Lesson Shuffle: Shuffle, Pick, Grow
Instructional DeliveryCard B10

Reality Check

Solve something real today

10–20 min5-min prepModerate

The move

Students use today’s concept to propose a fix for a real problem nearby.

See how it works

  1. Real problemLocal and small
  2. Today’s conceptName the idea you used
  3. ProposalProblem, concept, fix
  4. Pitch1 minute per group

At a glance

Time in class
10–20 minutes
Prep
5 minutes: pick one real problem from your school or town that today’s concept can help with.
Materials
None (paper for notes)
Grouping
Groups of 3–4
Use it when
After students learn a concept and before they practice it

Why it works

Using an idea on a real problem shows students why it matters and gives them a reason to understand it well enough to apply it. Tasks that mirror real-world use build knowledge that transfers beyond the worksheet.

Step by step

In class: about 10–14 min

  1. 1Pose the problem1 minute
  2. 2Connect1 minute
  3. 3Plan6–10 minutes
  4. 4Pitch1 minute per group
  5. 5Close1 minute
  1. Pose the problem1 minute“Our cafeteria throws away about 40 pounds of food a day. Using what we learned today, how could we cut that?”(Use a real number if you have one, or have students estimate.)
  2. Connect1 minute“Which idea from today’s lesson helps here?”
  3. Plan6–10 minutesGroups write a fix in three parts: the problem, the concept they used and their proposal.
  4. Pitch1 minute per groupGroups share. The class asks one question each.
  5. Close1 minute“What did you have to understand about today’s concept to make that work?”

See it in action

Use measuring skills to plan a better layout for the classroom library.

Watch out for

Level up

Make it work for everyone

Tech option

Groups draft an email to a real person (a principal, a town office) in a shared doc.

Resources

Reflect

Did students use the concept accurately, or did the problem distract from it?

Evidence

Moderate

Herrington, J., & Oliver, R. (2000). An instructional design framework for authentic learning environments. Educational Technology Research and Development, 48(3), 23–48. Describes how realistic tasks help students build knowledge they can use outside school.

Find the research: Herrington (2000)