Chapter 5
Mental models
Mental models are thinking shortcuts that work almost anywhere: at school, at home, and in games.
8 activities inside
Before you start: Remember a time you flipped a problem around to solve it, or thought a few steps ahead. Tell a grown-up about it.
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models · Inversion
15 min · pencil
★☆☆
The worst birthday party ever
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Inversion means flipping a problem upside down. To plan the best party, first plan the worst!
- List ways to make a party terrible.
- Flip each one into a way to make it great.
Example: Worst: invite nobody. Flip it: send invites a week early.
| How to make it the WORST | Flip it: how to make it the BEST |
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Grown-up corner
Why it matters: Thinking about how things could go wrong helps us avoid mistakes. Pilots and doctors use this too.
- Which “worst” idea was the funniest?
- Which flipped idea will you really use?
Extend it: Use inversion on a school morning: what makes it the worst? Then flip it.
My brain felt: ☐ easy ☐ just right ☐ stretchy
One thing I learned: ________________________
49
© 2026 Quantana. All rights reserved. You may print pages for use in your own home or one classroom. Not for resale.
models · Second-order thinking
15 min · pencil
★★☆
And then what?
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Second-order thinking means asking “and then what?” again and again.
- Ask “and then what?” and write what happens next.
- Keep going. Is the last box good or bad?
Example: It rains all week → the plants grow → more bugs → more birds visit.
Ice cream is free at school every day!
Grown-up corner
Why it matters: The first result of a choice is easy to see. Good thinkers also look at what comes after.
- Was the last box good or bad?
- Who else is affected further down the chain?
Extend it: Ask “and then what?” about a real family decision.
My brain felt: ☐ easy ☐ just right ☐ stretchy
One thing I learned: ________________________
50
© 2026 Quantana. All rights reserved. You may print pages for use in your own home or one classroom. Not for resale.
models · First principles
20 min · pencil
★★★
What is a chair really for?
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First principles means asking what something is really for, then building from there.
- List the jobs a chair really does (not what it looks like).
- Forget every chair you have seen.
- Draw something new that does those jobs.
Example: Jobs: hold me up, rest my back, keep me off the floor…
Jobs a chair does
My new design
Grown-up corner
Why it matters: Inventors break ideas down to basic truths, then rebuild. It frees kids from “that’s how it’s always done”.
- Which job is the most important?
- Could your design do a job a chair can’t?
Extend it: Try it with a backpack or a toothbrush.
My brain felt: ☐ easy ☐ just right ☐ stretchy
One thing I learned: ________________________
51
© 2026 Quantana. All rights reserved. You may print pages for use in your own home or one classroom. Not for resale.
models · Opportunity cost
15 min · pencil, scissors
★★☆
One free hour
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You have one free hour (60 minutes). Every choice means giving something else up.
- Cut out the cards.
- Pick cards that add up to 60 minutes or less. Write their letters in the boxes.
- Look at what you gave up. That is your opportunity cost!
I choose (60 min)Card letters:
I give upCard letters:
CBake with a grown-up: 40 min
Grown-up corner
Why it matters: Every yes is also a no to something else. Seeing that helps kids make choices on purpose.
- Which card was hardest to give up?
- Would you choose differently on a rainy day?
Extend it: Do the same with pocket money: what does buying one thing cost you?
My brain felt: ☐ easy ☐ just right ☐ stretchy
One thing I learned: ________________________
52
© 2026 Quantana. All rights reserved. You may print pages for use in your own home or one classroom. Not for resale.
models · Compounding
15 min · pencil, calculator (optional)
★★☆
Rice on a chessboard
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A clever girl asks the king for rice: 1 grain on day 1, then double each day. The king laughs. Should he?
- Day 1 is 1 grain. Day 2 is 2. Keep doubling.
- Fill in all 16 days.
- Guess: how much on day 64?
Day 1
Day 2
Day 3
Day 4
Day 5
Day 6
Day 7
Day 8
Day 9
Day 10
Day 11
Day 12
Day 13
Day 14
Day 15
Day 16
Grown-up corner
Why it matters: Compounding means growth on top of growth. Small steady gains, in money or skills, get huge over time.
- When did the numbers start to feel big?
- What else grows like this? (Reading, practice, savings.)
Extend it: Read 5 more minutes each week and track how your total grows.
My brain felt: ☐ easy ☐ just right ☐ stretchy
One thing I learned: ________________________
53
© 2026 Quantana. All rights reserved. You may print pages for use in your own home or one classroom. Not for resale.
models · Base rates
15 min · pencil
★★☆
Guess the left-handers
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A base rate is how common something usually is. It helps you make smarter guesses.
- Write a quick guess.
- Use the base rate to make a better guess.
- Ask 30 people (a class, a team or your family and friends). Count the left-handers.
Question: Predict for a class of 30 kids: how many are left-handed?
My quick guess (out of 30): Base rate: about 1 in 10 people are left-handed. So in 30 kids, about: I asked 30 people. Left-handed: Was my first guess or my base-rate guess closer to what I found?
Grown-up corner
Why it matters: People often guess from a story they remember instead of how common things really are. Base rates fix that.
- Why might your own class be different?
- What else could you guess with a base rate?
Extend it: Guess how many red cars you will see on a drive, then count.
My brain felt: ☐ easy ☐ just right ☐ stretchy
One thing I learned: ________________________
54
© 2026 Quantana. All rights reserved. You may print pages for use in your own home or one classroom. Not for resale.
models · Map vs territory
20 min · pencil, a colored pencil
★★☆
Draw your street from memory, then check
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A map is never the real place. It always leaves things out. Let’s see what yours misses!
- Draw your street from memory in the first box.
- Walk it with a grown-up. In the second box, draw or list what you missed.
- Circle the thing that surprised you most.
My street from memory
What I missed
Grown-up corner
Why it matters: Our picture in our heads is like a map: useful, but not the real thing. Checking helps kids update their ideas.
- Why did you remember some things and not others?
- What would a map for a cat need to show?
Extend it: Optional: compare your map with an online map of your street.
My brain felt: ☐ easy ☐ just right ☐ stretchy
One thing I learned: ________________________
55
© 2026 Quantana. All rights reserved. You may print pages for use in your own home or one classroom. Not for resale.
models · Incentives
15 min · pencil
★★★
Why are sweets at the checkout?
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An incentive is a reward that makes people act a certain way. Shops, games and rules all use them.
- Answer the shop question.
- Make a chore rule.
- Find the cheat, then fix it!
Why do shops put sweets near the checkout?
My chore rule (with a reward):
How someone could cheat it:
Grown-up corner
Why it matters: Spotting incentives helps kids understand why people and shops behave as they do, and design fairer rules.
- Who wins when sweets are at the checkout?
- Did your cheat-proof rule really stop cheating?
Extend it: Spot 3 incentives next time you go shopping together.
My brain felt: ☐ easy ☐ just right ☐ stretchy
One thing I learned: ________________________
56
© 2026 Quantana. All rights reserved. You may print pages for use in your own home or one classroom. Not for resale.