Think, Write & Share

Think, Write & Share is a cooperative structure in which everyone writes alone first, the group merges in turn, and a drawn number reports the result. Everyone in the group has a number. For each question everyone first writes down in silence what they know or can think of; then the turn goes round — number 1 reads out what they have, the others tick what they also had and add what is new, then 2, 3, 4 — and only when everyone has had a turn do you draw one number, which tells the class what the group put together. What gets merged follows from your question: "name as many as you can…" produces lists, a why-question produces one answer the group sharpens together. Use it for open questions with more than one good answer.

One thing to settle beforehand: a question that has room for several good answers. With a question that has exactly one answer, the second student has nothing left to add and the round is over in ten seconds. Ask for as many examples as they can find, for everything they remember, or for a why with several different reasons behind it.

Group size

2–6 per group · 4 is the default

Duration

10–15 min for three questions

Level

from age 7 to adults

Materials

a sheet per student, number cards from the basic kit

Participant sheet (PDF)

Format

alone → in turn in the group → one drawn number

Goal

everyone's contribution in one shared result

Step-by-step instructions

4 steps

Form the groups — 2 minutes

Make groups of four. Everyone takes a number and writes it at the top of their sheet.

Write for yourself — 60 seconds

Show the question. Everyone first puts down in silence what they know or can think of — no conferring yet.

Compare in turn — 90 seconds

Number 1 tells what they have. The rest tick what they also had and write down what is new. Then numbers 2, 3, 4 — until everyone has had a turn.

Which number tells? — 60 seconds

Draw a number. That number tells the class what the group put together. Hear two or three groups; the rest add what has not been said.

Every question is a round: after step 4 you move on to the next question and it starts again at step 2. Step 1 happens once, in the first round — if the groups already sit together, set it to 0 seconds and the player skips it.

Why does this work?

Ask a class "who remembers anything else?" and you get four answers from the same four students. Think, Write & Share removes three things from that: you write alone first, the merging runs in a fixed order rather than freely, and who tells the class is only drawn at the end.

The turn is the structure

In the group, number 1 reads out what they have, the others tick what they also had and add what is new — then 2, then 3, then 4. Let go of that and say "just discuss it", and the fastest student thinks out loud while the rest nod; the quiet student's list never gets in. So the order is not a classroom-management measure but the mechanism: it gives every contribution a moment at which it is asked for, and that is what Kagan calls individual accountability. That it happens in every group at once — six groups in a class of 24 — is the second principle, simultaneity. If you hear people talking over each other, just ask whose turn it is; that puts it back in one sentence.

Alone on paper first, in silence

The minute of writing up front is what makes the rest work: anyone who goes into the merge without a list of their own has nothing to bring and only listens. The classic wait time research has shown since the seventies that a few seconds of thinking time makes answers noticeably richer, and writing adds something on top — someone who first retrieves from their own memory what they know remembers what comes afterwards better than someone who only hears it. Leave the question on screen while they work: working memory holds only a few things at once, and remembering the question should not be one of them. Walk around and see whether anything actually reaches the paper; that matters more here than whether it is right.

The draw comes only after the merge

Only once the turn has gone round does one number fall — and that number tells in every group, not in one. Since nobody knows it beforehand, the only safe strategy is for the whole group to be able to report the shared result, and therefore for everyone to be in it. Name the number in advance and the group prepares one speaker while the rest become an audience; always pick number 1 and the structure is empty within two rounds. So draw late, and draw for real. How many groups you hear is your call: two or three is usually enough, and the others add what has not been said yet — shorter than going round all six, and it yields more.

When to use it, when not

When to use it

  • For open questions with many good answers. "Name as many forms of renewable energy as you can." Everyone has a few, nobody has them all, and merging produces a list none of the four had alone.
  • To surface prior knowledge before a new topic. Two rounds tell you what the class already has — in their own words and per group — and you know where your explanation should start. Faster than a whole-class round, with everyone in it.
  • As revision after a chapter. "Write down everything you still know about the industrial revolution." Retrieving it yourself and then topping it up with what three others had is a different exercise from re-reading your notes.
  • For a brainstorm that must not stop at the first three ideas. The turn forces the fourth and fifth idea onto the table too. If you want to choose afterwards, have the group circle the three most important ones before you draw.
  • In a class where the same students always talk. Two things take the choice away: the order inside the group, and the draw at the end. After two rounds, who speaks in the groups has changed.

