Problem Sequence Designer

A Problem Sequence is a structured learning cycle built around a non-routine anchor problem. It helps students make meaning first, develop formal mathematical language, and generalise their understanding across contexts.

The Problem Sequence Designer automatically creates ready-made sequences—so teachers can focus on teaching, discussion, and noticing student thinking rather than building resources from scratch.

The Philosophy Behind Problem Sequences

Five principles that guide how sequences are designed

1
Concepts Before Labels

Students enter the mathematics without needing formal words first. Sequences move from everyday language (anchor problem) to formal language (explicit teaching + variation problem).

2
Structure Shapes Thinking

The same content can demand different reasoning depending on the problem's structure. Sequences surface the structure so students learn transferable ways of thinking.

3
Productive Struggle

Non-routine problems create a need for strategy choice, representation, and justification. Teachers respond by prompting, selecting, and comparing strategies.

4
Variation Builds Transfer

A second problem with the same structure—but different numbers and context—helps students see what stays the same mathematically and apply concepts flexibly.

5
Consolidation Makes Learning Visible

Students generalise, justify, and reflect. Teachers capture evidence of learning and identify next steps for continued growth.

"Teach less telling, more meaning-making."

Generate a sequence, try it once, and refine based on what your students show you.

The Problem Sequence Components

Each component serves a specific purpose in the learning cycle

1. The Hook

Orient attention and create curiosity

Hooks orient attention to the mathematical concept and create curiosity without teaching a method.

What it includes:
  • 3 concept-aligned hooks of different types (WODB, Would You Rather, Same & Different, etc.)
  • One picture book relevant to the concept (title + author + rationale)
Hooks are NOT: Instructions, strategies, or pre-solutions
Teacher Intent

Use a hook to launch noticing and wondering so students enter the anchor problem ready to attend to important relationships. The hook activates prior knowledge without revealing the solution pathway.

2. Anchor Problem

Create productive struggle

A non-routine problem where the method is not obvious, multiple strategies are viable, and students must justify and convince.

Language Rule:

Written in everyday language, avoiding formal terms that will be taught later. Example: "same amount, different number of pieces" instead of "equivalent fractions"

Enabling Prompts

Reduce barriers while keeping structure

Extending Prompts

Increase depth without changing structure

Surfacing Student Thinking

The anchor problem is designed to surface what students bring rather than explicitly teaching before students have the opportunity to problem solve. Teachers observe, prompt, and gather evidence of student reasoning.

Enabling prompts simplify numbers, provide representations, or narrow choices while preserving the concept. Extending prompts add constraints, ask for all solutions, or require proof.

3. Explicit Teaching

Consolidate meaning, name the mathematics

Teaching starts from student work: What did they notice? What strategies emerged? Where did misconceptions appear?

Vocabulary (Word Wall)

Key terms introduced as they become meaningful—simple language first, formal terms added once concepts are grounded

Concepts & Relationships

The key relationships, invariants, and mathematical structure behind student solutions

Strategy Comparison

Compare approaches for efficiency, clarity, and generality

Manipulatives Modelling

Concrete modelling to make the structure visible

Responsive Teaching

Explicit teaching is responsive, not scripted. It emerges from what students showed during the anchor problem. The teacher's role is to select, sequence, and connect student strategies to the mathematical goal.

A central move is helping students evaluate approaches: compare two student strategies, discuss efficiency, and prompt students to choose what they would try next.

4. Variation Problem

Generalise the structure

A second problem with the same underlying structure but different context, numbers, and surface features.

Variation Rules:
  • Same structure and concept
  • Different context, numbers, materials
  • Not a "reskin" of the anchor problem
Language Rule: Includes some formal mathematical language introduced during explicit teaching
Building Transfer

The variation problem helps students see what stays the same mathematically when surface features change. This builds flexible, transferable understanding rather than context-dependent procedures.

Students apply their refined strategies and newly acquired language, demonstrating growth from the anchor problem experience.

5. Consolidation

Secure learning, capture evidence

Students generalise, justify, and reflect. Teachers capture evidence and identify next steps.

Dialogue Prompts

Concept-focused discussion

Transfer Prompts

Apply beyond context

Always/Sometimes/Never

Build conceptual boundaries

Evidence Tools

Capture individual thinking

Demonstrating Understanding

Consolidation offers ways for students to demonstrate their conceptual understanding. Through reflection, generalisation, and justification, students make their learning visible.

Students leave with:
  • Clearer conceptual understanding
  • Stronger strategy use
  • Improved ability to justify and generalise

What the Designer Produces

  • Year level + concept tags
  • Australian Curriculum alignment
  • 3 curiosity hooks + picture book
  • Non-routine anchor problem
  • Enabling & extending prompts
  • Explicit teaching guidance
  • True variation problem
  • Consolidation prompts
Start Designing

3 free sequences to try

More teacher support resources
Problem Solving Cards

One deck. Endless thinking possibilities.

This powerful deck includes four card types: Strategy, Challenge, Scaffold, and Reflect — designed to build problem-solving capabilities in any classroom.

Use them during rich tasks to nudge thinking, prompt decisions, or make learning visible.

Four Card Types

Each card type serves a specific purpose in developing problem-solving skills

Strategy

Provides thinking prompts and problem-solving approaches

Challenge

Encourages deeper exploration and extension of thinking

Scaffold

Offers support and guidance when students get stuck

Reflect

Promotes metacognition and learning reflection

Free Sample Pack

Get a taste of our problem-solving cards with this free sample pack. Includes 1 example from each of our four card types.

1

Strategy Card

1

Challenge Card

1

Scaffold Card

1

Reflect Card
Sample Coming Soon

See what the cards look like • Check back soon

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