The Tapas Blog
The Tapas Blog
Students become emotionally invested in solving a meaningful problem before they learn the content.
Student Outcomes
By the end of Day 1 students should be able to say:
What problem are we solving?
Why does it matter?
Who needs our help?
What will we eventually create?
Why am I excited to learn more?
Notice...
Not one of those questions asks about standards.
Those come later.
The 5-Minute Hook
Never begin with:
"Today we are learning..."
Instead begin with uncertainty.
Examples
A mysterious package
Broken object
Video message
Locked box
Strange photograph
Newspaper headline
Phone call
Guest arrives unexpectedly
Sound effects
Lights off...
Teacher acting confused
Students should immediately think
"Wait...what happened?"
Once curiosity exists...
Reveal the challenge.
Not:
"We're doing a project."
Instead...
We have been asked to help.
Examples
Scientists need us.
Engineers need us.
Hospital patients need us.
Local government needs us.
Historians need us.
Businesses need us.
Students become contributors instead of learners.
Projects become authentic when students know exactly who will receive their work.
Possible audiences
Local businesses
Museums
Hospitals
Engineers
Families
Community organizations
Younger students
Senior citizens
Environmental groups
Ask
"Who benefits if we do this well?"
Students should know where they are headed.
Examples
Children's book
Museum exhibit
Interactive website
Public presentation
Prototype
Community event
Documentary
Podcast
Engineering solution
Digital investigation
Board game
The product gives purpose to learning.
Before teaching anything...
Ask questions that matter.
Examples
Why is this problem important?
Who could this help?
What happens if no one solves it?
Have you ever experienced something similar?
Why might adults ask kids to help?
This is where ownership begins.
Fill a box with clues.
Students infer the problem.
Students receive confidential instructions.
Mission Impossible style.
Teacher interrupts class with an "urgent" announcement.
Students examine authentic objects.
Examples
Maps
Photos
Fossils
Tools
Samples
Letters
Newspaper articles
Best launch if possible.
Even a 2-minute prerecorded video works.
Begin with a children's story.
Then reveal
"This story is actually about a real problem."
Immediately tell students who they are.
Not
"You are fourth graders."
Instead
"You are Energy Efficiency Investigators."
"You are Earth Builders."
"You are Medical Design Engineers."
Students begin acting differently.
Instead of...
"We're going to learn about ecosystems."
Say...
Your investigation begins today.
Instead of
"We're studying waves."
Say
A communications company has asked us to solve a problem involving invisible energy.
Language shapes identity.
Students don't leave empty handed.
Possible Day 1 artifacts include:
Mission Notebook
Wonder Wall
Need-to-Know List
Initial Predictions
First Team Meeting Notes
Team Identity
Investigation Questions
Personal Reflection
Evidence Log
Initial Design Sketch
Students post every question they have.
These questions drive instruction for the next nine days.
Instead of the teacher saying
"Today we'll learn..."
Students identify
"We need to know..."
Learning becomes purposeful.
Groups create
company name
logo
roles
mission statement
Ownership increases immediately.
Begin collecting evidence on Day 1.
The board grows throughout the project.
Before students leave, ask only three questions.
What surprised you today?
What do you think is happening?
What do we need to learn before we can solve this?
These questions naturally transition into Day 2: Build Background Knowledge.
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