When not

  • Not for a question with exactly one right answer. Once number 1 has given the answer, 2, 3 and 4 have nothing to add and the step stands empty. If you want to be sure everyone can explain that one answer, take numbered minds instead — the same draw, but the group works towards one answer rather than a list.
  • Not when you only want a quick inventory. Three questions cost a quarter of an hour here, because there is writing, merging and telling. To get many short answers on the table in five minutes, take taking turns: everyone gives one answer in turn and the group collects, with no writing and no draw.
  • Not when you want a sheet per group afterwards. Everyone keeps their own topped-up list here; no shared document appears. If you want one sheet per group with a section for each person and a supported conclusion in the middle, take the placemat.
  • Not without the silent minute. Skip the writing and the turn starts with whoever can think of something fastest, leaving the rest nothing to tick. It is a step with a timer, not a courtesy — if time is short, cut the merging instead: thirty seconds of your own list beats none.
  • Not when you want to hear every group. Six groups reading out their lists in a row takes longer than the structure itself, and the class drops out at the third. Hear two or three and ask the rest only for what has not been said; that is what the step is for, not a saving on it.

One structure, different functions

As an opener: what do you still remember from last week? One round of four minutes. The class has retrieved the last lesson itself instead of hearing you summarise it, and you hear from two drawn numbers what stayed — and therefore what did not.
Before your explanation: what do you already know about this? "Name everything you already know about volcanoes." Your explanation then lands on a list the class made itself, and you can refer to it: three groups had this, none had that.
After your explanation, as a comprehension check. "Name every feature of an argumentative essay you can think of." What the groups do and do not have tells you exactly which part of your explanation needs doing again — and the class has already said it once in their own words.
As the start of a project or brainstorm. First everyone's own ideas, then the turn round the group, then a drawn presentation per group. You start with the class's full stock instead of the three ideas from whoever speaks loudest.
As the close of a lesson or chapter. "What is the most important thing we have learned these weeks?" The drawn number says it for the group, the other groups add to it. You close with the core in the class's own words.

Examples by context

Geographyname as many consequences of drought for a city as you can.
Biologygive as many examples of mammals as you can — and what makes them mammals?
Historywhat consequences did the industrial revolution have for city life?
Englishhow do you recognise an argumentative essay? Name everything you can think of.
Mathshow many ways can you approach this problem?
Training and teamswhat helps a team work well together?

Variations

With questions on cards leave the question field empty and set only the number of rounds; the questions sit on cards from the card generator, or you ask them yourself. A question that comes up mid-lesson does not have to be typed first.
With prioritising after merging, have the group circle the three most important points. The drawn number then reports those three with the reason, not the whole list. Costs half a minute and turns collecting into choosing.
A second round on the same question after hearing two groups, the turn goes round once more, now with what they heard from the others. For a brainstorm that really has to be complete: the second round nearly always produces the idea nobody had.
Without the whole-class step stop after the merge if time is pressing — everyone keeps their own topped-up list, and that is already a gain. The writing and the turn are the two steps not to give up; the telling is the one that can wait for the next lesson.
Without a screen a die, or the number cards from the basic kit shuffled in your hand, does the same as the draw on screen. What matters is that the class sees chance choosing — not you.
With the live link the drawn number is on the beamer, but groups with their backs to the board cannot see it. With the live link every participant sees the same number on their own screen, at the same moment.

