For Educators

The What If? Youth Initiative Modules

These modules are designed to bridge the gap between the whimsical world of What If Birds Wore Shoes? and the leadership foundations of The What If? Youth Initiative.

Aligned with Ontario Kindergarten Program goals for Self-Regulation, Identity, and Social Awareness.

For these age groups, leadership is not about "being the boss" — it is about empathy, problem-solving, and creative confidence.

Ages 3–4

Curiosity & Courage

Focus · Perspective-Taking

At this stage, children are learning that their ideas have weight. These modules focus on perspective-taking.

01 Empathy

The "Shoe Swap"

The Concept

Understanding that others see the world differently.

The Activity

Bring a basket of different "character" shoes — a superhero dress-up shoe, a ballet slipper, a flipper, a cleat.

The Prompt

"If you put on these flippers, how would you walk to the park? If you were the soccer player, how would you help a friend?"

Leadership Takeaway

Leaders try to understand how other people feel before they act.

02 Problem Solving

The "Fix-It" Forest

The Concept

Identifying a problem and suggesting a "What If?" solution.

The Activity

Use toy animals and create "problems" — a giraffe who cannot reach a low snack, or a bird who lost its nest.

The Prompt

"What if we built a bridge out of these blocks? What if the squirrel shared his tree?"

Leadership Takeaway

Leaders do not just see problems; they imagine solutions.

Ages 5–6

Influence & Innovation

Focus · Collaborative Leadership

At this stage, kids can manage more complex social dynamics. These modules focus on collaborative leadership.

03 Creative Confidence

The "Invention Convention"

The Concept

Pitching an idea and getting others excited about it.

The Activity

Give each child a "mystery object" — a kitchen whisk, a lonely sock, a cardboard tube.

The Prompt

"This is not a whisk, it is a 'Super-Sonic Bubble Maker.' How would you use it to help our classroom?"

Leadership Takeaway

Leaders use their imagination to inspire others and turn the "ordinary" into the "extraordinary."

04 Teamwork

The "Cooperative Blueprint"

The Concept

Working together to build a shared vision.

The Activity

Cooperative Drawing. Place a giant piece of paper on the floor. Start a drawing of a "What If? City." Every 90 seconds, children must move to a new spot and add to someone else's drawing.

The Prompt

"What if our city had a slide instead of stairs? How can you help your neighbor finish their park?"

Leadership Takeaway

A leader's job is to make the whole team's work better, not just their own.

Graduation Ceremony

The "What If?" Jar Integration

As a conclusion to these modules, use the What If? Jar as a "What If? Graduation Ceremony."

Ages 3–4

Each child draws a "What If?" picture and drops it in the jar. You pull one out and celebrate the courage it took to share the idea.

Ages 5–6

Each child writes (or dictates) a "What If?" question. Pull one out and ask the group to vote on the best way to solve it — introducing democratic leadership. You can also use "What If I Could Be…" statements where kids share aspirations and draw themselves as their future selves.

The What If? Jar can also be used at the start of each week. At week's end, the teacher pulls one slip and leads a short class discussion — then pins the question to the classroom's "What If?" Wall.

Ontario 2026 Standards

How the modules align with the Ontario Kindergarten Program

Each module directly supports specific Ontario Kindergarten Expectations — built in by design.

Ages 3–4

Belonging & Contributing

Expectations C14 / C15 · Social Skills and Self-Regulation

  • Shoe Swap directly hits C14.3 (making and keeping friends) and C15.5 (developing empathy for others and responding to their feelings).
  • Fix-It Forest aligns with C14.4 (use problem-solving skills in social situations).
Ages 5–6

Self-Regulation & Well-Being

Expectations D19 / D21 · Identity, Self-Image, and Self-Confidence

  • Invention Convention directly hits D19.1 (recognizing personal strengths and accomplishments) and D25.3 (use problem-solving skills and imagination to create art).
  • Cooperative Blueprint aligns with D20.2 (describe ways in which they contribute to various groups).