A student has an appealing personal-project idea: make a tabletop game. The materials are chosen and the board is taking shape, yet two important questions remain unanswered. What does the student want to learn, and how will they judge whether the finished game does what they intended?
For an IB MYP personal project, separate the learning goal from the intended product or outcome, then develop success criteria that make the product’s important qualities checkable. Plan opportunities to gather relevant evidence while the work develops. A finished object and a learning claim can support each other, but neither automatically proves the other.
This guide uses an original fictional tabletop-game project to make those decisions visible. It is not a project proposal or report to submit. Official sources were checked on 22 October 2026. The wider purpose comes from The Gold Standard of Education: learning transfers into life: understanding a process well enough to make a fresh decision when the next project is different.
Find your next learning step
Distinguish the learning goal from the product, develop useful success criteria and inspect what the evidence can establish.
ROUTE 1 · CHAPTERS 1–3
Set a purposeful direction
Connect personal interest, learning and a manageable product.
ROUTE 2 · CHAPTERS 4–6
Make success inspectable
Develop criteria, plan a check and use research purposefully.
ROUTE 3 · CHAPTERS 7–9
Use evidence of learning
Explain applied skills, revisions and the final evaluation.
ROUTE 4 · CHAPTERS 10–12
Protect and test independence
Use supervision and transfer the method to a fresh project.
ROUTE 5 · CHAPTERS 13–15
Plan the next step
Use practical roles, useful FAQs and official guidance.
Full chapter index · Independent learning check · Education parent guide
Full chapter index
Set a purposeful direction · Chapters 1–3
Make success inspectable · Chapters 4–6
Use evidence of learning · Chapters 7–9
Protect and test independence · Chapters 10–12
CHAPTER 1 OF 15 · Set a purposeful direction
1. Identify the personal project and the current guidance
The IB’s current personal-project overview, updated 19 February 2026, describes an extended exploration of personal interest in the final MYP year. Use the school’s current personal-project guide, supervisor arrangements and submission instructions for the actual work.
The IB personal-project subject brief distinguishes a learning goal from a product or outcome and identifies three assessment criteria: Planning, Applying skills and Reflecting. Its file name contains 2015, but the document itself carries a 2021 copyright and describes the three-criterion model. Do not identify an edition only from a URL.
This article concentrates on the relationship between goals, product criteria and evidence. It does not replace the complete requirements for explaining applied approaches to learning skills, reflecting on learning or producing the final report and supporting materials.
Keep the MYP personal project distinct from a Diploma Programme extended essay, CAS project or CP reflective project. They may share useful habits, but their purposes and assessment requirements differ. A polished piece written for one task should not become a universal template for another.
The existing IB MYP tutor-selection guide addresses how families can assess support and protect independence. The narrower task here is deciding what the student wants to learn and what evidence would justify a judgement about the product.
CHAPTER 2 OF 15 · Set a purposeful direction
2. Distinguish an interest, a learning goal and a product
An interest gives the project personal meaning. A learning goal identifies something the student wants to understand or become able to do. A product or outcome gives that learning a practical focus. Keeping the three distinct makes planning more purposeful.
In the original fictional case, Mina enjoys cooperative tabletop games. Her initial proposal is “make a game about sharing resources.” That names a product territory, but it leaves the learning unclear. Does she want to learn rule design, illustration, probability, communication or another capability?
After discussion, Mina identifies a learning goal: learn how to design and check rules that give each player meaningful opportunities to contribute. Her proposed product is a paper prototype for three players, with a short rulebook and four rounds of play.
