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Cooperative Learning Kagan Quick Reference Guide
Cooperative Learning Kagan Quick Reference Guide
Team Approach
Builds Self-Esteem
Improves Social Skills
Positive Race Relations
Active, Engaged Learning
Develops Higher Level Thinking
Resembles Real Life Social & Work Environments
CONTENTS
TOPIC
Structures listed in this guide
Structures for Classbuilding
Structures for Teambuilding
Structures for Social Skills
Structures for Communication Skills
Structures for Decision Making
Structures for Knowledgebuilding
Structures for Procedure Learning
Structures for Processing Information
Structures for Thinking Skills
Structures for Presenting Information
Structures for Developing Collaborative / Cooperative Skills
Structures for Review
Forming Teams
Definitions of Structures Alphabetically Listed
7 Key Components of Cooperative Learning
Quick Research Skills Employers Want
Quick Research Benefits of Cooperative Learning
Math Structures
Physical Education Structures
Cooperative Learning to Outline a Chapter
Cooperative Learning in Computer Classes
Suggestions On Which Structures To Use At Different Times
Problems & Solutions from SAM Club
Solutions for Cooperative Learning Problems ... Common Threads from SAM Club
Cooperative Learning Cheat Sheet - A Quick Reference to Structures and Uses
Kagan Cooperative Learning book cover and Contents
Classbuilding book cover
Classbuilding book Table of Contents
Teambuilding book cover
Teambuilding book Table of Contents
Silly Sports and Goofy Games book cover
Silly Sports and Goofy Games Table of Contents
PAGE(S)
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10-33
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35-36
37-38
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43-45
46
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56-59
page 1
Same-Different
Send-A-Problem
Trade-A-Problem
Showdown
Show Me!
Team Show Me!
Similarity Groups
Simultaneous RoundTable
Pass-N-Praise
Spend-A-Buck
Spin-N-Think
Stand-N-Share
Stand Up, Hand Up, Pair Up
Stir-the-Class
Sum-the-Ranks
TakeOff-TouchDown
Talking Chips
Team Chant or Cheer
Team Formations (Teambuilding & Classbuilding books)
Team Interview
Team Line-ups (Teambuilding & Classbuilding books)
Team-Pair Solo
Team Presentations
Team Projects
Teams Post
Team Stand-N-Share
Team Statements
Team Window
Team Word-Webbing
Team Mind-Mapping
Telephone
Think-Pair-Share
Three-Step Interview
Three Stray
Timed-Pair-Share
Turn Toss
Whip
Who Am I? (& Classbuilding book)
Indented structures are variations of the outdented preceding structures and can be found under those outdented structures.
Picking Stickies *
Popcorn *
Praise Passport *
RallyInterview *
RallyRead *
RallyQuiz *
Rotating Role RoundRobin/RoundTable *
Same-Number Group Presentation *
SeeOne, DoOne, TeachOne *
Share-N-Swtich *
Sharing Secrets *
Stroll Pair Share *
Test Tutoring *
Think-Draw RoundRobin *
Timed Pair Interview *
Traveling Star *
Whisper It *
page 2
STRUCTURE FUNCTIONS
Kagan Cooperative Learning book, chapter 6, pages 6.11-6.19
INTERPERSONAL FUNCTIONS
ACADEMIC FUNCTIONS
Classbuilding
Teambuilding
Social Skills
Communication Skills
Decision-Making
Knowledgebuilding
Procedure Learning
Processing Information
Thinking Skills
Presenting Information
INTERPERSONAL FUNCTIONS
Structures for CLASSBUILDING - 1 time per week
Critical Attributes: Students get up from their seats and interact with others in the class who are not their
teammates.
Everyone up
Moving around
Include everyone
Content as needed
1 time per week
Functions: Classmates know, accept, and like each other. They feel a sense of belonging and inclusion.
Sample Structures: (look in Classbuilding book)
Corners
Find Someone Who
Line-ups
Mix-Pair-Share
StandUp-HandUp-PairUp
Stir-the-Class
All Around the Clock
Take off, Touch Down
Mix-Freeze-Group
Mix-N-Match
Inside-Outside Circles
Similarity Groups
Who Am I?
Formations
Find-the-Fiction/Find-theFib/Guess-the-Fib
Name Game
Match Mine
RoundTable
Team Interview
Team Statements
Team Chant or Cheer
Create a Window
Mad libs
http://www.internet4classrooms.com/brain_teasers.htm
Spend-A-Buck
Sum-the-Ranks
Listening, Understanding, Respect:
Agree-Disagree Line-ups
Line-Ups (Teambuilding &
Team Statements
Corners
Classbuilding books)
Paraphrase Passport
Team Statements
RallyInterview *
Timed-Pair-Share
Match Mine
Communication Regulators:
Gambit Chips
Timed RoundRobin
RoundRobin
Same-Different
Talking Chips
Turn Toss
Placemat Consensus
Roundtable Consensus
Proactive Prioritizing
Spend-A-Buck
Agreement Circles
(RoundTable)
Sum-the-Ranks
Jigsaw
Team Statements
JotThoughts
ACADEMIC FUNCTIONS
Same-Different
Jigsaw
Find-A-Frame *
4S Brainstorming
Inside-Outside Circle
Stir-the-Class
Spend-A-Buck
Spin-N-Think
Think-Pair-Share
Same-Different
Sage-N-Scribe
Inside-Outside Circle
RoundRobin
RallyCoach
Team Projects
Three-Step Interview
Spin-N-Think
Jot Thoughts
RoundRobin
GiveOne-GetOne
Pairs Compare
Think-Draw RoundRobin *
Team Interview
Team Projects
Team Statements
Creative Thinking
Brainstorming:
4S Brainstorming (& Teambuilding book)
RoundTable
Symbolizing:
Draw It! *
Kinesthetic Symbols
Questioning:
Fan-N-Pick
Synthesizing:
RoundRobin/RoundTable
Trade-A-Problem (Send-A-Problem)
High Medium
Low Medium
Low
4S Brainstorming (The team becomes a think tank as each student-each with a special rolecontributes to the teams storm of ideas.)
1. Teacher assigns roles:
Speed Sergeant - ensures that teammates work fast, under time pressure, to come up with as many
ideas as possible. Says things such as, We only have one minute left. Lets hurry. Lets
get quicker with our responses.
Chief Support makes sure all ideas are encouraged with no evaluation of ideas. Says things
such as, All ideas are great! Thats an excellent idea. I really like that.
