This curriculum outline provides lessons for elementary school students in grades 3-5 focused on creativity, entrepreneurship, idea generation, market research, design thinking, and prototyping. The outline includes the name and brief description of each lesson, along with the suggested time allotment. Some of the key lessons include improvisation games to develop creativity, creating pretend products and menus, examining different products in a market, surveying potential customers, and designing basic prototypes to solve problems.
This curriculum outline provides lessons for elementary school students in grades 3-5 focused on creativity, entrepreneurship, idea generation, market research, design thinking, and prototyping. The outline includes the name and brief description of each lesson, along with the suggested time allotment. Some of the key lessons include improvisation games to develop creativity, creating pretend products and menus, examining different products in a market, surveying potential customers, and designing basic prototypes to solve problems.
Lesson Time Activity Name Quick Description This is Not is an improvisation game to create a safe learning space and get students thinking creatively. Stu- 10 This is Not dents take an ordinary object and change it into anything they can think of. In Wacky Inventions students work in groups to use ex- Creativity 1 30 Wacky Inventions isting products and objects to come up with (and then act out) the wackiest inventions they can think of. In Planet Mooz, students create a pretend diner on a newly discovered planet called Mooz. Moozians eat very 50 Planet Mooz Diner different things than we do on Earth, so they need to use their creativity to put together a stellar menu.
Video & I Spy asks students to become more attentive
and question what they think they perceive. The video 20 Video & I Spy tricks students into not noticing something that, when shown a second time, is very obvious! I Spy is played using all the senses. Creativity 2 In Lens and Perspective, students use a paper “lens” to (Purchase) 30 Lens & Perspective put a limit on their sense of sight to force them to see the world from a different point of view. In 5 Senses, students observe objects using many senses, 40 5 Senses record their findings, judge its characteristics and suggest a change they would make to improve its function.
In Entrepreneur Mindset Video & Poster, students watch
Entrepreneur a video of a young entrepreneur and design a poster to 40 Mindset Video & reflect on the mindsets and skills they have and what an Poster entrepreneurial “dream team” would need in order to take on any challenge that comes their way! Intro to Entrepreneurship Paper Tower- In Marshmallow Challenge, students work in teams to 1 35 Marshmallow complete a challenge to build the tallest structure while Challenge reflecting on the entrepreneurial mindsets and skills. Students listen and sing along to the Entrepreneur Song, 15 Entrepreneur Song which presents the vocabulary of the entrepreneurial mind- set and process.
In Analyzing Products In a Market, students examine
Analyzing Products in different products from the same category/market, present 60 Intro to Market their findings, and then develop ideas for new products in Entrepreneurship that same market. 2 In Pitch Game, students work in teams to come up with (Purchase) 30 Pitch Game product ideas and then pitch their ideas to the rest of the class as a quick overview of the entrepreneurial process. CURRICULUM OUTLINE ELEMENTARY GRADES: 3-5
Group Brainstorming & Brainwriting introduces brain-
Group Brainstorming storming rules, has students do traditional brainstorming 45 and Brainwriting and a new inclusive technique called “Brainwriting.” Idea Generation 1 In Role Playing and Reverse Brainstorming, students use Role Playing and their imagination to role play and learn how to “reverse 45 Reverse Brainstorming brainstorm” to make a problem worse in order to encour- age new ideas. In Visual Idea Generation, students pretend to be charac- Visual Idea ters and use an image to prompt ideas of challenges they 55 Generation would face in a specific space. Then, they role-play differ- Idea Generation ent scenarios to identify solutions. 2 Students learn and use the acronym SCAMPER to stim- (Purchase) ulate creative thinking about how VR could be applied in 35 SCAMPER new ways. SCAMPER stands for “Substitute, Combine, Adapt, Modify, Put to other uses, Eliminate, Reverse.”