The goal does not claim that every participant must win equally often or enjoy every session equally. Meaningful contribution needs to be defined and examined. The learning concerns how rules create opportunities and how a designer can check their consequences.
| Project element | Question it answers | Original fictional example |
|---|---|---|
| Personal interest | Why does this matter to me? | Enjoying cooperative games but noticing unequal participation |
| Learning goal | What do I want to learn? | Designing and checking rules for meaningful contribution |
| Product | What will I create? | A three-player paper prototype and rulebook |
| Success criterion | What important quality will I judge? | Players can identify a permitted useful action in specified situations |
| Evidence | What will support that judgement? | A rule check and an appropriately arranged prototype trial |
This original table is a planning aid. It is not an official IB rubric. Its purpose is to prevent the product list from silently replacing the learning question.
CHAPTER 3 OF 15 · Set a purposeful direction
3. Diagnose whether the project needs focus or more work
When a project feels stuck, the answer is not always to spend another evening making materials. The uncertainty may concern the goal, the product’s scope, the evidence needed or a skill that the learner has not yet developed.
Ask the student to complete two sentences in their own words: “I want to learn…” and “I intend to create…” If both answers are simply “a game,” the distinction remains unresolved. The student may need help identifying the design decision they find interesting.
Another fictional learner, Elias, has a clear learning goal about explaining rules but plans a large digital game with animations. His immediate problem is scope. A smaller paper prototype might create a better opportunity to investigate explanation without the production workload absorbing the whole project.
A third learner, Noor, has a manageable product and clear criteria but has collected only photographs of attractive materials. Her evidence does not yet answer the important questions. She needs a way to inspect how the product functions, rather than another decorative feature.
These learners need different next actions. Refining a learning goal, reducing production complexity and planning a relevant check are not interchangeable repairs. A useful supervisor conversation identifies which link is unstable before workload expands.
After the conversation, ask the student to explain the choice made and its consequence. What will they investigate next? What will they stop doing? What evidence will become possible? A concrete answer makes planning more educationally useful than a broad instruction to manage time better.
CHAPTER 4 OF 15 · Make success inspectable
4. Turn an attractive quality into a checkable criterion
Mina initially writes three product criteria: the game should be fun, fair and colourful. Those words express intentions, but they leave the later judgement difficult. Different people could agree with the labels while judging entirely different qualities.
Begin by asking what the quality means in this product. If fair concerns contribution, which rule or opportunity matters? If clear concerns instructions, what should a new reader be able to determine? If attractive concerns visual organisation, how does that organisation help someone use the game?
For the fictional prototype, Mina develops a bounded criterion: in six prepared game situations, a reader using the rulebook can identify which actions are permitted, including what happens when the shared resource pool is empty. This checks a specific aspect of clarity. It does not prove universal usability.
Another criterion concerns participation: the turn structure gives each player one action in each of four rounds, and the rules specify what choices remain when a usual action is unavailable. The second part matters. A nominal turn with no possible contribution may not serve the intended design aim.
A practical-completeness criterion might require the pieces and instructions needed to set up the intended three-player game. The learner should explain why each criterion matters to the product rather than add it solely because it is easy to count.
Keep the number manageable. A long checklist of minor features can distract from the qualities that define the product’s purpose. Three well-explained criteria with suitable evidence may be more useful for planning than twenty vague promises. The actual project still follows the current school and IB requirements, not a mandatory number supplied by this guide.
CHAPTER 5 OF 15 · Make success inspectable
5. Check what a criterion leaves outside its boundary
A clear criterion can still be incomplete. “Every player gets one action per round” is easy to inspect, but it does not establish that the actions are equally meaningful. The student needs to understand what the chosen measure captures and what it leaves uncertain.
Consider an original fictional rule fragment. Three shared tokens are available at the start of a round, and a gather action permits taking up to two. The first player takes two and the second takes one. The third player receives a turn but finds no tokens left to gather.
All three had one action opportunity in the turn structure. Yet the order affected access to the resource. If gathering is necessary for useful contribution in that situation, counting turns alone has missed an important part of the intended quality.
Mina could investigate several revisions. Limiting gathering to one token would change this particular three-token situation. Providing another useful action could change the consequence of an empty pool. Altering the way turn order rotates might address another part of the problem.