Sultan of Silly encourages silly ideas. Says things such as, Lets have a crazy idea! Can
anyone think of something funny? Its not the Sultans job to provide the silly ideas but rather to
encourage the silly ideas. Having some silly ideas is very helpful in the flow of ideas, keeping
the tone creative and in increasing the range of ideas.
Synergy Guru encourages teammates to build on each others ideas, saying things like, Lets
build on that. Lets combine these ideas. The Synergy Gurus is also the team secretary
recording each idea on a separate slip of paper.
2. Teacher announces prompt
3. Students generate ideas
4. All ideas are recorded without evaluation (done by the Synergy Guru)
Agree-Disagree Line-ups (Good for valuing differences. A statement is announced and students take a
stand on an imaginary line that stretches from one end of the classroom to the other.)
1. Teachers announces a statement, such as, I feel my opinion matters in this class Taxes should be
raised etc.
2. The strongest agree student stands at one end of the line while the strongest disagree stands at the
other. The remaining students stand between, closer to one end or the other.
3. Through Timed-Pair-Share, students listen carefully to those with a similar point of view (those
standing next to them in the line.)
4. Fold the line and then play Paraphrase Passport to make sure they listen to and understand a point of
view different from their own.
Agreement Circles
1. The leader reads a statement.
2. Think time is provided.
3. Each team member places his/her marker in an agreement circle. Placing a marker in the center of
the circle indicates full agreement. The farther away the marker is from the center, the less the idea is
supported.
4. RoundRobin to share rationales.
All Around the Clock (refer to Classbuilding book for various structures)
Setup: participants need an appointment sheet (could have a clock with no hands and participants fill in
the hour and minute hands.
1. Participants mingle.
2. Participants pair.
3. Pairs arrange a meeting time on their clock.
4. Process repeats until meeting times are full.
5. The leader indicates when clock is to be used and the topic for sharing.
Carousel Feedback (Teams rotate from project to project to leave feedback for other teams.)
Setup: teams spread out team projects around the room. Each project has feedback form attached.
1. Teams stand in front of their assigned projects.
2. Teams rotate clockwise to the next project.
3. For a specified time, teams discuss their reactions to the other teams projects, with no writing.
4. Student #1 records feedback on feedback form. Students are encouraged to include positive
comments.
5. Teacher calls time.
6. Teams rotate, observe, discuss, and give feedback on next project. A new recorder is elected each
round.
7. Teams continue until each team rotates back to its own project, or until teacher calls time.
8. Teams review the feedback they received from the other teams.
Carousel Review (Provides an opportunity to generate ideas, check understanding, and raise
unanswered questions. Teams rotate from one poster to the next at given intervals, adding ideas.)
1. Topics or questions are posted around the room.
2. Teams each stand by a chart.
3. Teams have a given amount of time to record their ideas.
4. Teams select a new recorder and rotate to the next chart.
5. Teams read and discuss what the previous team has written.
6. Teams record additional information before rotating.
Categorizing
1. Teams spread out items to categorize.
2. Teams discuss and reach a consensus on a category system to hold all items.
3. Participants evenly divide the items.
4. Participants take turns placing their items in the category.
5. Participants check for agreement with one another.
6. Categories are modified if necessary.
7. Teams compare their category system with others.
Circle-the-Sage (Person who knows the answer is in the middle with others surrounding them.)
1. A problem is given/question is asked by the teacher.
2. Teacher asks who knows the answer.
3. Students who know the answer stand in various parts of the room.
4. Others students circle the person who knows the answer (sage) and then the sage teaches the others.
Variations:
Opinion Sages: Selected students are given different opinions/different readings on a topic.
Students circle these Opinion Sages and discuss. When they return to their team, they first share
the differing opinions and then make a Team Statement representing the teams opinion.
Consensus Seeking (Students talk over the alternatives seeking consensus. The guiding principle is to
find an outcome that everyone can live with. It may not be anyones favorite outcome, but it is an
outcome to which on one has a strong objection.)
Setup: Students need to be set for consensus seeking with something like this: When we seek consensus,
we are not trying to get our way. We are looking for a decision we can all get behind, even if it is not our
first choice. Consensus is a challenge for the group: Can we find something everyone can support?
Corners (refer to Classbuilding book for various structures) (Students stand in a corner that best fits with
their answer/personality, etc.)
1. Teacher poses a question with multiple responses, one response in each corner of the room.
2. Students pick their response and go stand in that corner.
3. Students talk with others in that corner about why they choose their particular answer by using
Timed-Pair-Share or RoundRobin.
4. Each corner shares with the rest of the class.
Topics can be favorite pizza toppings, favorite subject in school, type of music, hobby, pets, sports, etc.
Create A Window (Students draw windows with 4 quadrants/categories and write or draw something
about themselves)
1. Students use paper or whiteboards to draw a window with 4 quadrants
2. Categories can be something where they can talk about themselves or share information, such as,
what they like to do, their family, how they learn best, potential career.
3. Students take turns sharing.
Draw-What-I-Say
1. Students working in pairs make a picture but they dont let the other pair on the team see the picture.
2. Students return to their team and attempt to communicate their picture with the other pair so well that
the other pair can draw it.
Find-the-Fiction / Find-The Fib / Guess-the-Fib (refer to Teambuilding & Classbuilding books for various
structures) (Students write three statements and read them to teammates. Teammates try to find which
of the three statements is the fiction.)
1. Teammates write three statements/problems/sentences with punctuation/history facts/etc.: two true
and one false.
2. One student on each team stands (oxygen and glucose) and reads his/her statements to teammates.
3. Without consulting teammates, each student writes down his/her own best guess which statement is
false.
4. Teammates RoundRobin (show guesses) and defend their best guess. Teacher may or may not ask
teams to attempt to reach consensus.
5. Teammates announce their guess(es), or write them down.
6. Standing student announces the false statement.
7. Students celebrate.
8. Repeat process with another teammate.
Variations:
Class Find-the-Fiction: Find-the-Fiction may be played with the whole class. The teacher or a
student may attempt to outwit the whole class.
Fact-or-Fiction: (good for review) students state either a true or false statement and it is up to
teammates to decide if the statement is either a fact or fiction.
Find Someone Who / People Hunt (see Classbuilding book for various structures) (Students circulate through
the classroom forming and reforming pairs, trying to find someone who has a similarity with them or
someone who knows an answer to a question/problem.)
Setup: Teacher prepares a worksheet or problems, or questions for students.
1. Students mix in the class, keeping a hand raised until they find a partner that is not a teammate.
2. In pairs, A asks B a question/problem, B responds. A records answer on answer sheet, expresses
appreciation.
