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Chapter guide

How to start a chapter at your school.

For student leaders, teachers, and school staff. Sip & Scale Jr. is new, so founding chapters will help shape this guide.

On this page

  1. 1What every chapter needs
  2. 2Launch in seven steps
  3. 3Who does what
  4. 4A sample first term
  5. 5Activity bank
  6. 6Optional competition
  7. 7Safety and privacy
  8. 8End-of-cycle review
  9. 9How it grows
  10. 10Questions
01

What every chapter needs

  • 2
    Student leaders

    So no one runs the chapter alone.

  • 1
    School advisor

    A teacher or approved school representative.

  • 15
    Active members

    A smaller group is fine during the pilot.

  • 6
    Sessions a year

    Weekly, monthly, or in short cycles.

  • 1
    Showcase a year

    Students show what they made.

02

Launch in seven steps

  1. 1

    Form a student team

    Find at least two students to share the work. Decide who leads the school proposal and who plans the first activities.

  2. 2

    Find a school advisor

    Ask a teacher or staff member to be the school contact. Discuss how clubs get approved and what supervision the school expects.

  3. 3

    Present the proposal

    Meet the principal, activities office, or club coordinator. Agree on membership, a meeting room, recruitment, communication, and any budget or permissions.

  4. 4

    Contact Sip & Scale

    Share your school, student leads, advisor, and first-cycle plan. We confirm chapter approval, branding, and available support before you launch under the name.

  5. 5

    Plan the first cycle

    Choose a few sessions that fit the timetable. Give each session an owner. Confirm funding before you buy anything or promise guests or prizes.

  6. 6

    Recruit members

    Use school-approved announcements, posters, class visits, or an interest form. Explain what members will do. Welcome students who are still exploring.

  7. 7

    Run the first meeting

    Introduce the chapter, help members meet each other, collect their interests, and run one short activity. Set the next meeting and ask for feedback.

Before launch, confirm

  • Student team
  • School advisor
  • Chapter approval
  • Meeting room and schedule
  • Communication channel
  • First activities
  • Required permissions
03

Who does what

Small chapters can combine roles. Keep at least two active leaders so one student does not carry the whole program.

Chapter roles

Chapter Lead
Coordinates the team and links the chapter to the advisor and Sip & Scale.
Programs
Plans sessions, prepares materials, and keeps the calendar.
Operations
Handles rooms, equipment, attendance, permissions, and logistics.
Marketing and Communications
Runs approved recruitment, announcements, and chapter content.
Community
Welcomes members, collects feedback, and helps students find collaborators.
Partnerships
Coordinates approved guests, mentors, judges, and local partners.
Projects Lead (optional)
Helps teams set milestones and find feedback on their work.

Who is responsible for what

  • Student leaders

    Plan and run the chapter: sessions, recruitment, and activities.

  • School advisor

    Arranges supervision, reviews guests and outside groups, and escalates serious concerns.

  • Your school

    Approves the chapter and keeps authority over rooms, guests, communications, and student safety.

  • Sip & Scale

    Approves use of the chapter name, provides onboarding and activity guides, and connects chapters across the community.

  • Advisory Board

    Advises the Sip & Scale Jr. team on curriculum, competitions, partnerships, and student opportunities. Advisors do not run chapters.

When leaders graduate

Keep plans, materials, contacts, and expenses in a shared place the school approves. Before leaders step down, introduce the next leaders to the advisor and the Sip & Scale contact.

04

A sample first term

Life in a chapter

Where interests become projects.

  1. 1

    Explore and connect

    Students discover an industry, meet classmates across grades, and hear from approved guests. No project is needed to start.

  2. 2

    Build and challenge

    Through activities like Idea Mix and Build Nights, students develop an app, business, research project, creative work, or community initiative, then test it with feedback.

  3. 3

    Showcase and reflect

    Students share a prototype, pitch, or experiment, explain their decisions, and improve their work. Competitions are optional. Progress counts more than results.

A sample only. Reorder, combine, or replace sessions. Eight meetings can run as a short cycle or across a full term.

  1. Meeting 1

    Welcome and interest mapping

    Members meet and list their interests.