None is automatically the best rule for a complete game. A revision can create different trade-offs elsewhere. The purpose of the exercise is to inspect the relationship, not prescribe a universal design solution or claim that one rule establishes strategic fairness.
The Sengkang guide to building, checking and revising a model is relevant here. A representation helps when it exposes a consequence that was difficult to see in a verbal intention. A few tokens and a turn record can reveal more about a rule than a polished illustration of the final board.
Check the count and the experience it represents
Three players taking one action in each of four rounds creates twelve action opportunities. That arithmetic is straightforward. The design question is what those opportunities allow a player to do. A record with twelve completed boxes could include several forced passes that contribute nothing to the shared objective.
Mina should therefore inspect the meaning of the count. Does the rule give an actual choice, require an unavailable resource or leave the player waiting? Different answers can produce the same twelve-box record. The criterion needs to remain connected with the intended quality, rather than become a substitute for it.
Test an ordinary state and a difficult state. With resources available, a gather action may be clear. With an empty pool and no exchangeable resource, the same instruction may leave the next move undefined. The unusual case is useful because it exposes a boundary the ordinary opening turn does not test.
A revision should specify what happens and why that response fits the game’s purpose. The student might define another contribution or reconsider the resource rule. Recording the choice makes the learning visible. Simply writing that twelve turns occurred would leave the original design problem unresolved.
CHAPTER 6 OF 15 · Make success inspectable
6. Plan evidence before the final product is fixed
The evidence plan should follow the criterion. If the criterion concerns whether a reader can identify a permitted action, a photograph of the board does not answer it. If it concerns physical completeness, a discussion of personal enthusiasm does not establish that all necessary components exist.
For the fictional rulebook, Mina first checks six written situations herself. These include an ordinary opening turn, an empty pool and a disputed exchange. This initial check can reveal contradictions before any trial involving other people is proposed.
If a later reader trial is appropriate, the student should arrange it through the supervisor and the school’s relevant procedures. The method should preserve consent, privacy and an appropriate level of information. This teaching case does not authorise collecting data from real participants.
Define what will be observed. Does the reader identify a permitted action from the written rules, ask for clarification or choose an action the rulebook does not address? Those different observations should remain distinguishable. A general question about whether the reader likes games would not answer the same criterion.
Record the conditions honestly. If Mina explains a missing rule aloud, the session no longer demonstrates that the written rulebook was sufficient on its own. The explanation may help her learn what to revise, but it should not disappear from the later account.
Plan the review while there is time to respond. A check completed only after every component has been professionally printed may reveal the same problem at greater cost and inconvenience. Early rough materials can make a consequential design question easier to investigate without pretending the prototype is finished.
CHAPTER 7 OF 15 · Use evidence of learning
7. Use research to change a design decision
Research becomes useful when it informs the learning goal or product. A growing collection of sources can look industrious while leaving the design unchanged. Ask what a source helped the learner understand, decide or question.
Mina might examine how different published games explain turn order or communicate an unavailable action. She should attribute the sources and distinguish learning from them from copying their rules, artwork or distinctive product. The personal project still needs her own decisions and honest acknowledgement of assistance.
A useful research note contains the question, the relevant idea, its source and the consequence for the project. For example, comparing two instruction sequences may help Mina notice that a rule uses a term before defining it. She can then inspect whether her own rulebook makes the same demand on a beginner.
Do not present another designer’s solution as proof that it will work in Mina’s game. The structure and purpose may differ. The next step is to adapt thoughtfully and check the relevant consequence in the new product.
The AP Art and Design guide to sustained investigation and visible revision concerns a different assessment. Its useful connection is making a consequential development visible. In the MYP project, the learner should likewise explain how an investigated idea affected a particular decision.
Research can also narrow ambition. Discovering that a proposed digital feature requires substantial new programming may lead to a paper prototype that better serves the learning goal. That change can reflect a more informed plan rather than a less serious project. The explanation should preserve why the choice changed.