3. B checks and initials.
4. B ask A a question/problem. B records answer on answer sheet, expresses appreciation.
5. A checks and initials.
6. Partners shake hands, part, raise their hand and find another partner to repeat the process.
7. Students repeat steps 1-6 until their worksheets are complete.
8. When their worksheets are complete, students sit down; seated students may be approached by others
as a resource.
9. In teams, students compare answers; if there is disagreement or uncertainty, they raise fours hands to
ask a team question.
First to Five (Quick structure to check participants level of support for a particular issue.)
1. Leader poses a statement.
2. Participants raise fingers from one to five to indicate their position.
5 = I agree with this and could help lead
4 = I agree with this can could provide support
3 = I am not sure, but I am willing to trust the group opinion
2 = I am not sure, I need more discussion
1 = I need the alternative modified before I can support it
Fist = I cannot support this
Flashcard Game (Partners proceed through three rounds as they quiz each other with flashcards,
mastering the content to win cards.)
Setup: Students each have their own set of flashcards.
1. In pairs, the Tutee gives his/her flashcards to the Tutor.
2. Round 1: Maximum Cues
The Tutor shows the question on the first card, reds the question, and shows and reads the
answer written on the back of the card. The Tutor then turns the card back over and again
reads the question on the front of the card asking the Tutee to answer from memory.
The Tutee answers. If correct, Tutee wins the card back and receives praise from the Tutor.
If wrong, the Tutor shows the Tutee the answer side of the card and coaches. The card is then
returned to stack to try again later.
When the Tutee wins all cards, partners switch roles. When the new Tutee wins all her/his
cards, partner advance to Round 2.
3. Round 2: Few Cues
The process is repeated, except the Tutor shows only the question on the front of each card,
and asks the Tutee to answer from memory.
4. Round 3: No Cues
The process is repeated, except the Tutor quizzes Tutee on each question without showing the
Tutee the flashcards.
5. Hints: for young students, limit each round to no more than five cards. If a student has won all
cards, he/she can add bonus cards.
Gallery Tour (A simultaneous method of sharing among team. Its used after teams have created an
artifact such as a Mind Map, Team Statement, Brainstorming list, a solution to a problem, or a
categorization.)
1. Team members sign their teams work.
2. Work is displayed.
3. Teams rotate from display to display.
Gambits (Useful phrases that are needed for a team to work together effectively. They could include
ways to ask for help, check for understanding, disagree politely, encourage effort, etc.)
Paraphrase Gambits:
In other words
So what youre saying is
All in all
So you mean that
If I understand your correctly You said
To sum it up
Let me rephrase that
In a nutshell
Gambits for Disagreeing Politely:
That would be great except
I dont see how
I can see it that way. One the
other hand
Positive Affirmation Gambits:
Wow!
Thats Awesome!
I really like that!
Actually
Im afraid
Thats good. Another thought is
You Rock!
Super Duper Job!
Excellent!
Great Job!
I wish I would have thought of that!
Way to Go!
Draw-a-Gambit
1. Gambit cards are placed in a stack facedown in the center of the table.
2. The leader provides a discussion topic connected to the purpose of the meeting.
3. Each time a participant adds to the discussion, he/she draws and uses a gambit card.
Drop-a-Gambit
1. An equal number of gambit cards are dealt to each participant.
2. Participants are asked to use their cards before the end of the discussion.
3. The leader provides a discussion topic.
4. Participants give an appropriate gambit card to someone when they illustrate that behavior. For
example, if a teammate asks a question he/she would receive an Ask a question card that contains
appropriate gambits.
5. Once participants have used up their own cards, they can use those that have been dropping in front
of them.
Give-One, Get-One (Good for sharing ideas or applications that relate to the topic.)
Setup: give students a sheet of paper with two columns Give-One and Get-One
1. Students individually brainstorm to fill up their Give-One column.
2. When done, students stand.
3. Students mix and find others. They Give-One idea/application to their partner and Get-One in return.
Students write their partners idea/application in the Get-One column.
4. Students move on to find new partners.
Guided Discussion (A modification of a flashcard game that can be used to structure dialogue. The
leader creates a deck of question cards on the given topic for each team. The deck of cards is used to
equalize participation an increase individual accountability in the discussion.)
1. Each team is provided with a deck of discussion cards.
2. The first person draws a card and reads the question aloud and answers it.
3. The deck is passed to the second person.
4. The process continues.
Inside-Outside Circles (refer to Classbuilding book for various structures) (Students rotate in concentric
circles to face new partners for sharing, solving, quizzing.)
1. Put 2 groups together (inside and outside circles)
2. Questions or problems on flash cards and give to inside circle students
3. Inside asks while outside responds, inside listens, praises, or coaches (teacher can also ask the
question and indicates whether inside or outside responds.)
4. Switch roles - outside asks while inside responds, outside listens, praises or coaches
5. Switch cards and inside or outside rotates (can also rotate two ahead, three ahead, etc.)
Instant Star (Students are randomly called to stand and share with their teammates.)
1. Teacher asks a question.
2. Teacher calls for think time.
3. Teacher randomly calls a number.
4. The student on each team with that number stands and shares her/his thought or answer with
teammates.
5. For high consensus questions, teammates praise or coach, if needed. For low consensus question,
teammates praise the thinking that went into the answer.
Jigsaw (Each student finds a part of the answer and then shares with their group. A topic is broken
up into parts or multiple problems are presented or a topic needs to be researched. Students take a
role and complete their part, share their findings with others who had the same role and then report
back to their original groups. A problem is posed and each student takes a part of the problem to
research or solve and then teaches their original group.)
1. Teacher presents a problem to be solved, a word to be spelled, a topic to be researched, parts of a
chapter to be read, etc.
2. Each student in each group has a specific responsibility, i.e., read pages 1-4, 5-8, 9-12- 13-16, solve
the 1st out of 4 math problems, spell the 2nd out of four words, research concentration camps of
WWII, etc.
3. Each student performs their role individually.
4. When each student has an answer they get together with the other students in each group who had
similar roles, (Expert groups) i.e., all those who read pages 1-4, solved the 2nd math problem, etc.,
and share their answers.
5. Students in each Expert group share their ideas (RallyRobin)
6. Students then return to their and share their answers.
Variations:
Jigsaw Problem Solving: Students work in teams of four, and each student receives one of
the four clues to solve the team problem. Everyone must share the information on their clue
card because the team can only reach a solution by connecting the information from all clues.
