// week 03 · day 02 · tuesday · cutting starts

Build day one.

Cardboard meets scissors. Before that, D2 pitches their designs to a D1 review board whose only job is to ask three hard questions - and the quietest person on each team does the talking. Team 2 goes up to Spark.

Build session 1 D1 collaboration Team 2 at Spark Team jobs assigned ↓ Jump to Quest
01

The day's purpose

By 2:40 today every team has something boat-shaped, sized against an actual human being, with four sets of hands having touched it.

// success criteria · 01

Four hands, not one

If one learner built and three watched, the team has a problem that Friday will expose. Intervene today.

// success criteria · 02

Every boat got sat in

The 20-minute size check happened. Nobody discovers their boat is too small on Friday morning.

// success criteria · 03

Every team named one change

The D1 pitch produced an actual design change. "Nothing" wasn't accepted as an answer.

02

Supplies & setup

Prepared before arrival

  • Cardboard stock sorted and stacked by size in the build zone
  • Team job cards printed - Measurer, Taper, Design Keeper, Quartermaster
  • Designs from Monday up on the wall where teams can see them while building
  • Board space for the "one thing to solve tomorrow" list
  • D1 collaboration confirmed with the D1 guide - timing, numbers, and their appetite for the review-board role

Materials

  • Box cutters - guide-held, no exceptions
  • Safety scissors, several pairs per team
  • Duct tape and packing tape, distributed per team so there's no queue at one roll
  • Yardsticks or tape measures
  • Camera for end-of-session progress photos
  • A broom and a bin per team's patch - cardboard offcuts multiply
03

Minute by minute

8:00 – 8:25 · 25 minarrival

Arrival & Free Time

Standard rhythm. Thinking Puzzle up by the cubbies.

8:25 – 8:30 · 5 mintransition

Settle

Standard rhythm.

8:30 – 8:50 · 20 minnon-negotiable launch

Morning Launch - “The Stranger Test” + today's briefing

Talking points, not a script. Hit these in your own words - the studio can tell the difference, and the ones that land are the ones you actually mean.

// why this runs first thing

The team going up today has four hours to think about it. That's better than four minutes. These aren't warm-up games - each is a situation a D2 learner is genuinely likely to hit in a Spark room. Running it at 8:30 lets it sit at the back of their head all morning, instead of being handed to them on the way out of lunch.

The situation (3 min) - tell them all of it up front. There is no hidden second half to this one:

“You're ten minutes into your afternoon upstairs. A Spark learner you've never met looks up at you and says: 'Can I go get a drink?'

He's asking you. Not his guide. You.

And here's the thing you don't know and can't know: whether he's allowed. Maybe he is. Maybe he's been in and out of that room all week and there's a plan about it. You're a visitor - you don't have the information, and you're not supposed to.”

Then the question that actually opens the conversation, and it isn't what do you say:

“Why do you think he asked you instead of his guide?”

Take a few answers. They'll get there: because you're new, because you're friendly, because he doesn't know your answer yet. That's not him being sneaky and it isn't a trap. It's a five-year-old working out what kind of person you are - and that's genuinely useful information for a role model to have about themselves.

The thinking (6 min):

  1. 2 min silent. Everyone decides their own answer first. Do not skip this - without it the studio converges on whatever the first confident voice says.
  2. 2 min in pairs. Compare. Find one thing you disagree on.
  3. 2 min open. Take three or four positions. Take the disagreements first, not the consensus.

The move (4 min) - land it on something they can say out loud:

  • The sentence: “I'm not the one who says yes to that - go ask [guide]. I'll wait here.” Practice it aloud, together, twice. It's short, it's kind, and it costs nothing.
  • Why "I'll wait here" is the important half: it's the difference between redirecting a kid and getting rid of one. You're still with him; you're just not the one deciding.
  • What it teaches him about you: that you're consistent. A role model people can predict is worth ten who are fun once.

The teaching underneath: being a good role model in someone else's room is mostly about knowing which decisions are yours. Saying "that's not mine to answer" isn't failing to help - it is the help, and it's the thing that makes the Spark guides trust you enough to keep inviting you back.

// guide note

Nobody is being tested here and nothing is being withheld - if this starts to feel like a gotcha, the framing has slipped. The whole scenario is on the table from the first sentence, and the question is what a good role model does with incomplete information, not whether anyone got caught out.

If the studio lands on the move in ninety seconds, push outward rather than making it trickier: "Where else does this happen? Who asks you for things because they think you'll say yes?" Most of them will have a sibling in mind within seconds.

Today's briefing (5 min):

Two or three members of Team 1, five minutes flat, one question only:

"What should today's team know before they go up?"

This is a handover, not a debrief - it exists to brief the team who leave at 12:55, which is why it can't wait until the afternoon. The fuller three-question version happens at 3:10 Reflection, once today's team has been up and can answer it too.

Keep it tight. If it runs long it eats the dilemma, and the dilemma is the thing they actually need.

8:50 – 9:00 · 10 mindaily rhythm

Habit & Character Goals

Standard rhythm.