  2. Meeting 2

    Problems worth solving

    Teams choose a problem to investigate.

  3. Meeting 3

    Idea Mix

    Teams develop a first idea.

  4. Meeting 4

    Founder or alumni conversation

    Members ask questions and pick a next step.

  5. Meeting 5

    Build Night

    Teams make a draft, mock-up, or prototype.

  6. Meeting 6

    First Customer Challenge

    Teams prepare a sales plan or budget.

  7. Meeting 7

    Stress-Test My Idea

    Teams get feedback and choose changes.

  8. Meeting 8

    Student showcase

    Members show their work and what they learned.

A 60-minute meeting

For a 75- or 90-minute meeting, add the extra time to the main activity and feedback. During exams, meet less often or pause.

  1. 5 min

    Opening

    Welcome members and state the goal.

  2. 10 min

    Short introduction

    Introduce one idea or example.

  3. 30 min

    Main activity

    Students create, investigate, or decide.

  4. 10 min

    Share and feedback

    Teams show their work and answer questions.

  5. 5 min

    Next step

    Agree on one action before the next meeting.

05

Activity bank

Starting points, not rules. Choose activities with your members and adapt them to your school. Spend most of each session on discussion, building, and feedback, not lectures.

Five kinds of session

  • Explore

    Discover a field or ask someone about their work.

  • Build

    Make and test something, alone or with a team.

  • Challenge

    Make a decision and explain the reasoning.

  • Connect

    Meet collaborators, peers, and mentors.

  • Showcase

    Show progress and get feedback.

Activities to try

  • Idea Mix

    Teams draw a random customer, problem, and constraint, then design an idea that fits. Change a constraint halfway to practise adapting.

    Try it on the main page↗
  • First Customer Challenge

    Teams plan a route to $100, or a local equivalent, in revenue. They name a customer, offer, price, sales channel, and first outreach step. Use pretend sales unless the school approves real ones.

    Try it on the main page↗
  • Build Nights

    Members work on projects they already care about. Each team sets a goal at the start, gets feedback from peers or mentors, and shares progress at the end.

    Try it on the main page↗
  • Stress-Test My Idea

    A team shares an idea. Others question whether the problem is real, users care, and the plan can work. The team says what feedback it accepts and how it would change.

    Try it on the main page↗
  • Build for a Stranger

    Teams get a fictional user, such as a student who loves gaming and struggles to study. They design a solution, separate facts from guesses, and plan how to test the guesses.

  • Founder’s Dilemma

    Groups face a hard call, such as an inactive co-founder or a product that harms users. They choose, explain the trade-offs, and answer objections. More than one answer can be right.

  • Business Model Makeover

    Teams take an existing business, nonprofit, or school initiative and improve its pricing, marketing, or operations. They explain the expected effect and propose a test.

  • Investor Speed Round

    Teams pitch a quick solution to a problem. Other students split pretend investment funds using agreed criteria, then explain their choices.

  • Budget Challenge

    Teams get a pretend budget for a club, event, or project. They set priorities, defend their costs, and adapt when the budget changes.

  • Silly Pitches

    Students pitch deliberately strange ideas to practise improvising and presenting. Keep it low-pressure and the feedback kind.

  • Two-Meeting Startup

    In meeting one, teams pick a problem and user and plan a test. By meeting two, they collect feedback or build a simple prototype, then explain what changed.

  • Fireside Chats

    Invite an alum, founder, researcher, creator, or community leader. Collect questions in advance. Confirm the guest with your advisor before announcing the session.

06

Optional competition

Proposed format

The Stress-Test My Idea Challenge recognizes teams that define a problem, collect evidence from users, test a solution, and improve it after criticism. Schools can run it internally. Regional and global rounds start only when enough chapters can support them.

Teams of 2 to 5 high school students. Students do the core research, decisions, and presentation themselves, and disclose prior work, outside funding, and adult help.