Journal Reflections (students write alone in a journal their thoughts, questions and what they
learned.) Journal Reflections is a simple structure in which students write alone in a journal their thoughts,
questions, and learnings. Although designed to help process academic learning, Journal Reflections is very
strong to promote self-awareness. Some teachers have students keep a feelings journal in which they record
their emotional reactions to anything which occurs in school including successes, failures, and relationships.
Many of the Kagan Structures involve Think Time, a silent three to five seconds for students to formulate
their ideas before sharing them with a partner, with a group, or writing or drawing. Think Time is excellent
for enhancing self-awareness because it asks students to attend to inner stimuli, a process which is at the
heart of self-awareness.
Journey Wall (A collaborative display of artifacts that forms a time line of a change, implantation,
decision making process, or another major event. Its purpose is to provide everyone with an
opportunity to reflect on the journey through the process. It lets people step back and see how the big
picture evolved through time.)
1. The leader displays major artifacts.
2. Teams are presented with a topic.
3. Teams add to the display.
4. Teams present the section.
Jot Thoughts (Teammates cover the table writing ideas on slips of paper.)
1. Students each have multiple slips of paper.
2. Teacher names a topic, sets a time limit, and provides think time. (In three minutes how many
questions can you write that have the answer 17? What are ways we can reduce poverty?)
3. Students write and announce as many ideas as they can in allotted time, one idea per slip of paper.
4. Each slip of paper is placed in the center of the table; students attempt to cover the table.
Kinesthetic Symbols (students display content or response with physical symbols or movement.)
Logic Lineups (Teammembers each role place a different object and use deductive thinking to
sequence themselves.)
Set up: each team receives four item cards.
1. Teammates stand shoulder-to-shoulder, each holding an item card.
2. The teacher reads the first clue to problem one.
3. The student mentioned in the clue describes how he/she will line up based on the clue. He/she checks
with teammates for agreement. If students disagree, they discuss why. Note: if more than one
teammate is mentioned in a clue, they each describe their reasoning and check with teammates for
agreement
4. The student physically moves to his/her place in the team line up.
5. After the teacher reads each clue, students repeat steps 3 and 4.
6. When all clues have been read and acted on, the teacher calls on one team to describe their order and
share their logic.
7. The team selected responds.
8. The teacher either congratulates the team or proves correction opportunity. Other teams listen and
either celebrate or correct their positions
9. The process is repeated for the next problem.
Match Mine (refer to Teambuilding book for various structures) (Partners on opposite sides of a barrier
communicate with precision, attempting to match the others arrangement of game pieces on a game
board) Very good for building communication skills and team building. Can be used for arranging
shapes, drawing, etc.)
1. Partners sit on opposite sides of a barrier with identical game boards and game pieces. One is
designated to be the Sender, the other the Receiver.
2. Sender arranges game pieces on game board while Receiver waits quietly.
3. Sender gives the Receiver directions to match the Senders arrangement of game pieces on the game
board.
4. When finished, partners set game boards side by side to check for accuracy.
5. Receiver praises Sender, and they develop improvement strategies.
6. Roles are switched and the game is played again.
Mind Mapping / Team Word Webbing (Mind maps, word webs, semantic maps, clustering, chains,
spider maps, and concept maps are a powerful set of tools in concept development and exchange.)
1. Teacher announces topic.
2. Each student is given a different color pen or marker and the team is given one large poster sized
piece of paper where they write the topic in the center in a rectangle. (i.e. Family)
3. RoundTable on the core concepts (i.e., Pets, Kids, Mom, Dad, Vacation) in ovals.
4. Add to the word web with additional rounds or RoundTable or a free-for-all.
Mix-Freeze Group (refer to Classbuilidng book for various structures) (Similar to Mix-Pair Share - class
mixes, teacher calls pair, students find new partner to discuss questions.)
1. Students mix around room
2. Teacher calls Freeze, Pair, or stops music, students pair up with the person closest to them and
do a high five. Those that havent found a partner raise their hand.
3. Teacher asks a question / gives a problem / gives vocabulary word / etc. and gives think time
4. Students group according to the number of the answer
5. Remaining students go to Lost and Found
C:\Users\Melody Shaw\Documents\1add to website\Cooperative Learning Kagan Quick Reference Guide.doc page 19
Mix-Pair-Share (refer to Classbuilding book for various structures) (Class mixes, teacher calls pair,
students find new partner to discuss questions.)
1. Students mix around room
2. Teacher calls Freeze, Pair, or stops music, students pair up with the person closest to them and
do a high five. Those that havent found a partner raise their hand.
3. Teacher asks a question / gives a problem / gives vocabulary word / etc. and gives think time
4. Students share with their partner using timed-pair-share (open-ended), rally robin (brainstorm), rally
coach (solving a problem)
Name Game (Students attempt to learn others names and something about them)
Students line up in a circle around the class.
1. One person starts by saying their name and something about themselves (favorite ice cream, vacation
spot, etc.)
2. The next person repeats the previous persons name and information and then gives their name and
information.
3. The process repeats until all students have participated.
Numbered Heads Together (Teammates work together to ensure all members understand; one is
randomly selected to be held accountable.)
1. Teacher prepares questions, or teams prepare questions then teacher collects, and gives to another
group
2. Students number off
3. Teacher poses a problem/asks a question and gives think time
4. Students think and privately write their answers (paper, answer boards)
5. Students lift up from their chairs to put their heads together, show answers, and discuss and teach
6. Students sit down when everyone knows the answer or has something to share and erase their boards.
7. Teacher calls a number. The student with that number from each team answer simultaneously, using
various means such as choral response, answerboard share, response cards, finger response, write on
whiteboard, etc. Important that boards from step 6 are erased so students can recall from memory for
this step (getting called on)
Variations:
Paired Heads Together. Students are in shoulder partner pairs. After teacher asks a question,
pairs huddle to improve the answers they have each written. Teacher then calls for either A or B
to share their best answer with their face partner.
Traveling Heads Together. Traveling Heads starts the same as Numbered Heads, but when the
teacher calls a number, the students with that number on each team stand, then travel to a new
team to share their answers. For fun, seated students beckon for a standing student to join their
team.
Stir-the-Class. Teams stand around the outside of the class with spaces between teams.
Teammates stand shoulder-to-shoulder. The teacher poses a question then students write their
own answers on an answer board or slip of paper. Teammates huddle to reach consensus, then
unhuddle when done. The teacher selects a number and tells students with that number how
many teams to rotate forward to share their answers.
One Stray (One teammate strays from his/her team to a new team to share or gather information.)
1. A number is randomly called and that student from each team stands up, others remain seated and
raise their hands.