9:00 – 9:40 · 40 minmath time

Math Time

Standard rhythm.

9:40 – 9:50 · 10 minexit ticket

Rocket Math

Standard rhythm.

9:50 – 10:20 · 30 minsnack

Snack

Standard rhythm.

10:20 – 11:20 · 60 minela block

ELA Block

  • 10:20–10:50: ELA software block.
  • 10:50–11:20: Free write. Prompt: "Explain how to do something you're good at to someone five years younger than you." Genuinely hard, and it feeds straight into this morning's D1 pitch.
11:20 – 12:00 · 40 mind1 collaboration

D1 Collaboration - the Boat Pitch

// purpose

This collab accompanies the quest rather than replacing it. Explaining your design to someone younger is the hardest communication test there is - you can't hide behind vocabulary, and you find out immediately whether you actually understand your own boat. D1 gets to be the expert in the room, which is a role they rarely get.

The format (35 min - it fits, but only just, so hold the timings):

  1. Set-up, 5 min. D1 learners pair up and each pair is assigned one D2 boat team. Give D1 their job first, in front of everyone: "You are the review board. Your job is to ask three questions. Hard ones are allowed."
  2. The pitch, 3 min per team. Each D2 team shows their design and explains it. The rule: whoever is quietest in the team does the explaining. The team can help, but they can't take over.
  3. Three questions, 3 min per team. D1 asks. D2 must answer without saying "you'll understand when you're older" - name that ban up front, because someone will try it.
  4. The change, 6 min. Every D2 team has to name one thing they'd change based on a D1 question. It can be small. It cannot be nothing.
Confirm the format, timing and D1's appetite with the D1 guide before Tuesday. This is written to be run as-is, but it's a proposal - the collab should be built with them, not handed to them. If D1's schedule doesn't allow 11:20, the pitch works equally well as the first 25 minutes of Quest.
12:00 – 1:00 · 60 minlunch

Lunch

Lunch and downtime, uninterrupted. Nothing is scheduled in this hour and nothing should be. The dilemmas run at 8:30 now, precisely so this stays clear.

12:55 - Team 2 leaves. The one exception, and it applies to the day's Spark team only. Everybody else stays at lunch until 1:00 as normal.

Remind Team 2 at the start of lunch, not at 12:54. They should be moving before the Spark learners do, so they arrive in position rather than into the middle of a transition.

12:55 – 1:30 · 35 minspark collab · team 2

Spark Role Models - D.E.A.R. time upstairs

12:55 - today's team leaves. Team 2 heads upstairs. They go up before the Spark learners move so they're already in position rather than arriving into chaos.

Their three jobs, in order:

  1. The transition. Meet Spark coming out of lunch and walk them up. This is the part that helps most and looks like the least.
  2. The zone. Get the designated D.E.A.R. corner set up - cushions, books out, bodies settled.
  3. The reading. Sit with a Spark learner and read. Read to them, listen to them read, or read alongside them quietly. Follow the Spark learner's lead on which.

Meanwhile in D2: everyone else runs D.E.A.R. as normal, 1:00–1:30. Nobody misses anything by going up, and nobody misses anything by staying.

// the line that matters

Say it to the team on the way out, every single day: "You're not the guide. You're the role model. Notice, wait, and ask - don't fix.say this exactly" The failure mode for D2 this week is enthusiastic overstepping, and it comes from good intentions every time.

1:30 – 1:50 · 20 minspark reflection

Reflection - Team 2 writes

1:30 - Team 2 comes back down and writes while it's fresh. Twenty minutes, in the Spark journal, four questions. Same four every day so the entries can be read as a set on Thursday.

  1. What worked?
  2. What didn't work - for me specifically, not for Spark?
  3. What would I do differently next time?
  4. What was it actually like working with a younger learner?

Guide moves: read over shoulders and push question two. Learners will write "Spark was loud" - that's an observation about Spark, not an answer. The question is what they found hard. "I got impatient" is the answer you're looking for, and it takes a prompt to get there.

Everyone else, 1:30–1:50: keep reading, or start hauling boat materials out so Quest opens with zero setup time. Quest is only 50 minutes and this week every minute of it counts.

1:50 – 2:40 · 50 minquest · btt

Quest - Build Session 1: the hull

// purpose

First session with materials in hands. The teamwork skill on the table today is dividing work without abandoning each other - the failure mode is one learner building while three watch, and it looks like cooperation from a distance. Watch for four hands on cardboard, not one.

Before anyone touches cardboard (3 min) - the two build rules:

  • Measure it against a person before you cut it. Have a learner lie down on a sheet of cardboard. "That's how big a person is. Your boat is not that small." This one rule prevents most of the week's wasted material.
  • Box cutters live with the guide. Learners get scissors. If something needs a blade, a guide does it. Said once, never negotiated, all week.

Jobs first (6 min):

Before anyone touches cardboard, each team writes four jobs on a card and puts a name against each. Give them the list to choose from:

  • Measurer - checks sizes against an actual person before anything is cut
  • Taper - owns the seams, and there will be more of them than anyone expects
  • Design keeper - holds the sketch and says "that's not what we drew" out loud
  • Quartermaster - fetches materials and keeps the team's patch tidy

Jobs rotate tomorrow. Say that now so nobody hoards the fun one.

