Skip to content
× High Tech High Graduate School of Education

Design for Deeper Learning

Collaborate with AI to design an engaging learning experience in minutes.

High Tech High Kaleidoscope framework

Real projects by real educators

Recent Designs

Push, Pull, Play: Forces at Work

Grade level: Kindergarten

Initial ideas

Students will learn about the forces of push and pull and ultimately design a project that demonstrates these forces. After learning the fundamentals of push, pull and direction, they will learn about deeper functions like gravity, friction and direction.

Rumor Roulette: Fear vs. Fair Choices!

Grade level: 4th Grade, 5th Grade

Initial ideas

Create a unit around the events of the Salem Witch Trials while weaving in themes, lyrics, scripts and dramatizations from the musical/movie Wicked. use the following essential questions. 1. How can fear and rumors lead people to make unfair choices?** 2. Why is evidence more important than opinions?** 3. Are people born wicked, or do they have wickedness thrust upon them?**

Kinetic Krazy Kart Kapers

Grade level: 10th Grade, 11th Grade

Initial ideas

TopicsHere is a complete, two-week project plan designed for regular high school physics students. It balances fun, hands-on engineering with rigorous data collection to cover kinematics and forces. ### Project Title: The "Precision Transporter" Challenge **The Goal:** Student teams must design and build a vehicle using household materials that can travel a specific target distance (e.g., exactly 5.0 meters) and come to a complete stop within a target zone, carrying a small "payload" (e.g., 5 large metal washers or a fun-sized candy bar). **The Physics:** * **Kinematics:** Students will measure distance and time to calculate average velocity, instantaneous velocity, and acceleration. * **Forces:** Students must manage **Thrust** (propulsion) vs. **Friction** (axle friction, rolling resistance, air drag). They must explain how these forces affect the motion. --- ### Part 1: The Logistics **Timeline:** 10 Class Periods (2 Weeks) **Group Size:** 2–3 Students **Materials List (Per Group):** * **Chassis:** Cardboard scraps, empty plastic water bottles, or juice cartons. * **Axles:** Wooden BBQ skewers or plastic straws. * **Bearings:** Larger diameter straws (boba straws work best) cut into segments. * **Wheels:** Plastic bottle caps, old CDs/DVDs, or cut cardboard circles. * **Propulsion:** 9-inch balloons, assorted rubber bands, or a mousetrap (optional). * **Adhesives:** Masking tape, duct tape, hot glue (teacher station). * **Tools:** Scissors, ruler/meter stick, stopwatch (phones work). --- ### Part 2: The Assessment Menu To allow students to demonstrate knowledge in a way that suits their strengths, offer three "Career Paths" for their final submission. All paths require the physical car and the raw data. | Career Path | Description | Deliverable | | --- | --- | --- | | **The Research Scientist** | Focuses on data accuracy and error analysis. | **Formal Lab Report:** Includes Position vs. Time graphs, Velocity vs. Time graphs, and free-body diagrams showing forces at different stages of motion. | | **The Marketing Exec** | Focuses on conceptual understanding and communication. | **"Shark Tank" Pitch Video:** A 2-minute video explaining *why* the car works to investors, using physics terms (friction, acceleration, inertia) correctly to sell the design. | | **The Design Engineer** | Focuses on the iteration process and prototyping. | **Engineering Portfolio:** A scrapbook/slideshow of sketches, photos of failed prototypes, and a "Change Log" explaining exactly *why* modifications were made (e.g., "Changed wheels to CDs to reduce rolling friction"). | --- ### Part 3: The 2-Week Schedule #### **Week 1: Design, Build, and Baseline** **Day 1: The Brief & The Sketch** * Introduce the challenge and the Engineering Design Process. * **Activity:** Students choose their power source (Balloon vs. Elastic) and sketch "Prototype 1". They must identify where friction will occur in their drawing. **Day 2: The Build (Version 1)** * Students construct their first prototype. * **Teacher Check:** Ensure axles spin freely inside the straw bearings (a common failure point). * **Quick Iteration:** Encourage using tape instead of glue today so parts can be moved easily. **Day 3: "Crash Test" Data Collection** * Students run their car 3–5 times. * **Data Required:** Total distance, total time. * **Math:** Calculate Average Velocity (). * **Observation:** Does it curve? Does the wheel rub? This is the "Define the Problem" phase. **Day 4: Friction Analysis & Modification** * **Lesson:** Mini-lecture on Static vs. Kinetic Friction. * **Activity:** Teams list 3 modifications to change forces on their car. * *Example:* "Add tape to wheels to increase traction (static friction) at the start." * *Example:* "Trim the straw bearing to reduce rubbing (kinetic friction)." * Students begin building **Version 2**. **Day 5: Version 2 Testing** * Run the new car. * **Kinematics Focus:** Students mark the floor every 1 meter. As the car passes each mark, a team member hits "lap" on the stopwatch. They now have data to map the change in speed (Acceleration). #### **Week 2: Refinement and Reporting** **Day 6: The "Target" Challenge** * Introduce the specific constraint: The car must stop exactly at the 5-meter line. * Students must adjust their propulsion (blow up balloon less?) or their friction (add a drag flap?) to calibrate the distance. * **Force Analysis:** Draw a Free Body Diagram of the car while speeding up vs. slowing down. **Day 7: Final Optimization** * Final build day. No more major overhauls, just tuning. * Teams record their final official data for their chosen Deliverable. **Day 8: Production Mode** * Students work on their specific deliverable (writing the report, filming the video, or compiling the portfolio). **Day 9: Final Competition & Data Review** * **The Race:** Teams compete to see who gets closest to the target line. * **Data Check:** Peer review. Teams swap data tables and check if the velocity calculations look realistic. **Day 10: Submission & Reflection** * Turn in projects. * **Class Debrief:** Discuss which design choices reduced friction the best and why. --- ### Part 4: Grading Rubric (Simplified) 1. **Construction (20%):** Is the vehicle sturdy? Do the wheels spin? 2. **Data & Analysis (40%):** * Are the calculations for Velocity and Acceleration correct? * Did they accurately identify the forces (Gravity, Normal, Friction, Thrust)? 3. **The Iterative Process (20%):** Did they make changes based on data? (e.g., "Our car went 2m, so we doubled the rubber band tension.") 4. **Final Deliverable (20%):** Quality of the Report, Video, or Portfolio. ### Teacher Tips for Success: * **The "Wobble" Factor:** The biggest frustration is wobbly wheels. Show them how to find the center of a bottle cap accurately before poking the hole. * **Friction is the Enemy (and Friend):** Students often think "Friction = Bad." Remind them they need friction between the tires and the floor (traction) to move forward, but want zero friction between the axle and the body. * **The Balloon Trap:** If using balloons, taped straws often get crushed by the balloon's pressure. Suggest they reinforce the "exhaust pipe" straw. **Would you like me to generate a specific worksheet template for the "Data Collection" day?** covered are