Each presentation

  1. 5 minPresent
  2. 7 minQuestions from judges
  3. 3 minWhat the team would change

Judging criteria

  • Problem and user evidence20%
  • Quality and originality of the solution20%
  • Testing and progress20%
  • Feasibility and operating model15%
  • Response to criticism15%
  • Ethics, inclusion, and impact10%
Published before every round
Eligibility, judging criteria, scoring, and conflict-of-interest rules. Major finals have at least three qualified judges.
Possible awards
Champion, Strongest Customer Evidence, Best Prototype, Most Adaptable Team, Best Community Solution, Most Original Idea, and People’s Choice. Prizes are offered only after partners and funding are confirmed.
07

Safety and privacy

Approved channels
Share schedules and updates through a channel the school approves, such as school email or Google Classroom. Do not require a social media account to take part.
Consent before publishing
Follow school consent rules before sharing any student name, photo, or project.
Guests and visits
The advisor reviews every guest, off-campus activity, and supervision plan.
Only the data you need
Collect only the information needed to run the chapter.
Serious concerns
Report safety or conduct concerns through the school’s existing process.
08

End-of-cycle review

At the end of each cycle, review the cycle with members and the advisor. Then send a short summary to your Sip & Scale contact.

Attendance
Do students come back and take part?
Projects
Do students move from an idea to work they can show?
Feedback and testing
Do teams change their work after they hear from others?
Connections
Do students meet people who help them learn?
Member feedback
Which activities do members want to repeat or change?

Include the activities you ran, attendance, project progress, member feedback, expenses, and next steps. Do not collect extra personal data only to measure impact.

How it grows

One school first. Then a network.

Sip & Scale Jr. is new. We are opening founding chapters now. Each stage starts only when the chapters before it are ready.

Where it goes

  1. We are here

    Founding chapters

    The first schools run a small first cycle and a school showcase. Their feedback shapes the activities and guides.

  2. Next

    City communities

    Chapters in the same city share build days, mentors, and showcases.

  3. Later

    Regional rounds

    School showcases become qualifiers for regional finals, judged against published criteria.

  4. Later

    A global network

    Chapters across countries meet at global finals, with pathways into university programs, fellowships, and research.

Questions

Questions we hear most.

Still have a question?Ask the team↗

Is Sip & Scale Jr. new?

Yes. We are opening founding chapters now. Founding chapters help shape the activities, guides, and standards that later chapters use.

How much does it cost?

Nothing. Sip & Scale Jr. is free for students and schools. If an activity needs materials, the chapter confirms funding with the school before buying anything.

Who can join?

Any high school student who meets your school’s rules for clubs. Students do not need a project, or any business, coding, or leadership experience.

How much time does it take?

A chapter runs at least six sessions a year. Most meetings are about 60 minutes. Chapters choose weekly, every two weeks, monthly, or short cycles, and can pause during exams.

What if fewer than 15 students are interested?

Start anyway. During the pilot, a smaller group that suits your school is fine. Keep the first cycle small enough to run well.

What if we do not have a teacher advisor yet?

A chapter needs a teacher or an approved school representative before it launches. Start by asking a teacher you know. The chapter guide explains what an advisor does.

Can we use the Sip & Scale Jr. name right away?

Not yet. Contact our team first. We confirm chapter approval, branding, and the support available before you launch under the name.

Is it only about business?

No. Students build apps, businesses, research, creative work, school improvements, and community projects. Nonprofit and social projects count too.

Do students have to compete?

No. Competitions are optional. A school showcase can serve as a qualifier. Regional and global rounds start only when enough chapters can support them.

How do you keep students safe?

The school keeps authority over rooms, guests, communications, and student safety. The advisor reviews every guest and off-campus activity. Chapters collect only the information they need and follow school consent rules before sharing names or photos.

What happens when student leaders graduate?

Leaders keep plans and materials in a shared place the school approves. Before they step down, they introduce the next leaders to the advisor and our team.

What does Sip & Scale provide?

Onboarding, activity guides, branding guidance, and connections across the Sip & Scale community. Mentors, partner benefits, cross-school events, and competitions depend on availability and school approval.

Ready to start a chapter?

Tell us about your school. We reply by email to discuss approval and a first cycle.

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Talk to the Sip & Scale Jr. team
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