English Language ArtsEnglishHigh schoolKey Stages 4 and 5
How to teach hexagonal thinking
Hexagonal thinking has students link ideas on hexagon cards and explain each link before a discussion. This guide gives three steps for running it before a Macbeth seminar, and a free Flint activity where Sparky asks for the scene behind a student's links.
Jemel Fanfan | Founding Member at Flint

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A student can link every card on a hexagon board by mood, with blood and guilt joined because they are "both dark", and still have nothing from the play to say in the seminar. A finished board looks the same whether its links come from the text or from a feeling, and the teacher finds out when the seminar goes quiet.
What hexagonal thinking is
Hexagonal thinking is a discussion method in which students write ideas on hexagon cards and arrange them so that linked ideas touch. A hexagon has six sides, so each card can link to up to six others, and students write the reason for each link. Betsy Potash calls it "a method for considering the connections between ideas and finding the nuances in those connections", and asks students to back their links with evidence from the text (Cult of Pedagogy).
- Fill a deck of hexagons with the unit's key ideas
- Have students link the cards and write the reason for each link
- Turn the strongest links into discussion questions
The Macbeth deck in this activity holds ten cards from the play, such as the dagger, blood, sleep and the witches' prophecy, and one blank card where the student writes a time they wanted something badly. Students draw a line between linked cards on a whiteboard, write the reason on the line, and finish with a seminar question.
One teacher can't read every board while the class is still linking cards, so a link that rests on a mood reaches the seminar unchallenged. In this activity, Sparky, Flint's AI tutor, reads each board a student sends and asks for the scene behind a link that doesn't name one.
Darius's chat: getting ready for the Macbeth seminar
Darius is a high schooler who plays point guard and has finished Macbeth. He knows the plot. When he links two cards, he goes by how they feel.
The whole class gets the same activity: the same greeting, the same whiteboard with ten hexagon cards from the play and one blank card, and the same task of linking cards and writing the reason on each line. Each student moves the cards on their own copy, and Sparky's next message depends on what that student wrote.
Darius
Sparky

Darius

Sparky
Darius

Sparky
Darius
toward killing duncan. both, she wants to be queen but he was already thinking about it back in 1.3
Sparky
Darius

Sparky
Darius
ambition, it has 3 lines. it goes in the middle because everything bad he does starts with him wanting to be king
Understanding check
Darius
is macbeth ambitious?
Sparky
Darius
do the witches cause anything, or does macbeth only hear what he already wants?
Sparky
Darius
witches side: "All hail, Macbeth, that shalt be king hereafter" in 1.3. ambition side: in 1.7 he says he has no spur "but only vaulting ambition"
Sparky
Backed every link with a scene or a line, then wrote a seminar question with a line from the play for each side
Darius wrote "both dark" on his first line. Sparky didn't name the scene for him. It asked which scene puts blood and guilt in the same moment, and Darius found the Neptune's ocean line in Act 2 and wrote it on his own board. His seminar question is his own too: when his first try had a yes or no answer, Sparky asked what a classmate could disagree about, and he rewrote it.
Sparky reads the card labels and the reasons written on each whiteboard a student sends. When linked cards sit edge to edge, their reasons overlap, and Sparky sometimes pairs a reason with the wrong cards or reports a line nobody drew. The greeting asks students to leave room between linked cards.
Darius is an example student, and Sparky's replies are shortened. The second and third pictures show the part of the board that changed.
What Flint did for Darius
- The greeting opened the starter whiteboard in Darius's chat, so he moved the cards and drew his own links instead of filling in a worksheet.
- Sparky read the reason on each of Darius's lines before it replied, and sent "both dark" back to the play instead of giving him the scene.
- When Darius wrote a yes or no question, Sparky asked what a classmate could disagree about, and he rewrote the question himself.
- Once his question worked, Sparky asked for a line from the play for each side, so he has evidence ready for the seminar.
A teacher can't do this by hand for 30 students, and Sparky does it in every student's chat.
Who is still linking cards by mood
When a student gives three wrong answers, Sparky flags them for the teacher under Needs attention while the class is still working. When students finish, Sparky grades each chat against the activity's rubric and sums up the class on the activity page: what most students did well, which mistake came up most, and what to practice next.

Example activity page
After an English class finishes the Macbeth hexagons
The school and students are made up for this page. In this example, 11 students first linked cards by mood, so the follow-up has them trace one image, blood or sleep, through three scenes.
Set up the activity for free
The Macbeth hexagons activity is in Flint's public library, with the starter whiteboard, Sparky's guidelines, the greeting and a rubric already set up. Open it, select Try this activity to copy it into a free Flint account, and move it to a class. The whiteboard opens next to each student's chat, and the student sends it with a message when their links are done. In the activity settings, select Try session myself to test it as a student before you assign it.
For more English activities, see Flint for English language arts.
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