By age

Early years (4–6). Too early. The structure asks for two things that do not yet go together here: first making your own list in silence, then ticking it off against what the others name. Without the list it is a chat, and with a drawn list there is nothing to compare. Take taking turns in one circle — everyone names something, and no paper is needed. From age 6 it works in threes.
Lower primary (6–8). Groups of three, and the own list is one word or one drawing; thirty to forty-five seconds of writing is enough. Have the number written on a hand or a card, or it gets lost at the draw. Say the order out loud: first the 1, then the 2, then the 3.
Upper primary (8–12). The age at which the structure runs at full strength: they write a list themselves, understand the ticking and adding after one go, and find the draw exciting. Keep the default times and give them opening phrases for the merge ("I had…", "I had that too", "I do not have that one yet").
Lower secondary (12–15). Be strict about two things here: the number is handed out or drawn, never chosen, and during the merge one person speaks at a time. With "pick a number" the same student takes the 1 every time. Groups of four stay best; at five or six the merging no longer fits in ninety seconds.
Upper secondary, college and adults. Raise the demand of the question, not the time: ask for causes, criteria or risks rather than examples. With adults a draw feels like school for a moment — name it as design: everyone may have to present this, so everyone takes part in the merging. Groups of five or six work well here.

Common mistakes

Letting the group "just discuss it". Then the fastest thinks out loud and the rest nod — exactly what the turn was there to prevent. Number 1, then 2, then 3, then 4; if you hear people talking over each other, ask whose turn it is.
A question with one right answer. After number 1 the others have nothing to report and the step is done in ten seconds. Ask for as many as they can, for everything they remember, or for a why with several reasons.
Shortening the silent minute. Without a list of their own a student can only listen and tick what they did not have. It is a step with a timer, not a courtesy — cut the merging instead when time is short.
Naming the number before the merge. Then the group prepares one speaker and the rest take part for form's sake. The draw is the last step, and only once the turn has gone round.
"Pick a number." The same student picks the same one every time, and after three rounds the class knows who the 2 is. Hand the numbers out or have them drawn, and have them written down: the number decides two things here — the order of telling and who gets drawn.
Having every group read out. By the third group the list is exhausted and nobody is listening. Hear two or three, then ask only for what has not been said; that is half a minute and it keeps the class with you.
Using it as a test. You hear one answer per group per round, in one student's words; that is a good picture, not a measurement. If you want to know what everyone knows, collect the topped-up sheets — they show per student what they had themselves and what they gained from the group.

Frequently asked questions

What exactly is Think, Write & Share?

A cooperative structure in groups of usually four, in which everyone has a number. For each question the group goes through three steps: first everyone writes down in silence what they know or can think of (60 seconds), then the turn goes round — number 1 reads out what they have, the others tick what they also had and add what is new, then 2, 3, 4 (90 seconds) — and only then is one number drawn, which tells the class what the group put together (60 seconds). Every question you prepare becomes its own round; prepare none and you only choose the number of rounds, asking them yourself.

How long does it take?

One question costs three and a half minutes at the default times: 60 seconds writing alone, 90 seconds merging and 60 seconds for the draw and the telling. Add two minutes once for forming the groups and handing out the numbers, plus half a minute per question to read it out. So three questions are about a quarter of an hour, two fit in ten minutes, and every extra question costs just under four. Whoever prepares the structure sets the time per step themselves, in steps of fifteen seconds; if the groups already sit together, set the first step to 0 and it disappears. The times are a starting point: a class doing this for the first time needs more in the first round.

Which questions work here, and which do not?

Questions with more than one good answer. Two kinds both work, and the steps stay the same: "name as many as you can…" produces lists the group merges, and a why-question produces one answer the group sharpens together. What does not work is a question with exactly one answer — once number 1 has said "1789", 2, 3 and 4 have nothing to add. A good test: can the fourth student still contribute something? Out of ideas? Ask Microsoft Copilot: "Write 4 questions about [topic] for students aged [age] that have several good answers, so a group can turn them into a list or one sharpened answer together. Each question should be discussable in a group in about two minutes. One question per line, no numbering." Paste the answer into the question field — every line becomes a round.

How many students per group?

From two to six, and four is the default: enough different lists for the merging to be worth something, and four turns fit into ninety seconds. At five or six the merging gets tight — raise that step to two minutes, or have each person name only their new points rather than their whole list. At two it is more an exchange than a merge, and the draw becomes a coin toss. The group size is also the highest number that can be drawn; you set it in the preparation.

What if the class does not divide by four?

Make one or two groups of three or five; the numbers run up to the chosen group size. In a group of three, one student takes two numbers, so somebody stands up at every draw and the turn still goes round four times. In a five, two students share a number and report together. What you want to avoid is a group in which the drawn number is missing: that group then watches for a round, and it is exactly the group you wanted to involve.

