the device without an external power supply.

A familiar lateral-flow test is therefore another example of liquid movement through narrow porous spaces.

Turning the Demonstrations into Better Science

It is easy to perform these activities as entertaining tricks. The greater educational value comes from turning them into investigations.

Students could ask:

  • How does detergent concentration affect the number of drops a coin can hold?

  • How does temperature affect surface tension?

  • How does tube diameter affect capillary rise?

  • Which material produces the greatest water droplet contact angle?

  • How does contamination affect a floating needle?

  • Which type of paper produces the fastest capillary movement?

  • How does the distance between two glass plates affect the height reached by water?

Students should make predictions before performing each test.

They should also consider:

  • the independent variable;

  • the dependent variable;

  • the control variables;

  • the precision of the measurements;

  • the number of repeats;

  • possible sources of uncertainty;

  • whether the evidence supports the prediction.

A spectacular demonstration captures attention. A carefully designed investigation develops scientific thinking.

A Personal Reflection: Small Experiments, Large Ideas

Some of the most effective science lessons do not require expensive apparatus.

A bowl of water, a paperclip, a coin, a pipette and a drop of washing-up liquid can introduce intermolecular forces, polarity, biological adaptation, plant transport and medical surfactants.

What matters is the sequence of questions.

Why does the paperclip remain on the surface?

Why does detergent make it sink?

Why does the pepper move?

Why does water rise further in a narrower tube?

Would oil behave in the same way?

Is capillary action enough to lift water to the top of a tree?

When students are encouraged to predict, observe, explain and then challenge their own explanation, a simple demonstration becomes genuine scientific enquiry.

I often find that students remember the dramatic moment when the detergent touches the water. However, the most important stage comes afterwards, when they must replace “the soap pushed it” with a more precise explanation involving molecular attraction and differences in surface tension.

That movement from observation to explanation is at the heart of science.

The Invisible Forces Shaping the Visible World

Water does not really possess a skin, but the description is useful because surface tension produces effects that resemble one.

It supports insects, rounds droplets and can briefly hold a steel paperclip at the surface.

Capillary action allows liquids to move through narrow tubes, paper, soil, plant tissues, pen nibs and medical test devices.

These effects begin with forces acting between molecules. Yet together, those molecular forces influence ecosystems, engineering, cleaning, breathing and the movement of water through living organisms.

The next time a raindrop beads on a leaf, a paper towel absorbs a spill or an insect runs across a pond, we are seeing the same underlying story.

The surface of the water may look quiet and ordinary.

At the molecular level, it is anything but still.


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