InkWire: Navigating Adult Life Skills

Grade level: 12th Grade

Initial ideas

📌 INKWIRE UNIT PLAN PROMPT Role: You are an experienced high school English Language Arts curriculum designer specializing in senior-level, project-based, real-world learning. Task: Create a 9-week (Quarter 3) unit plan for 12th grade seniors titled “The Game of Life: Preparing for the Real World.” This unit should simulate post-graduation adult life while explicitly teaching real-world communication, self-advocacy, reflection, and literacy skills. 🔹 Unit Overview & Purpose Design a unit where students: Learn to identify who they are, what skills they bring, and how to present themselves professionally Practice authentic adult communication (emails, resumes, interviews) Navigate real-world challenges through a structured simulation (financial changes, unexpected events, responsibility shifts) Make meaningful text-to-self connections through a complementary literary work Reflect on identity, choice, resilience, and adulthood 🔹 Core Unit Components (Must Include) 1. Pre-Lessons & Skill Building Design scaffolded mini-lessons that prepare students to succeed in the simulation, including: Professional email writing (tone, subject lines, structure, etiquette) Resume writing (entry-level, student-friendly resumes) Job searching skills (online job boards, identifying qualifications, avoiding scams) Interview preparation (speaking skills, body language, STAR method, confidence) Self-identity lessons (strengths, values, interests, “what am I selling?”) 2. The “Game of Life” Simulation Create a structured, ongoing simulation where students: Assume a post-high-school role (college student, workforce, trade, military, gap year, etc.) Receive a mock income and monthly expenses Track finances, responsibilities, and choices Experience randomized life roadblocks, such as: Bills increasing Car trouble (tire blowout, repairs) Medical expenses Job schedule changes Unexpected opportunities (raises, promotions, scholarships) Must problem-solve, communicate, and reflect after each event 3. Interview Experience Design a formal interview cycle where: Half the class serves as an interview panel Half serves as interviewees Students rotate roles Panels use rubrics and professional questioning Interviewees submit resumes, practice responses, and reflect afterward 4. Literature Connection Select one complementary literary text (novel, memoir, long short story, or nonfiction) that connects to: Transition to adulthood Identity Choice and consequence Economic or social pressures Finding purpose The text should be accessible for seniors and allow for: Journals Short analytical writing Text-to-self and text-to-world connections Reflection on how the text mirrors their simulation experiences 5. Assessments Include: Formative assessments (checkpoints, reflections, exit tickets) Performance-based assessments (resume, interview, professional email) Reflective writing tasks One summative project tying together: The simulation The literature The student’s personal growth 6. Weekly Breakdown Provide a week-by-week overview for all 9 weeks that includes: Weekly focus/theme Major activities Skills taught Assessments or deliverables 🔹 Tone & Style Student-centered and realistic Engaging but structured Supportive of students with jobs and students without jobs Emphasizes reflection, growth, and real-world readiness 🔹 Final Output Produce: Unit title Essential questions Learning objectives Weekly breakdown Major assignments Simulation description Suggested literary text with rationale

Learn more

What if there was a tool to help us take our wild project ideas and create a scope and sequence? There is! Inkwire and the Professional Learning team at High Tech High’s Graduate School of Education designed an AI-assisted curriculum planning tool.

Powered by High Tech High's Kaleidoscope framework for project-based learning (PBL) design, this AI assistant helps educators – and learners! – integrate standards and curriculum requirements into a cycle of PBL Essentials.

The AI-assisted Kaleidoscope tool is co-designed by Inkwire & the High Tech High Graduate School of Education Professional Learning Team. The "Design for Deeper Learning Kaleidoscope" framework is copyright by the High Tech High Graduate School of Education.