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How to Teach Design Thinking & Prototyping (Grades 1-2)

How to Teach Design Thinking & Prototyping (Grades 1-2)

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Digital download

A design thinking lesson for grades 1-2

Young learners discover that the best inventions start with caring about someone else's problem. In 120 minutes, students play the Empathy Game and then design, build and test a gingerbread trap. When a trap fails, they fix it and try again.

Grades: 1-2  |  Teaching time: 120 minutes  |  Format: digital download with lesson plans, slides and printables

What's included

  • Preparation guide: Simple setup steps and a materials list so you can start teaching quickly.
  • Guided lesson plans: Step-by-step instructions with timing and teaching tips written for early learners.
  • Kid-friendly slides: Bright, simple visuals that keep young students focused and moving.
  • Printable handouts: Activity and drawing sheets sized for small hands.

What students do

  • The Empathy Game: Students practice understanding how others feel and what they need.
  • Design Challenge: Gingerbread Trap: Students plan, build and test a trap to catch the runaway gingerbread character.

What students practice

  • Students design with another person's needs in mind.
  • Students take an idea from a drawing to a 3D model.
  • Students treat a failed first try as a chance to improve.
  • Students build fine motor and teamwork skills.

Who it's for

Educators use this module in early elementary classrooms, STEM time, makerspaces, art and engineering units, afterschool clubs, homeschool families and summer camps.

Frequently asked questions

How long does this lesson take?
Plan for about 120 minutes of instruction. You can teach it in one block or split it across several class periods.

Do I need a business background to teach it?
No. The guide walks you through every activity with step-by-step instructions, timing and teaching tips, so classroom teachers, afterschool leaders and parents can all teach it.

What supplies do I need?
The preparation guide lists every material. Most activities use paper, markers and other everyday classroom supplies.

Is the curriculum evidence-based?
Yes. VentureLab documents the research behind this curriculum in our ESSA evidence packet.

How do I get the files?
This is a digital product. After checkout, check your email for the link to download your files.

Can I share the files with other teachers?
The VentureLab curriculum license explains how you can use and share the materials.

Your purchase supports VentureLab, a nonprofit that brings entrepreneurship education to young people in San Antonio, St. Louis and classrooms across the country.

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