Introduction to Introduction to Markets uses images to introduce the
10 Markets definition of a market. In Describing the Market, students consider the custom- Market Research 30 Describing a Market ers and the competition in different types of markets. 1 Secondary Research models searching and browsing the 50 Secondary Research internet for information. Students then carry out secondary market research on an original idea. Two Extremes is a warm-up to promote team building 10 Two Extremes and communication skills needed for Market Research such as asking questions and actively listening. In Product/Service Description, students come up with Product/Service 20 a product or service idea and describe it to use when they Description survey participants about their idea. Market Research In Primary Research, students speak directly with poten- 2 Primary Research: tial customers and seek to better understand their wants 40 (Purchase) Survey and needs as well as information and insight into the effec- tiveness and viability of their ideas. In Survey Summary: Product & Customer Information, Survey Summary: students compile all the individual survey responses and 20 Product & Customer reflect on questions that helps them determine what Information people think of their idea and how they might change it in order to be more successful. CURRICULUM OUTLINE ELEMENTARY GRADES: 3-5
In Prototype Challenge students respond to a challenge
Prototyping 30 by making a prototype using basic materials. This introduc- Challenge es them to the process of finding and designing solutions. In Empathize & Define students use either real life situa- tions or Visual Idea Generation Cards to create a scenario Design Thinking in which they can empathize by observing and interviewing 30 Empathize & Define & Prototyping 1 a person. The information they gather and record during this process helps them define the person’s challenge and work toward creating a solution. In Ideate & Prototype, students learn ways to prototype, 30 Ideate & Prototype ideate (brainstorm) solutions to their problems defined in Empathize & Define and create a basic prototype.
In What is Iteration?, students view examples of proto-
20 What is Iteration? types and discuss iteration and its importance in the de- sign and on-going development of products and services. In Test & Feedback Loop, students create testing scenar- Design Thinking ios for their prototype and receive user feedback. Based Test & Feedback & Prototyping 2 45 on the feedback, they make changes to their prototype. At Loop (Purchase) each round of testing and feedback, they iterate, or make changes, to their prototype based on the user’s comments. In Reflect & Share, students reflect upon the design think- 25 Reflect & Share ing process through structured questions and share their new understandings while practicing public speaking. Why Have a Plan? is a short warm-up that helps students Warm Up: Why Have realize why having a plan in business is necessary for suc- 10 a Plan? cess. It uses the analogy of trying to take a trip without a plan to introduce this concept. In Traditional Lemonade Stand, students analyze an image of two girls at their lemonade stand to uncover Traditional Lemonade 30 what they already know about how a business works and Stand use that knowledge to complete the different sections of a business model.
Business Model 1 In Revise the Business Model, students watch a video
and follow an entrepreneur from the moment she has an Revise the Business idea to when she actually sells her product. As the entre- 25 Model preneur in the video changes her business model, they revise the business model created in Traditional Lemonade Stand. In How to Make Money, students study different ways a lemonade stand can make money and change parts of 25 How to Make Money their business model to create a business plan for a new, innovative lemonade business. They then have the option of creating an advertisement for the new business. CURRICULUM OUTLINE ELEMENTARY GRADES: 3-5
In What is Profit?, students use a basic income statement
to connect the resource, expense, revenue, and profit 15 What is Profit? areas of the business model. They see how profit is calcu- lated by subtracting money spent from money earned. In Revenue and Profit, students investigate how business- Business Model 2 20 Revenue and Profit es generate revenue and what they do with profits. (Purchase) In Competitive Advantage, students use the business Competitive 20 models from Revenue and Profit to determine the compet- Advantage itive advantage of each business. In My Business Model, students create a business model 35 My Business Model that lays out their plan for a product or service idea. In Partner Pitch, students pitch everyday objects multiple times to different people to convince them why the objects 20 Partner Pitch are “the greatest invention ever created!” The repetition increases their confidence in speaking in front of others. In Vocal Variety & Body Language Game, students play with saying phrases and sentences aloud to explore how Vocal Variety & Body Pitching 1 35 emphasis and tone can change words’ meanings. They Language Game also play a game to experience how body language can express different meanings when delivering a message. Awards Acceptance Speech creates the experience of Award Acceptance receiving an award. Students fill in a partially completed 35 Speech script to practice the public speaking skills they learned in the prior activity and speaking with confidence. In The Art of Persuasion, students practice persuasion 20 The Art of Persuasion techniques in real life scenarios. In Judge a Pitch, students watch videos of pitches and 20 Judge a Pitch analyze their features and what makes them effective. This Pitching 2 helps them during My Pitch activity. (Purchase) In My Pitch, students draft a pitch script for an original product or service idea. They practice and revise their 50 My Pitch pitch by video recording and analyzing themselves before giving their official pitch to the group.
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