How do you draw a number, and who tells then?

In the last step of each round you tap the circle and a number falls, in view of the whole class. That number applies in every group — with six groups, six students are ready. You pick two or three to hear; the rest then add what has not been said. If a group sits with its back to the board, it sees the same number on its own screen through the live link. Without a screen, a die or a shuffled stack of number cards does the same. What matters is that you draw only once the turn has gone round, and that you really draw — always pick number 1 and the structure is empty within two rounds.

How is it different from numbered minds?

They look alike — numbers, a draw at the end — but they deliver different things. In numbered minds the group works towards one answer and every number has to be able to explain it: it is a comprehension check, for questions with one right answer that needs explaining. Here the group builds one shared result out of everyone's contribution, and the drawn number reports what came out: it is a collecting structure, for questions with many good answers. Choose on your question: is there something to merge, take this one; does everyone have to be able to explain the same thing, take numbered minds.

How is it different from taking turns and the placemat?

Taking turns is the quick version: everyone gives one answer in turn, with no writing beforehand and no draw, and in five to fifteen minutes there is a lot on the table. The placemat does it on paper and ends in consensus: everyone writes in their own section of one sheet, and the middle is what the group stands behind — you keep a document per group. Think, Write & Share sits in between: writing alone as in the placemat, then the turn as in taking turns, and then the draw neither of them has. Choose on what you want at the end: many answers quickly, one sheet per group, or the certainty that everyone's contribution is in the shared result.

How do you facilitate it?

Three things carry it. One: the numbers. Hand them out or have them drawn, and have them written down — the number decides both the order of telling and who gets drawn, so a group that has lost it comes to a stop twice. Two: the silent minute. Walk around and see whether anything reaches the paper; anyone who goes into the merge without a list can only tick. Three: the order during the merge. That is the first thing to erode — if you hear people talking over each other, ask whose turn it is, and that is enough. Finally: draw late, draw for real, and hear two or three groups rather than all of them.

Where does the structure come from?

It belongs to cooperative learning and combines two structures described in the literature by Spencer Kagan: Write-Around — everyone writes alone first — and Roundrobin, the turn that goes round the group. The draw at the end adds individual accountability, the same principle Numbered Heads Together rests on. In the Dutch teaching literature, in Ebbens and Ettekoven, these structures sit among the basic forms of cooperative learning. The silent thinking time up front goes back to Mary Budd Rowe's wait time research; why retrieving it yourself first and topping it up afterwards yields more than listening, we checked against Uncommon Sense Teaching by Barbara Oakley, Beth Rogowsky and Terrence Sejnowski.

Everyone accountable — which structure fits?

StructureGoalGroupDurationWhen it fits
Think, Write & Sharecompare and extend lists2–610–15 minopen question with many good answers
Numbered mindsmaking sure together that everyone understands2–610–15 minone right answer, everyone accountable
Taking turnscollecting many short answers2–65–15 minopen question, quick, no materials
Placematreaching one shared answer in a four4 per sheet10–30 minconsensus with a visible trace per group
Snowball (1-2-4-All)funnelling ideas from individual to plenary8–3220–35 mina brainstorm that ends in an ordered map
On timeeveryone gets equal speaking time2–45–15 minhalf a minute per speaker, learning to put it into words
Interview in Three Roundsinterview each other and report backfours10–20 minmaking listening happen in a fixed four

Sources

  • Spencer Kagan, Cooperative Learning — Write-Around and Roundrobin appear there as separate structures; this one puts them in sequence and closes with the draw that secures individual accountability.
  • Sebo Ebbens & Simon Ettekoven, Samenwerkend leren: praktijkboek — the Dutch description of these basic forms and their place in cooperative learning.
  • Mary Budd Rowe, Wait-time and rewards as instructional variables (1974) — the research behind the silent thinking time before the merge.
  • Barbara Oakley, Beth Rogowsky & Terrence Sejnowski, Uncommon Sense Teaching (2021) — working memory, retrieval, and why writing it down yourself first and topping it up afterwards sticks better than listening.

Compiled by Oksana Oliinyk · Last updated 11 September 2026

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