Ibnovate Course 1 · The Young Builders
⏱ 60 minLive session · ages 8–11

Session 9 — Think Like an Inventor

Duration: 60 min · Format: live online · Ages: 8–11

Session goal: by the end, students can follow the design thinking cycle, name a real problem worth solving, and brainstorm many ideas — landing on the one problem they'll build their final project around.

Before class — prep (5 min)

Agenda

Time Segment
0:00 Hook — what annoys you? (5 min)
0:05 Teach — inventors start with a problem (12 min)
0:17 Teach — the design thinking cycle (13 min)
0:30 Activity — become a problem-finder (20 min)
0:50 Check for understanding (7 min)
0:57 Wrap-up + homework (3 min)

0:00 · Hook (5 min)

Ask the class and take a few answers (chat or unmute):

Let a few students share, then reveal: every annoying thing is really a problem to solve — and that's where every invention begins. Tell them that today they become inventors.


0:05 · Teach — Inventors start with a problem, not a gadget (12 min)

Explain, writing the key idea on your shared screen:

⚠ Watch for the common mistake: students jump straight to a cool gadget ("I'll make a flying car!") before naming a real problem. Redirect them every time — ask "whose problem does that solve?" A project with no clear problem has nothing to aim at.

Ask: "Think of your favourite invention — a game, an app, a tool. What problem do you think it was made to fix?" (Take 2–3 answers.)


0:17 · Teach — The design thinking cycle (13 min)

Explain: designers follow a simple loop, and students can too. Share the diagram:

The design thinking cycle: understand, define, idea, build and test, then repeat

Walk through the four steps out loud:

  1. Understand — who has the problem? How do they feel about it?
  2. Define — say the problem clearly in one sentence.
  3. Idea — brainstorm lots of ideas (even silly ones!).
  4. Build & Test — make a rough version and try it.

Key point to land: the arrow loops back — you repeat and improve. Nobody gets it perfect on the first try.

Ask the class: "Why do you think the cycle has an arrow that loops back to the start instead of just stopping?" (Answer: because testing shows what to fix — you go around again and it gets better each time.)


0:30 · Activity (20 min)

Activity — Become a problem-finder. Have students work through the first three steps of the cycle on paper.

  1. Understand: have each student interview someone nearby (a friend, sibling, or parent) — or interview the instructor as a whole class. Ask: "What's something annoying in your day?" Write down 3 answers.
  2. Define: pick one and finish this sentence: "__ needs a way to _ because ___."
  3. Idea: brainstorm 5+ ideas to solve it. Remind them: no idea is too silly right now.

Circulate (or read chat) and nudge anyone stuck on a gadget back toward the problem.

Debrief: "You just did the first half of design thinking — understand, define, and idea. That's exactly how real inventors begin."


0:50 · Check for understanding (7 min)

Ask these aloud or drop them in the chat. Answer key (for you):

  1. What do great inventors start with — a gadget or a problem? → A problem someone has. The solution comes last.
  2. Name the four steps of the design thinking cycle.Understand → Define → Idea → Build & Test (then repeat).
  3. True or False: while brainstorming, you should throw out silly ideas right away.False — wild ideas often lead to the best ones; never say "that's bad" during a brainstorm.

0:57 · Wrap-up + homework (3 min)


Teaching notes

Vocabulary

Term Meaning
Design thinking A loop for solving problems
Problem Something that needs fixing
Empathy Understanding how others feel
Brainstorm Making lots of ideas fast
Prototype A rough first version to test

Resources

Next session

Session 10 — Build Your Prototype: students turn their idea into a rough first version they can actually try.

Ibnovate · Build · Innovate
Type to search · Esc to close
Welcome back
Sign in to continue building.
Accounts are created by Ibnovate — ask your instructor for your login.
🔒