Build (34 min):

  1. Cardboard is cut to the base and side pieces. Guide does all blade work - teams queue and ask.
  2. Base assembled and sides attached. Nothing needs to be watertight yet; that's Wednesday.
  3. The 20-minute check: stop everything. Each team sits their designated rider in the boat, on the floor. Not to test floating - to test size. Half the teams will discover their boat is too small, and discovering it now costs them ten minutes instead of Friday.

Close (10 min):

  • Team tidy to the build-zone standard.
  • One round: "What's the one thing your team has to solve tomorrow?" One sentence each team. Write them on the board so Wednesday opens with them.

Carry forward: Photograph every boat at the end of each session. On Friday the progression photos are half of what makes the day feel like an achievement rather than just a trip.

2:40 – 3:00 · 20 min20 min during btt

Studio Maintenance

The first real cardboard mess of the week. Hold the build-zone standard hard today, because whatever you accept on Tuesday is what you'll have on Thursday.

3:00 – 3:10 · 10 mindaily ritual

Character Callouts

Watch for callouts around the D1 pitch - specifically for whoever answered a hard question honestly instead of bluffing, and for whichever quiet learner did the explaining.

3:10 – 3:15 · 5 minclosing

Reflection - the full debrief

Today's team, in front of everyone, three questions. This is the debrief that used to sit in the morning launch - it works better here, because now the team has actually been up and the studio has watched them go.

  1. What actually happened up there?
  2. What was harder than you expected?
  3. What should tomorrow's team know?

Question two is the one that matters. If they say "nothing was hard," push once: "Nothing? You sat with a five-year-old for half an hour and every minute was easy?" The honest answer is usually near "I didn't know what to say" or "I wanted to just read it for them."

Five minutes is deliberately short - it forces answers rather than stories. Whatever surfaces here becomes tomorrow morning's briefing. If the D1 pitch is still on everyone's mind, "what did a D1 learner notice that you hadn't?" works well at Character Callouts instead.

3:15 – 3:30 · 15 minpickup

Pickup

Send-off by name.

04

Go deeper · stretch · empower

For learners ready to lead

  • Design Keeper is the underrated job - it requires saying "that isn't what we agreed" to your friends. Offer it to someone who needs practice at that rather than someone who's already good at it.
  • A learner who finishes their job early can be lent to another team as a spare pair of hands. Working for a team you're not on is a genuine stretch.
  • For the D1 pitch, ask a strong communicator to coach their quiet teammate rather than present. Different muscle entirely.

For learners who need more scaffolding

  • "Whoever's quietest presents" is daunting. Let that learner script three sentences during the ELA block and read them.
  • A learner who can't picture the build should be given the physical version: hand them the cardboard and have them hold pieces in place while someone else tapes. Understanding arrives through the hands.
  • Job cards mean nobody has to work out what to do next. That's the accommodation, and it's invisible because everyone has one.

For specific learner needs

  • Tape noise, cardboard texture and general build-zone chaos are a lot. The Quartermaster job can be run mostly from the edge of the room and is fully legitimate work.
  • A learner who struggles with transitions will find the 20-minute stop-everything check jarring. Give them a two-minute warning personally.
  • Any learner nervous about being the rider on Friday should know now that riding is voluntary and someone else on the team can do it. Settle that quietly rather than letting it sit all week.

For the guide

  • You are the only blade in the room. That means you'll be interrupted constantly - build it into your expectations rather than resenting it, and use the queue as a chance to ask each team how it's going.
  • Watch for the team where one learner has quietly taken over. Don't announce it. Ask the other three what their jobs are and let the silence do the work.
  • Note which D1 questions landed hardest. Those are worth repeating back to the teams on Thursday.
  • Tonight: compare Team 2's reflections to Team 1's. Two teams in, patterns start showing.
05

Parent communication today

Talking points for this week's email. Drop these into an AI assistant along with two or three live notes from your actual week - a name, a moment, something that surprised you - and it'll give you a draft in your own voice. The specifics are what make it land; the structure below is just the scaffolding.

The draft underneath is an example of the shape and the tone, not a template to send as-is. A parent who gets the same email as every other parent can tell.

// example draft · a shape, not a template

Subject: Boat building has begun

Hi families,

Cardboard met scissors today. Every team now has something recognizably boat-shaped, and every team discovered at least one thing their drawing hadn't accounted for - several found out their boat was too small for a person only because we stopped mid-session and made them sit in it.

Before that, our D1 studio came in as a review board. Each D2 team pitched their design and D1 learners asked three questions each. The rule was that the quietest person on each team did the explaining, and that "you'll understand when you're older" was banned. Every team left with a change to make.

Today's team also had their afternoon with the Spark learners. They come back and write about it - specifically about what they found difficult, which is a harder question than it sounds.

Still very much accepting large cardboard boxes.

- [your name]

← previousDay 1 · Role Models + the Boats Launch