2. Teacher calls Stray.
3. Standing students stray to a team that has their hands up and is welcomed by the new team.
4. Teams lower their hands when a new member joins them.
5. Students work in their new teams to share of gather information.
Optional: students return to their original team and share what they learned when they strayed.
Random Teams: three rounds of One Stray can be used to form random teams. A different number is
called each round and students may not join a team where a teammate is seated.
Pairs Check (Similar to Rally Coach but both pairs reunite to check work.)
1. Partner A solves the first problem/question
2. Partner B watches and listens, checks, coaches and praises
3. Switch roles for another problem/question.
4. Partner B solves another problem/question
5. Partner A watches and listens, checks, coaches and praises
6. Both pairs (all four students in the group) reunite and compare their answers. If they disagree and are
unable to figure why, four hands go up. Otherwise, the team celebrates.
Pairs Compare (refer to Teambuilding book for various structures) (Pairs generate a list of possible ideas or
answers. Pairs pair and compare their answers with another pair. Finally pairs work as a team to
create additional answers or ideas.)
1. Teacher provides a question that has multiple possible responses and provides think time.
2. RallyTable: Shoulder partners Rallytable answers. They keep it a secret from the other pair.
3. Teacher calls time.
4. Pairs Compare: Pairs pair to RoundRobin their answers. For each answer, the face partner in the
other pair adds their answer to that pairs list, or checks it off if they already had it.
5. Team Challenge: As a team, students generate new answers, taking turns within pairs recording
answers on their pair lists.
Paraphrase Passport
1. A student contributes an idea.
2. Another student must correctly restate that idea before contributing his/her own idea.
Partners (Similar to Jigsaw but in pairs. Student partners work together to master some content and
then to present it to another pair. Partners lessons can be quite elaborate with time for student to do
independent research I preparation for their presentation, or Partners lessons can be quite simple as
when each pair reads and interprets a different poem. Partners lends itself to a wide range of content:
Different sides of a controversial issue, different experiments to conduct, different problems to solves,
different inventions to describe, different characters to analyze.)
1. Partners are formed within teams. Often the high and low achievers and the two middle achievers.
2. Class divides: partners sit together. Topic 1 partners are all on one side of the class; Topic 2 partners
on the other side. (Movement is necessary so partners can consult with same-topic partners in Step
5.)
3. Topics are assigned and/or materials distributed. Topic may be different sides of debate. Materials
may consist of reading and a worksheet to stimulate higher-level thinking.
4. Students master topics. Students may master materials given, or may do independent research.
5. Partners consult with same-topic partners. Partners consult with like-topic partners sitting next to
them, checking for correctness, and completeness.
6. Partners prepare t present 7 tutor. Partners analyze critical features and decide on a teaching strategy.
Students are encouraged to make visuals and other teaching aids. Partners must evaluate what is
important to teach and how to determine if learning has occurred in their teammates.
7. Teams reunite; partners present. Partners work as a team, dividing the labor as they teach the other
pairs in their team. For Partners Debate, each side presents their arguments on the issue.
8. Partners tutor. After presenting the skill or information, partners check for understanding and tutor
their teammates.
9. Individual assessment. An individual quiz, essay, or a structure (Showdown) assesses individual
mastery.
10. Team processing. Teammates reflect back over the process: How did we do as teachers? As
learners? How could we do better next time: What social skills did we use: Which should we use
more next time:
Placemat Consensus (A graphic organizer for teammates to express, read, and synthesize their ideas.
The goal is not for one idea to dominate but for the ideas to be combined to create an original solution
that everyone can live with.)
1. Each team draws a placemat on a large piece of paper
2. Teacher provides team with a topic teammates all respond simultaneously in their individual space
writing as many items as they can in the time allotted.
3. Teammate 1 announces one item he/she has written.
4. Teammates discuss the item.
5. If there is consensus that the item is important, Teammate 1 records his/her best synthesis of the
teams ideas in the center team space, seeking help with wording if necessary.
6. The process is repeated for one or more rounds using RoundRobin; each teammate, in turn, suggests
an idea and records the team consensus.
Poems for Two Voices (Partners create and present a poem they recite using one voice, the other
voice, or both.)
1. Teacher assigns each pair a poem topic.
2. Partners work together to write their poem.
3. Partners label each line of their poem, A, B, or AB, representing who will read each line.
4. Pairs rehearse their poems.
5. Pairs recite their poems to another pair or to the class.
Pros-N-Cons (Allows participants to explore both sides of an issue before making a decision. It
legitimizes dissent because both sides are given the same amount of time. It forces everyone to look a
the issue from both sides.)
1. Participants sit facing a partner.
2. Participants label themselves A & B.
3. Timed Pair Share:
As present all of the Pros for a given position.
Bs present all of the Cons for a given position.
4. Participants switch partners and positions (Pros becomes Cons and Cons become Pros) and repeat the
activity.
Hints:
Have all the Pro people facing one direction. When people switch partners and/or sides, make them
physically switch positions and face in the other direction.
Switching partners before people present the opposing side of th argument increases the opportunity
to her new ideas.
Use this structure to explore both sides of an issue plenty of time before the decision is actually to be
made. After voicing both sides, people need time to consider their thoughts.
Quiet Signal (Give me a high five. Or simply putting your hand in the air. Students should
respond with a high five or putting their hand up in the air, and get other students attention to be
quiet and to signal others to do the same.)
Quiz-Quiz-Trade (Students quiz a partner, get quizzed by a partner, and then trade cards to repeat
the process with a new partner.)
1. teacher, or students, generate question/problem cards
2. Stand up, hand up, pair up. Exchange greetings.
3. Partner A quizzes
4. Partner B answers
5. Partner A coaches or praises
6. Switch roles
7. Partners trade cards
RallyCoach (Partners take turns, one solving a problem while the other coaches) (good for worksheet
problems.)
1. Partner A solves the first problem/question
2. Partner B watches and listens, checks, coaches and praises
3. switch roles
4. Partner B solves another problem/question
5. Partner A watches and listens, checks, coaches and praises
Variations:
Pairs Check. After solving two problems, pairs check their answers with the other pair in their
team.
RallyRobin (pairs speaking) (back and forth speaking - in pairs, students alternate generating oral
responses)
1. Teacher poses a problem to which there are multiple possible responses or solutions
2. In pairs, students take turns stating responses or solutions.
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RallyTable (pairs writing) (back and forth writing - in pairs, students take turns generating written
responses, solving problems, or making a contribution to the team project.)