CHAPTER 8 OF 15 · Use evidence of learning
8. Explain the application of a skill through a decision
Naming a skill is the beginning of an account, not evidence that it was used effectively. “I used communication” can describe almost any project. Explain the action, the difficulty and the consequence for this learning goal or product.
In the fictional case, Mina notices that the rulebook uses resource, token and supply as though they mean the same thing. A reader cannot tell whether the words refer to one shared pool or several different quantities. Mina chooses consistent terminology and adds a labelled setup example.
The relevant explanation concerns how she recognised the ambiguity, used a communication decision and checked whether the revised wording resolved that particular problem. It does not claim that every reader now understands every rule.
A self-management decision might involve moving the rule check earlier because artwork depends on the number of spaces and components. Merely stating that a calendar exists does not show what it changed. The student should explain the dependency that made the scheduling choice useful.
The learning goal and product can require related but different applications. Investigating how rules affect opportunity contributes to the learning goal. Writing an intelligible rulebook contributes to the product’s usability. The student’s account should make those connections explicit rather than attach the same generic skill sentence to both.
Use the current school guidance for how the evidence is selected and presented. A process record should preserve relevant decisions without becoming an unfiltered archive. Its value lies in the learning it allows the student to explain, not simply in the quantity of entries created.
CHAPTER 9 OF 15 · Use evidence of learning
9. Evaluate the product against the criteria actually used
At the end, return to the product criteria and relevant evidence. The judgement should explain what was achieved, what was not achieved and what remains uncertain. Do not quietly replace a difficult criterion with one the finished object happens to satisfy.
Suppose an original fictional check finds that the revised rulebook resolves the empty-pool situation but leaves an exchange rule ambiguous. The account should recognise both findings. “The instructions are clear because the game is complete” does not address the unresolved case.
If the criterion changes during development, record when and why. A student may learn that an initial criterion was too vague, inappropriate or impossible to investigate within the project. Revising it can be responsible. Retrospectively moving it solely to declare success weakens the honesty of the evaluation.
Keep product success distinct from personal learning. Mina may learn a great deal from discovering that a rule does not produce the intended opportunity. That learning does not mean the product automatically met its criterion. Conversely, a functioning product does not prove that the student can explain its design decisions.
The IB CP guide to framing an ethical dilemma belongs to another programme and assessment. Its useful connection is explaining how a judgement developed in response to evidence. The MYP project keeps its own goals, applied skills and product evaluation.
Finish the evaluation with a justified next step. Which rule, instruction or check would you revise, and why? The answer should arise from the evidence rather than a generic promise that the project could always be improved with more time.
Write two conclusions when the evidence supports two different claims
Imagine that Mina’s final prototype still has an unresolved rule for one exchange situation. She can accurately conclude that the product did not fully meet the selected clarity criterion. She can also explain that investigating the ambiguity taught her to test exceptional states before finalising instructions. Those conclusions can both be true.
Now imagine a different fictional project whose product works smoothly because an adult quietly rewrote the rules. A successful session would not establish that the learner developed the rule-checking capability. The product evidence and the authorship account answer different questions.
Keeping two conclusions prevents a false choice between celebrating everything and declaring the project a failure. Recognise the achievement the evidence supports, describe the remaining product limitation and explain the learning honestly. The next project can then begin from an accurate account of capability.
For a short practice, ask the learner to state what the product can now do and what they can now explain. Each sentence should point to relevant evidence. If one sentence relies entirely on the other, inspect the missing connection before turning the account into a polished final reflection.
The NCFE Level 2 English guide to moving a discussion forward can help with a separate communication habit during an appropriate feedback conversation. Listen for the reason behind a question before defending the first design. A comment about unclear instructions may require clarification of a rule, while a comment about the product’s purpose may require a different decision. Those exchanges support learning; they do not replace the MYP project’s own requirements or the student’s evaluation evidence.
