Grades 6-8 | Exploration of Invention & Entrepreneurship: From Idea to Market
Grades 6-8 | Exploration of Invention & Entrepreneurship: From Idea to Market
Overview: Students explore what makes something an invention and study the history of some inventions that have shaped our way of life. They learn problem-identification, problem-solving, and creativity skills, culminating in designing their own invention.
Grade Band: 6-8
Lessons: 15
Professional Development: Yes
Software Needed: No
Equipment Required: Yes
Number of Students per Equipment Kit: 24
All Included: Yes
Product Description:
The "Exploration of Invention & Entrepreneurship: From Idea to Market" course is designed for learners in grades 6-8 to explore the exciting world of invention and entrepreneurship. This course provides students with the skills and knowledge needed to take an idea from conception to market. Through hands-on activities, students will learn about design, prototyping, marketing, and business planning, culminating in a final project where they bring their own idea to market.
Course Features:
15 Lesson Hours: The course includes 15 detailed lessons that cover various aspects of invention and entrepreneurship.
Curriculum and Supporting Materials: Comprehensive lesson plans, activity guides, and additional resources to support effective teaching and learning.
Ongoing Product and Curriculum Support: Continuous support to ensure the curriculum remains relevant and effective.
Professional Development: Training sessions for educators to deliver the course content effectively and facilitate student learning.
Facilitation by a Trained STEM Instructor (Optional): Option to have a professional STEM instructor lead the course.
Learning Target Examples:
What is an Invention?: Identify examples and non-examples of inventions.
Reverse Engineering: Take apart an existing product to determine how it actually works.
Prototyping Physical Inventions: Use basic art materials to build a “works like” and “looks like” prototype.
Prototyping Digital Inventions: Create a digital prototype, or “wireframe”, for an existing digital invention.
Manufacturing: Simulate a manufacturing process and identify ways to make it more efficient and sustainable.
What is an Entrepreneur?: Research famous entrepreneurs and describe the mindset and skills it takes to be an entrepreneur.
Problem Identification: Identify problems and brainstorm solutions that will improve the lives of others.
Business Basics: What’s a Business Plan?: Define cost, profit, revenue, and explore the basics behind creating a business plan.
Logo Design: Design a logo to represent a product, business, person, or idea.
Marketing Strategies: Evaluate marketing platforms/products and determine the best option for a certain product/business.
Project Kickoff: Brainstorming and Problem Identification: Brainstorm a list of problems and choose a problem to solve for their project.
Sketching and Prototyping: Create a sketch and prototype of a product that solves the problem statement.
Create your Business Plan: Create a business plan for the invention including a plan for manufacturing; cost, profit, revenue, and a marketing plan.
Design a Logo and Marketing Materials: Design a logo that represents the business/invention.
Pitch Presentation: Create a pitch presentation for the product that identifies the problem, ideas, solution, and business model.
Equipment Included:
Classroom Set of Prototyping Materials: Includes basic art materials, digital prototyping tools, and other resources needed for creating physical and digital prototypes.
Business Planning Tools: Software and templates for creating business plans, cost analysis, and marketing strategies.
Supporting Materials: Various materials required for hands-on activities, including design templates and troubleshooting guides.
Professional Development:
Teacher Training: Comprehensive training sessions to equip educators with the skills and knowledge to effectively teach the course.
Ongoing Support: Continuous professional development opportunities and support to ensure successful course delivery.
Additional Information:
Designed for Learners in Grades 6-8: The course is tailored to meet the developmental and educational needs of students in this age group.
Hands-On Activities: Emphasis on interactive and engaging activities to foster a love for learning and exploration in STEM fields.
Real-World Applications: Students will learn about the practical uses of invention and entrepreneurship in various industries and scenarios.