1. Teacher provides a task to which there are multiple possible responses.
2. In pairs, students take turns passing a paper and pencil (answer board) or a team project, each writing
one answer or making a contribution.
Response Mode Discussion (Participants use a variety of Response Mode chips to stretch their range of
responses during a discussion. Response Mode chips regulate the type of Reponses participants make
during a discussion and provide a concrete vehicle for processing group dynamics.)
Setup: participants make up, or are provided with, responds mode chips, such as, paraphrase, encourage
participation, summarize, add an idea, praise an idea, ask a question, combine ideas, give an idea, summarize
progress, keep group on task, ensure equal input, as for clarification, etc.)
1. Respond Mode chips are distributed to teammates.
2. The leader provides discussion topic and time frame.
3. As teammates discuss the topic, the place the corresponding responds mode chip in the center of the
table.
4. Following the discussion participants analyze their responses, discussing questions such as:
5. Which response mode was the most and least comfortable?
6. Which response mode did we use most? Least
7. Which response was new for you? Do you feel it was important?
8. How did Response Mode chips impact the discussion?
RoundRobin (team speaking) (go around the table speaking - in teams, students take turns
responding orally, solving a problem, breaking a problem down step-by-step) (refer to Teambuilding book
for various structures)
RoundTable (team writing) (go around the table writing - in teams, students take turns generating
written responses, solving problems, or making a contribution to the team project.) (refer to
Teambuilding book for various structures)
Roving Reporter (One person from each group visits other groups to see what other groups are
working on and to get ideas.)
1. While working on team projects, the teacher announces, Roving Reporters you have three minutes.
2. Each team selects their Roving Reporter who visits other teams, takes notes, comes back and shares.
Sages Share
1. Using a RoundRobin, students share ideas/answers and write those ideas/answers on paper to place in
the center. Students initial or sign their name to the slip of paper.
2. Using a RoundRobin, other students ask question about the idea/answer and the person who wrote the
idea/answer.
3. The sage shares their thoughts/ideas/answers with the group.
Same-Different (refer to Teambuilding book for various structures) (Good for teambuilding. Pairs of
students each look at a pair of pictures to find differences and similarities.)
1. Take two copies of a picture (students can draw the pictures) and white out five items on each copy
and draw in five items on each copy.
2. Working in pairs, each person writes down as many similarities and differences as they can without
their partners help.
3. Partners then compare.
Showdown (When the Showdown Captain calls, Showdown teammates all display their own
answers. Teammates either celebrate or tutor, and then celebrate.)
1. Teams each have a set of question cards stacked facedown in the center of the table.
2. Teacher selects one student on each team to be the Showdown Captain for the first round.
3. The Showdown Captain draws the top card, reads the question, and provides think time.
4. Working alone, all students, including the Showdown Captain, write their answers and turn their
papers/answer boards upside down when done.
5. When finished, teammates signal theyre ready (thumbs up)
6. Showdown Captain calls, Showdown
7. Teammates show and discuss their answers.
8. Showdown Captain leads the checking.
9. If correct, the team celebrates; if not, teammates tutor, then celebrate.
10. The person on the left of the Showdown Captain becomes the Showdown Captain for the next round.
Modifications: rather than cards, students can play Showdown with oral questions from the teacher, or
from a question on a handout or questions displayed by a projector.
Show Me! (An assessment structure where students simply respond to a teachers questions.)
1. Teacher asks a question or gives a problem and gives think time.
2. Teachers says Show Me!
3. Students hold up their Answerboards or do a TakeOff-TouchDown.
Variations:
Team Show Me! Team works on the problem using various structures and then presents the
answer.
Simultaneous RoundTable (In teams, students each write a response on their own piece of paper,
Students then pass their papers clockwise so each teammate can add to the prior responses.)
1. each team of 4 needs 4 papers and 4 pencils
2. Teacher assigns a topic or question/problem and provides think time
3. All 4 students respond, simultaneously writing, drawing, or building something with manipulatives.
4. Teachers signals that time is up, or students place thumbs up when done
5. Students pass papers, or projects, one person clockwise
6. Students continue, adding to what was already completed.
Variations:
Pass-N-Praise: students are instructed not to release their paper until they receive a praise that
makes them feel good.
Spend-A-Buck (To make a team decision, teammates use funny money and spend a buck to vote on
their top picks. The option with the most bucks is deemed the team decision.)
1. Each person needs 10 play dollars. Options to be voted on are written on separate cards or slips of
paper. These can be supplied by the teacher or written out by the students.
2. Students put a dollar on each alternative.
3. Students spend remaining dollars any way they want.
4. Teams count the results to determine the team decision.
Note: to break ties, losing items are set aside, and students repeat steps 2-4 with remaining items.
Hint: prior to voting, give students time to make proactive statements, saying why they favor the options
they chose.
Spin-N-Think (A spinner determines roles as students play a game to think about and discuss content.)
Setup: each team receives thinking questions, a Spin-N-Think gameboard, and a game marker.
1. Teacher selects a Spin Captain
2. Spin Captain moves marker to Who Asks the Question? and spins. The selected student reads a
question to teammates.
3. Spin Captain moves marker to Think Time, directs teammates to think about their answers and
silently counts a slow five seconds, showing the count on his or her fingers.
4. Spin Captain moves marker to Who Answers the Question? and spins. The selected student
answers.
5. Spin Captain moves the marker to Think Time and silently counts out five seconds as students
think about the answer that was given.
6. Spin Captain moves the marker to Who Paraphrases & Praises? and spins. The selected student
paraphrases and praises the answer provided.
7. Spin Captain moves the marker to Think Time and silently counts out five seconds as students
think about if they have anything to add.
8. Spin Captain moves the marker to Discuss and teammates discuss the question.
9. Spin Captain passes the game board clockwise one person for the next round.
Stand-N-Share (Selected member shares one idea from list. Other members either check off ideas or
add to their own list.)
1. Teacher poses an issue.
2. Teams discuss ideas.
3. Students stand and share with the large group.
4. Students sit when all their team ideas have been shared.
StandUp-HandUp-PairUp (refer to Classbuilding book for various structures) (Good for random partnering.
Students stand up, put their hands up, and quickly find a partner with whom to share or discuss.)
1. Teacher says, StandUp, HandUp, PairUp
2. Students stand up and keep one hand high in the air until they find the closest partner whos not a
teammate. Students do a high five and put their hands down.
3. Teacher asks a question/gives a problem and provides think time.
4. Partners interact using: pair discussion, RallyRobin, Timed Pair Share.
Stir-the-Class (refer to Classbuilding book for various structures) (A version of Numbered Heads Together.)