CHAPTER 10 OF 15 · Protect and test independence
10. Use supervision while keeping the central decisions personal
Independence does not mean completing the project without guidance. It means retaining ownership of the goals, decisions, work and explanation within the permitted support arrangements. A supervisor can clarify a requirement or question an assumption without becoming the project’s author.
The IB’s seven-step personal-project guidance connects regular supervision with goals, plans, skills, product development and documentation. Use the school’s current arrangements for the actual meetings and assessment boundaries.
Prepare for a meeting with a specific uncertainty. Instead of asking whether the game is good, Mina can show the three-token example and explain why the participation criterion may be incomplete. The supervisor can ask a question that helps her investigate without supplying a finished rule system.
Keep outside contributions visible. A family member may help obtain materials or listen to an explanation. Someone else may teach a technical skill within the school’s rules. The student should not claim an adult’s design or research as their own work.
Parents can support a manageable schedule and ask the learner to explain one decision. Rewriting the report or inventing a polished learning journey can hide the very capability the project is intended to develop. A modest, honest account is more useful than an impressive story the student cannot defend.
Ask the learner about an option they rejected. Why was it less suitable? What evidence or constraint mattered? This can reveal ownership more clearly than a fluent account of the final product alone. The student should be able to explain the relationship between the choice and their actual learning goal.
CHAPTER 11 OF 15 · Protect and test independence
11. Change the product and rebuild the criteria
Move to another original fictional project. A learner wants to create a short audio story told by two narrators. The personal interest is storytelling; the learning goal concerns how changes in voice and structure communicate contrasting perspectives. The intended product is a recorded story, not a game.
The tabletop criteria cannot simply be carried across. Counting player turns no longer answers a useful question. The student needs criteria connected with the new product’s purpose, such as whether the intended change in perspective is recognisable in a particular section and whether the recording remains intelligible.
Separate measurable from merely easy to count. A three-minute duration can constrain scope, but it does not prove that the story communicates contrasting perspectives. Likewise, using two voices does not establish that their viewpoints are meaningfully different.
Plan evidence suited to the question. A transcript comparison may expose whether both narrators describe events identically. An appropriate listening check may reveal confusion about who is speaking. Different checks answer different parts of the product’s intended quality.
Now change the learning goal to editing audio clearly. The same product could serve that goal, but the relevant learning evidence would shift. The student would need to explain editing decisions and their consequences rather than rely entirely on a discussion of narrative perspective.
This is the transfer test: retain the relationship between learning, product, criteria and evidence while changing their substance. A learner who can explain why a familiar criterion no longer fits is using the planning method more independently than one who merely copies its wording into another project.
CHAPTER 12 OF 15 · Protect and test independence
12. Try an independent goal-and-evidence check
Use this original fictional preparation case. A student wants to create an illustrated guide to a made-up board game. They write, “My learning goal is to produce twelve pages,” and list success criteria of twelve pages, three colours and a finished cover. They plan to evaluate the guide by photographing the cover.
Identify the first problem. Page count describes a product feature, but it does not yet state what the student wants to learn. The criteria also leave the guide’s explanatory purpose largely unexamined. The photograph cannot establish whether a reader can use the instructions.
Suggest a more meaningful learning direction without writing the student’s actual project for them. They might investigate how sequencing and diagrams help communicate unfamiliar rules. The appropriate goal must arise from their own interest and starting point, not be adopted simply because a guide suggests it.
Next develop one possible criterion related to use. For example, a reader using a specified section can determine the permitted action in a defined game situation. State what evidence would answer that criterion and what the check would leave uncertain.
Now change the context: the guide is intended only for people who already know the basic game. Does the same explanation requirement remain appropriate? The learner should reconsider prior knowledge and purpose instead of treating every product as an introduction for a complete beginner.
