LESSON 6.4 Design the Story

LESSON 6.4
Decide on the Problem

Grades 1-3

Don’t start writing without a plan. Would you start building a house without blueprints? Or play an important basketball game without a gameplan?

You shouldn’t write a story without some planning. Think of it like a roadmap for your little adventure.

Begin with the Troublemaker

First, brainstorm ideas to decide who your troublemaker is.

For now, use a talking dog.

Enter the information into your chart. If you haven’t already.      

LH VP RH
Hero Verb Phrase A troublemaker
I had a problem with a talking dog.

Brainstorm the Problem the Troublemaker Causes

What kind of troubles could a talking dog get into?

Task 6.4.1 – Small Groups

We’re going to play a brainstorming game. Your teacher will put you in teams. In three minutes, each team will come up with as many ideas as possible. The more ideas, the merrier, even silly ones are welcome.

Do not argue or going into too much detail yet.

Each team will have a tape recorder.  You can use a phone if you wish. When you say an idea, first say, “1 ….” Or “2 ….” and so on.  If you get mixed up and say the same number twice or skip a number, don’t worry.  Just remember that it happened.

The team with the most ideas wins. Each team must have at least 15 ideas, and everyone needs to give at least two ideas.

The Question: What kind of trouble can the troublemaker get into?

Task 6.4.2 – Small Groups

  1. Delete any ideas that do not “fit” the troublemaker. For example, if the troublemaker is a talking dog, the “peed on the carpet” doesn’t fit.
  2. Delete any ideas that are automatically true. For example, “He caused a lot of trouble” does not tell us what the dog did.