1. Teams stand around the outside of the class with spaces between teams, teammates shoulder to
shoulder.
2. Students number off
3. Teacher poses a problem and gives think time.
4. Students privately write their answers on answer boards or slips of paper.
5. Teammates huddle, sharing answers and coaching as needed, then unhuddle when they have reached
consensus.
6. Teacher selects a number and tells students with that number how many teams to rotate forward.
7. The ambassador shares his/her process or thoughts and the answer with the new team and the new
team shares their.
8. Teams celebrate and repeat the process.
Sum-the-Ranks (Provides everyone with equal input into the decision. Can be used after JotThoughts
to judge the merit of ideas. Sum-the-Ranks gathers input from everyone and identified a
mathematical best choice.)
1. Participants are provided with, or have created, a list of alternatives.
2. Each team member ranks the items from the top choice to the last choice. (The top choice gets the
highest number)
3. In teams, ranks are summed for each alternative.
4. Representatives from each team post their sums. Team scores are totaled and the item with the
highest score is selected.
Talking Chips (Teammates place Talking Chips in the center of the table to make sure everyone
contributes to the team discussion.)
1. Teams have chips, pencils, paper clips, slips of paper, etc. Maximum of two items per student.
2. Teacher provides a discussion topic and provides think time.
3. Any student begins the discussion, placing one of his/her chips in the center of the table. This is not a
RoundRobin; anyone can begin, everyone must go.
4. Any student with a chip continues discussing, using his/her chip.
5. When all chips are used, teammates each collect their own chips and continue the discussion using
their talking chips. Teams are never finished.
Modifications: students may be given just one chip each or two chips. Students with no chips left must
wait until teammates have used all their chips before they all collect their chip(s) and continue the
discussion.
Team Formations (refer to Teambuilding & Classbuilding books for various structures.)
Team Interview (refer to Teambuilding book for various structures) (Good for teambuilding. Team members
are interviewed.)
1. The leader announces a topic and think time is given.
2. Each teammate takes a turn standing and is interviewed by teammates for a predetermined time.
3. Good questions are: Who are you? Where have you been? What do you want to be? Job interview
questions.
Team Line-ups (refer to Teambuilding & Classbuilding books for various structures.)
Team-Pair-Solo (The team pools their knowledge and skills to try a new procedure. After success as a
team, they break into pairs and the pair completes the procedure. And finally, after much support
and modeling, students are ready to perform the skill independently.)
1. Team work together to solve problem.
2. Pairs work together to solve problem.
3. Individuals work alone to solve problem.
Teams Post
1. Each team is designated a place at the whiteboard.
2. After teams generate ideas, a team representative writes or draws the teams ideas on the whiteboard.
3. Students can see what other teams are doing.
Team Stand-N-Share (Teams stand to share their answers with the class)
1. All students stand near their teammates.
2. Teacher calls on a standing student
3. Selected student states on idea from the team lest
4. The student in each team holding their team list either adds the item to the list, or if it is already
listed, checks it off.
5. Students pass their team lists clockwise to the next team member
6. Teams sit when all their items are shared. While seated they add each new item as it is stated, using
Round Table. When all teams are seated then the activity is completed.
Team Word Webbing / Mind Mapping (Word webs, mind maps, semantic maps, clustering, chains,
spider maps, and concept maps are a powerful set of tools in concept development and exchange.)
1. Teacher announces topic.
2. Each student is given a different color pen or marker and the team is given one large poster sized
piece of paper where they write the topic in the center in a rectangle. (i.e. Family)
3. RoundTable on the core concepts (i.e., Pets, Kids, Mom, Dad, Vacation) in ovals.
4. Add to the word web with additional rounds or RoundTable or a free-for-all.
Team Window (For teambuilding this could be as simple as having participants share their favorite
movie.)
Setup: need a team window for each team. Teams of 4 = One of Us, Two of Us, Three of Us, All of Us.
Teams of 5 = One of Us, Two of Us, Three of Us, Four of Us, All of Us. Teams of 3 = One of Us, Two
of Us, All of Us.
1. The leader provides the team with a topic. (Favorite afterschool activity, ice cream, movies, etc.)
2. Teammate 1 names something true of himself/herself.
3. The other teammates each put a thumb up if it is true of them also.
4. Teammate 1 records the item in the appropriate part of the Team Window.
5. Repeat for all teammates.
Telephone (One student per team leaves the room during instruction. When students return,
teammates provide instruction on the information missed.)
1. One student from each team, the Learner, is selected to leave the room.
2. Remaining students, the Teachers, receive instruction.
3. The Teachers plan how best to instruct the learner making sure each Teacher has a part in the
teaching. The Teachers decide how they will check for understanding.
4. Learners return to their teams.
5. Teachers each teach their part of the content, with teammates augmenting as necessary. They then
check for understanding.
6. The Learners make take a practice test.
Think-Pair-Share (A problem is posed, students think alone about the problem for a specified amount
of time, then form pairs to discuss the question and share with the class.)
1. Problem is posed
2. Students think alone for a specified time
3. Pairs Work together
4. Share with the class
Three-Step Interview (refer to Teambuilding book for various structures) (Students interview their partner
and then each share with teammates what they learned.)
1. Teacher provides the interview topic, states the duration of the interview, and provides think time.
2. In pairs, Student A interviews Student b.
3. Pairs switch roles: Student B interview Student A.
4. RoundRobin: pairs pair up to form groups of four. Each student, in turn, shares with the team what
he/she learned in the interview.
Three Stray (Three teammates stray from his/her team to a new team to share or gather information.)
1. Three numbers are randomly called and those students from each team stand up.
2. Teacher calls Stray.
3. Standing students stray to a team that has their hands up and is welcomed by the new team.
4. Teams lower their hands when a new member joins them.
5. Students work in their new teams to share of gather information.
6. One person stays behind to answer questions and share their teams progress.
Turn Toss (Students toss an object to another teammate and then that person answers.)
1. Students form groups with one student getting an object to toss.
2. A question is asked and the student with the object tosses it to another student who answers the
question.
Whip (A simple structure for giving an answer/sharing project plans etc. where the teacher calls on
one person from each group to present.)