Finish with two distinct questions. What would show that the product met the selected criterion? What would show that the student learned something about explanation? A strong answer recognises that these questions can use related evidence while making different claims.
CHAPTER 13 OF 15 · Plan the next step
13. Give students, parents and supervisors useful next actions
Students can begin with a one-page planning note. State the interest, learning goal, product and a small number of consequential criteria. For each criterion, identify a possible check and the information it could provide. Bring the unresolved relationships to supervision before production becomes elaborate.
Keep a short decision record during the work. Note the question, the evidence or feedback, the choice made and its consequence. This creates material for honest explanation without requiring every ordinary activity to become a long journal entry.
Parents can ask what the learner discovered this week and which decision changed because of it. They can also ask whether the product’s appearance and its intended function are being judged separately. These questions support ownership without providing the report’s prose.
Supervisors can diagnose whether the difficulty concerns the goal, scope, criterion, evidence method or skill application. A learner with an unclear goal needs a different discussion from one with a strong goal and an impractical product.
Use resources for their actual job. The Punggol overview of the IB Diploma Programme explains a later programme context. It should help families distinguish stages, not turn the MYP personal project into an early copy of a DP assessment.
After a delay, discuss a fresh product idea. Can the student identify a meaningful learning goal and propose a criterion suited to that product? The independent decision matters more than whether the earlier planning sheet has become beautifully formatted.
CHAPTER 14 OF 15 · Plan the next step
14. Questions about learning goals and product success
Is making the product a complete learning goal?
It may identify an activity, but ask what the student wants to understand or become able to do through it. The learning goal should make that development clearer.
Must every criterion be a number?
No. A criterion can concern an observable quality that needs reasoned judgement. Explain how the quality will be examined. A convenient count should not replace the product’s important purpose.
Can I change a criterion during the project?
Discuss changes with the supervisor and record the reason and timing honestly. Learning may reveal that an initial criterion is unsuitable. Do not quietly redefine success after seeing the finished outcome.
Can I learn a lot from a product that does not meet every criterion?
Yes. Explain the learning and evaluate the product accurately. Personal growth does not automatically establish product success, and product completion does not automatically establish every learning claim.
Is the personal project the same as the community project?
No. They are distinct MYP projects with different arrangements. Confirm the project required for the student’s programme stage with the coordinator rather than applying one project’s instructions to the other.
Does an attractive journal prove that skills were applied?
No. Use specific decisions and consequences to explain how a skill helped the learning goal or product. Presentation supports communication; it does not replace the relevant evidence.
Can I submit the fictional game proposal from this article?
The case is a teaching illustration. Develop an authentic personal project, acknowledge sources and support, and follow the school’s current academic-integrity and assessment requirements.
CHAPTER 15 OF 15 · Plan the next step
15. Official sources, boundaries and the next project decision
The main IB sources checked on 22 October 2026 are the current personal-project overview, the personal-project subject brief and the seven-step school guidance. The brief describes goals, project components and the three criteria; the school provides the complete applicable guide and submission instructions.
All learners, game situations, project products, proposed checks and example observations in this article are fictional. They are not actual participant data, approved project questions or a model report to reproduce. No outcome or grade is promised.
The planning questions are teaching aids. They do not supply an official rubric or replace the student’s explanation of applied skills and reflection. A product criterion should be judged through appropriate evidence, and a learning claim should remain answerable to the learner’s actual decisions.
For the next session, write one learning goal and one product statement separately. Choose a quality that matters to the product and describe a check that could challenge your confidence. If the check could never reveal a problem, reconsider whether it is really testing the quality you intended.
Then explain what you would do if the result were mixed. A project becomes more useful when evidence can change the next decision. There is room to enjoy making something while remaining curious about how well it works and what the process is teaching.
Return to the Education parent guide for the wider purpose. The personal project can develop a durable capability: choosing a meaningful aim, making a manageable plan, examining evidence honestly and explaining what you can now do differently.
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