How to Teach Invention Education

I've worked with a lot of teachers who said they wanted to teach invention education. The phrase has become popular enough in educator circles that it now shows up in mission statements and grant applications across the country. But there's a real gap between calling something invention education and actually teaching it. The difference, in my experience, comes down to a few specific shifts in how the classroom operates.

I've seen these shifts up close, both in U.S. classrooms and overseas in Uzbekistan, where I've helped educators bring invention-based teaching into their entrepreneurship curriculum through Skypig. The shifts are simple. Making them stick is the hard part.

The Shifts Teachers Have to Make

The first shift is moving from delivering content to facilitating invention. In a traditional classroom, the teacher's job is to explain things students don't know yet. In an invention education classroom, the teacher's job is to set up conditions where students can figure things out themselves. This is a significant shift in role. Most teachers were trained to lead from the front, and the muscle memory is strong. The shift takes practice — and a willingness to tolerate a classroom that looks messier than a lecture-based one.

The second is moving from right answers to good attempts. Invention has no right answers. The student who proposes a bizarre solution that wouldn't work but reveals interesting thinking is doing better than the student who copies a standard solution that "works" but reflects no real engagement. Teachers who can't shift their evaluation criteria away from correctness will struggle in invention education. The students will quickly learn what's actually being graded and adjust their behavior accordingly. This is the principle behind invention-based learning — letting students struggle productively before introducing the formal solution.

The third is moving from individual work to shared work. The best invention happens in small groups where students riff off each other's ideas, build on each other's attempts, and refine each other's prototypes. Lone-genius invention is mostly a myth. Programs run by groups like Lemelson-MIT consistently emphasize collaborative invention, and the data on student outcomes supports the choice. Solo invention exercises feel academic. Shared invention feels real.

The fourth is moving from one-off projects to iteration cycles. Real invention involves multiple rounds of attempt, feedback, and revision. A program that gives students a single shot at building something teaches a different lesson than a program that gives them three or four chances. The first teaches that invention is a one-time event. The second teaches that invention is a process. The latter is what we want.

What I'd Tell a New Invention Education Teacher

If you're a teacher new to invention education, my honest recommendation is to start small. Pick one unit you teach. Replace one or two of its lectures with structured invention activities. Watch what happens. Adjust. Then expand from there. Trying to convert your entire course at once is a recipe for chaos and burnout.

I'd also tell you to expect the first few sessions to feel awkward. Students who've been trained their whole school careers to wait for instructions don't immediately know what to do when given open-ended invention prompts. They'll ask "but what are we supposed to do?" several times. The right answer is usually "whatever you think might work." Within a few sessions, they'll stop asking. That's when the real learning starts.

The activities themselves don't have to be complicated. Some of the best invention work I've seen comes from incredibly simple prompts. Identify something annoying about the school. Sketch a solution. Defend it to a partner. Refine it based on their reactions. Present it to the class. That's a complete invention cycle, and it can happen in a single class period.

If you want more structured tools, Products: The Card Game is something I built specifically to give teachers a reliable way to run an invention exercise without having to design one from scratch. It's not the only option, and it's certainly not necessary — but it does give you a consistent format that produces predictable results. My pieces on invention education, invention thinking, and the principles of invention education go deeper into the broader framework if you want more theoretical grounding.

Teaching invention education well takes practice. The first year I'd guess you'll do it badly in spots. The second year you'll do it noticeably better. By the third year, you'll wonder how you ever taught any other way. That's been the pattern for nearly every invention education teacher I've worked with. It's worth the early discomfort.


About the Author

Aaron Heienickle is the founder of Skypig and the creator of Products: The Card Game, a hands-on entrepreneurship game played in classrooms, family game nights, and corporate offsites across the country.

He started Skypig his senior year of high school and has been building it ever since. Aaron studied Marketing and Computer Science at the University of Missouri and is a regular at Missouri Startup Weekend, one of the largest pitch competitions in the state.

Through Skypig, Aaron has worked with educators, students, and corporate teams to bring entrepreneurship to life through doing — not just discussing. Learn more about Aaron.

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