1. Teams prepare answer or statement and elect a representative.
2. Representative stands to give answer or teacher calls on a student in each group.
Math Structures
(thanks to MHS Math Department)
Skill Sets
Recommended Structures
Show Down or Numbered Heads ( Use Symbol Cards ), Rally Coach, Quiz
Quiz Trade, Inside Outside Circle, Simulataneous Roundtable ( dont forget
coaching), Pairs Compare ( Paper, Symbol Cards, or White Boards)
Basic Computation
Pairs Compare, Rally Coach, Quiz Quiz Trade, Show Down, Numbered
Heads Together, All Write Consensus, Flash Card Game
Fractions
Mix & Match, Rally Coach, Inside Outside Circle, Quiz-Quiz Trade,
Numbered Heads Together, Showdown, Find Someone Who, Sage & Scribe,
Flashcard Game
Problem Solving
Rally Coach, Sage & Scribe, Jot Thoughts, Pairs Compare, Numbered Heads
Together, Showdown
Measurements
Time / Money
Charts/Graphs
Show Down or Numbered Heads ( Use Symbol Cards ), Rally Coach, Quiz
Quiz Trade, Inside Outside Circle, Simulataneous Roundtable ( dont forget
coaching), Pairs Compare ( Paper, Symbol Cards, or White Boards), Talking
Chips ( for analyzation questions)
Counting / Skip
Counting
Geometric Shapes
Astro-Talk, Match Mine, Mix & Match, Quiz-Quiz Trade, Inside Outside
Circle, Numbered Heads Together, Showdown, Flash Card Game
Patterns
Rally Table, Round Table, Line Ups, Simultaneous Roundtable, Rally Coach
( paper/ pencil or manipulatives, Pairs Compare ( paper/pencil or
manipulatives), Quiz-Quiz Trade, Inside-Outside Circle
Formulate Mathematical
Questions or Predictions
Structure
Carousel Feedback
Brief Description
Teams rotate from project to project to give
feedback to other teams
Identify 4 labels, one for each corner. Have
students select the corner that best represents
themselves.
Students create two true statements and one
false statement about themselves. Share with
small group and others find the false one.
Potential Uses
Creative Games
Research project
Favorite sport
Area of greatest strength
Healthiest food choice
Healthy choices
Most embarrassing moment
Athletic endeavors
Rules of a game/sport
Inside-Outside Circle
Line Ups
Corners
Find the Fiction
Rally Coach
Rally Robin
Round Robin
A
B
A
B
B
A
B
A
Are there times where you ask questions and call on students for answers or hold class discussion?
Instead Try . . .
RoundTable
RallyTable
RallyRobin
Talking Chips
All-Write RoundRobin
ShowDown
Problem #2: When students sit in teams, they become noise and it is difficult to keep them on task.
Solutions:
More team building it IS effective
Use a graded activity immediately following the CL activity
Teacher must monitor the class
Use timer and limit activity to 10-15 minutes
Give an outcome / clear objective
Model and coach the structure
Change structures frequently
Give individual grades
Make new teams (H, HM, LM, L) every 4-6 weeks
Give precise instructions and clear modeling for students
Regulate talking with the structure (i.e. Talking Chips)
Assign roles to each student
Use teachers physical presence to control behavior
Give a participation grade (5,4,3,2,1)
Visit each group frequently
Make activity task-oriented
Give a couple minutes of talk time as a reward for being on-task during the activity
Give less time to complete the task
Break task into mall goals with less time for each milestone
Have sponge/anchor activities ready for when students finish (and train students on how and when to
use them)
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Problem #4: I dont have time to plan for Cooperative Learning on top of all the other things we have going
on right nowskill sets, Quality ToolsIts all just too much!
Solutions:
Divide and conquer share lessons, ideas, assessments with department, grade level
Make a habit of putting a copy of new activity in mailboxes of colleagues who could use it.
Use the Kagan cheat sheet keep it on your desk
Start small and build up one strategy at a time.
Make use of coaches and collaborate with others who use CL
Make students do some of the work (i.e. cards for Q-Q-T)
Double-dip: Most initiatives work in harmony use Kagan to teach skill sets or use with Quality
Tools, for example.
Give students a say in picking the structure and developing some materials needed for prep.
Solicit new ideas from colleagues
Be spontaneous with activities many require NO PREP!
Better time management set aside Kagan Time
Use the Training Manual to relearn structures youve forgotten
Problem #5: Upper level students are not challenged when I use Cooperative Learning, and they often find
the activities babyish.
Solutions:
Classroom Management
1. Use brain breaks
2. Use class and team builders consistently
3. Change teams every 4-6 weeks and group students appropriately (H, HM. LM. L)
4. Limit the time of each activity to 10-15 minutes
5. Make instructions and expectations clear and model the structure
6. Use teacher vicinity and team visits to keep kids on task
7. Have a clear objective
8. Vary your instructional methods as well as the structure selected for CL activities
Planning Time
1. SHARE and ask for help from colleagues
2. Start with a few structures; learn them well; then add on
3. Double-dip structures are content-free, so they can be used with skill sets, quality tools, recall,
higher order thinking, etc.
Brief Description
Rotation viewing of team
projects/ feedback form
Potential Uses
Midway point or finished
project sharing; different
parts of essays
Fan-N-Pick
Inside-Outside Circle
Quiz-Quiz-Trade
Rally Variations
Rally Robin
Rally Table
Written lists
Simultaneous
Rally Table
Rally Coach
Continuous R. Robin
Robin=talking
All write on own paper; go
around team generating verbal
list for all to write
Each student adds to
discussion/list around team
many times
Visual
Verbal lists
Lecture breaks/reviews
Single R. Robin
Timed R. Robin
R. Table Consensus
Simultaneous R.
Table
Single R. Table
Table=writing
Each adds own idea to one list
- around many times
Illustration of concept;
problem or solution;
revision ideas
Review of either short or
longer, but right/wrong
answers; in lieu of
worksheet
Showdown
Spend-A-Buck
Team decision-making;
ethics questions; team
project
Stand-N-Share
StandUp-HandUp-PairUp
Talking Chips
Predictions,
interpretations,
conclusion, solutions,
discussion when each
persons ideas are
essential; teambuilder,
can limit by # of rounds
Brief discussions;
examples of concepts;
lecture break and review
CONTENTS (chapter 6 is where most of the information for this guide was taken)
Chapter
1
2
3
4
5
6
Topic
Frequent questions
Why do we need cooperative learning?
What does the research say?
Why does cooperative learning work?
Seven Keys for Success
Structures
Chapter
10
11
12
13
14
15
Teams
16
8
9
Management
Classbuilding
17
Topic
Teambuilding
Social Skills
Basic Principles (PIES)
Cooperative Projects & Presentations
Planning Cooperative Lessons
Assessment & Grading
Motivation without rewards &
competition
Classic cooperative learning
NOTES: