Send a Problem
Class Size
Small Group
Time
15-25 min
Technology
None
Domain
Cognitive
Difficulty
Intermediate
Delivery
Face-to-Face
Overview
Each team creates a problem on a card, writes the answer on the back, then sends the problem to another team to solve. The receiving team solves it, checks the answer, and either confirms or sends it back with a note if they disagree.
Educational Purpose
Send a Problem puts students in the role of problem creators, not just problem solvers. Creating a good problem requires deeper understanding than solving one -- you have to know what makes the concept tricky. This metacognitive challenge elevates the activity beyond simple practice.
Educational Psychology Behind It
Based on the generation effect in cognitive psychology (Slamecka & Graf, 1978) -- information that is generated is better remembered than information that is simply read. Creating problems requires organizing and retrieving knowledge, which strengthens memory. The social exchange adds motivation and accountability.
Why It Works
Based on the generation effect in cognitive psychology (Slamecka & Graf, 1978) -- information that is generated is better remembered than information that is simply read. Creating problems requires organizing and retrieving knowledge, which strengthens memory. The social exchange adds motivation and accountability.
When to Use It
Use Send a Problem for review sessions before exams, for math and science where problems can be created and solved, or for any subject where questions can be generated. Best when students have enough understanding to create valid problems.
When NOT to Use It
Avoid when students don't yet understand the content well enough to create problems. Also avoid for topics where problems are difficult to write or verify, or when class management is a concern (the sending/receiving can get chaotic).
Best Grade Levels
Grades Grade 4, Grade 5, Grade 6, Grade 7, Grade 8
Best Subjects
Math, Science, English, and more
Step-by-Step Classroom Guide
- 1Divide class into teams of 3-4
- 2Each team creates 2-3 problems on cards with answers on the back
- 3Teams send their problems to another team
- 4Receiving teams solve the problems and check the answers on the back
- 5If correct, they keep the card. If they disagree with the answer, they write a note and send it back
- 6Debrief: discuss the best problems and any disagreements about answers
Classroom Scenario
Sir Aquino's Grade 7 Math teams create word problems about percentages. Team 1 creates: 'A shirt costs P500 with a 15% discount. How much do you save?' They send it to Team 3, who solves it: P75. Correct! Team 3 sends back a harder one: 'A phone is marked up 20% from its cost of P8,000. What is the selling price?' Team 1 struggles but gets it. Both teams learn from both creating and solving.
Sample Dialogue
Advantages
- Creating problems requires deeper understanding than solving
- Students see content from the teacher's perspective
- Highly engaging -- the exchange creates excitement
- Students learn from both creating and solving problems
- Natural differentiation -- teams create problems at their own level
Limitations
- Can become chaotic with cards being passed around
- Some teams may create problems that are too easy, too hard, or unsolvable
- Requires enough understanding to create valid problems
- Managing the exchange logistics can be tricky
- Some teams may finish quickly while others need more time
Common Mistakes
- Not reviewing created problems for accuracy before sending
- Letting teams create trivial problems
- Not debriefing the best and most challenging problems
- Letting the exchange become a game of throwing paper around
- Not connecting the problems to the learning objectives
Variations & Adaptations
Adjust team size (3-5 works best) and rotation frequency based on class dynamics and time constraints.
Technology Integration
This strategy requires no technology. If desired, enhance with digital tools such as Google Docs for collaborative writing or Padlet for sharing responses.
Assessment Ideas
Assess through observation of participation, quality of cooperative, and formative checks such as exit tickets or quick writes.
Reflection Questions
๐ค What did you learn from this activity?
๐ค What was the most challenging part?
๐ค How could you use this strategy in a different subject?
๐ค What would you do differently next time?
References & Further Reading
- Slamecka, N. J., & Graf, P. (1978). The Generation Effect. Journal of Experimental Psychology, 4(6), 592-604.