Curriculum Integration with SWAY: How The WAY Game, SMART Planning & EPBL Meet Your Learning Outcomes
- May 4
- 4 min read
Updated: May 5

One of the most common questions teachers ask when they first encounter the SWAY system is: 'How does this connect to what I'm already required to teach?' The answer is: deeply, and by design. The three pillars of SWAY — The WAY Game, SMART Digital Lesson Planning, and Entrepreneurial Project-Based Learning — are not add-ons to the curriculum. They are delivery systems for it.
The SWAY Philosophy: Curriculum First, Always
SWAY was built by a classroom teacher, for classroom teachers. Every activity, game, and project in the SWAY system is designed to be mapped to curriculum outcomes — not to replace them. The SMART Digital Lesson Planning pillar, in particular, ensures that every lesson begins with the end in mind: What do students need to know? What do they need to be able to do? How will we know they've learned it?
Curriculum Integration by Pillar
Pillar 1: The WAY Game — Social-Emotional Learning & Oral Communication
The WAY Game is a structured classroom game system that builds community, reinforces routines, and develops social-emotional competencies. It directly supports curriculum outcomes in the following areas:
Language Arts — Oral Communication: Students listen actively, speak clearly, take turns, and respond to prompts. WAY Game cards are oral language activities in disguise.
Health & Physical Education — Social-Emotional Learning: Empathy, self-regulation, conflict resolution, and teamwork are embedded in every game round.
Mathematics — Number Sense: Point tracking, scoring, and mental math are natural components of game play.
Indigenous Education & Cultural Connections: The WAY Game's emphasis on community, storytelling, and shared experience aligns with Indigenous ways of knowing and being.
Pillar 2: SMART Digital Lesson Planning — Cross-Curricular Planning & Assessment
SMART Digital Lesson Planning is the backbone of curriculum integration in SWAY. It uses the W5 framework (Who, What, Where, When, Why) to ensure every lesson is purposeful, documented, and aligned.
WHO: Identifies the learner profile — grade level, learning needs, prior knowledge.
WHAT: States the specific curriculum outcomes being addressed (e.g., Alberta Program of Studies, BC Curriculum, Ontario Curriculum).
WHERE: Describes the learning environment — classroom, outdoor, digital, community.
WHEN: Situates the lesson within the unit and the school year.
WHY: Articulates the purpose — why this lesson matters to students' lives and futures.
SMART plans are stored digitally, making them easy to share with colleagues, administrators, and substitute teachers. They also serve as evidence of professional practice for teacher evaluations.
Pillar 3: EPBL — Applied Learning Across All Subjects
Entrepreneurial Project-Based Learning is where curriculum comes alive. EPBL projects are designed to hit multiple outcomes across multiple subjects simultaneously. Here's how a single EPBL project — like the Classroom Business Simulation or the Puppet Play — maps to curriculum:
Language Arts: Writing (scripts, business plans, marketing copy), reading (research, mentor texts), oral communication (presentations, sales pitches, performance).
Mathematics: Financial literacy (budgeting, profit/loss), measurement (materials), data management (sales tracking), number operations (counting proceeds).
Science & Technology: Design thinking, materials science (puppet construction), digital tools for research and presentation.
Social Studies: Community, economics, citizenship, cultural storytelling, local and global connections.
Visual Art & Drama: Design, performance, character development, set construction.
Health & Career Education: Goal-setting, teamwork, financial literacy, career exploration.
How to Map SWAY to Your Provincial Curriculum
SWAY is designed to be curriculum-agnostic — it works with any provincial or national curriculum framework. Here's a simple process for mapping SWAY activities to your specific outcomes:
Open your provincial curriculum document for the grade and subject you're teaching.
Identify 3–5 key outcomes you want to address in the upcoming unit.
Choose a SWAY activity or project that naturally addresses those outcomes (use the mapping table below as a guide).
Build your SMART Unit Plan, listing the specific outcome codes in the 'WHAT' section.
Design your daily lessons to progressively build toward those outcomes, using WAY Game warm-ups and EPBL work periods.
Assess using authentic performance tasks (the show, the sale, the presentation) rather than tests alone.
Assessment in SWAY: Authentic, Ongoing, and Joyful
SWAY uses a CAP (Capture, Apply, Present) assessment model that aligns with best practices in formative and summative assessment:
CAPTURE: Students record new learning in their CAP Notebooks — this is formative, low-stakes, and daily.
APPLY: Students use their learning in a real context (the business, the show, the game) — this is performance-based assessment.
PRESENT: Students share their learning with an authentic audience — this is summative and deeply motivating.
A Note for Administrators and Curriculum Leaders
SWAY is not a program that competes with your existing curriculum initiatives. It is a pedagogical framework that enhances them. Teachers who use SWAY report higher student engagement, stronger cross-curricular connections, and more meaningful assessment evidence. The SMART Digital Lesson Planning system also creates a transparent, shareable record of professional practice that supports school improvement planning.
"SWAY doesn't add to your plate — it changes how you see the plate." — Brian McCarthy
To explore free SWAY training resources, Study Buddy guides, and CAP Notebook templates, visit playway.ca. Available 365 days a year, 24/7, at your own pace.
This content was generated by AI.




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