CURIOSITY DRIVEN Project Based Learning Students Play to Learn In my humble opinion, teachers, as a whole, have done fairly well in providing students with a multiplicity of paths to individual learning targets, but have a ways to go in encouraging individualized outcomes beyond the satisfactory proficiency level. Teachers may have extension/enrichment activities in place, but far too often these opportunities for individualized learning outcomes beyond the satisfactory level go without implementation. There are many understandable reasons for this to occur. Teachers are often so overwhelmed, just getting all their students at or near the satisfactory proficiency level, that extension/enrichment activities become wishful thinking. I suggest providing up front assurance that extension/enrichment activities don't become afterthoughts of things that never happened. "But how?" , you ask. My answer, well designed CURIOSITY DRIVEN discovery learning projects. I feel we should design our learning projects with clearly identifiable low hanging fruits which draw students in via their own curiosity and result in significant learning outcomes. Think of these project aspects as buttons the students can't help but press, which as a result, turn on mental lightbulbs or reveal major physical effects. Example Time Suppose your class is working towards proficiency in learning target A. Design appealing aspects (buttons) within a computer game project which assure satisfactory proficiency is achieved. For example, if I were teaching an art concept, I would make it appealing and simple for students to change specific art aspects of the game project, in such a way that the process of making these changes assures proficiency building and the result of the change becomes evidence of proficiency. A CURIOSITY DRIVEN design is successful when it contains a healthy redundancy of low hanging buttons providing multiple on ramps to equally appealing higher level extensions/enrichments. Here is such a project which may be adapted towards art, language arts, social studies, health, math, or science learning targets. You can test the game environment with usernames computer and science, both with password 1234.