Hero background

Unit #3: Entrepreneurial Creativity

Business • 300 • 24 students • Created with AI following Aligned with New Zealand Curriculum

Download now

Free PDF · we'll email you a copy

Business
300
24 students
4 December 2024

Teaching Instructions

A Shark tank based enterpurner unit, focused on working with each other to identify and solve a need, and validating the work of others to problem solve. Include research of a problem, researching and planning of a solution, creattion of a poster and quick presentation of their solution, and peer feedback on presentations.

Unit #3: Entrepreneurial Creativity

Overview

This 300-minute lesson is designed for Years 5–8 students in New Zealand as part of the Business curriculum. It focuses on fostering entrepreneurial skills by engaging students in a "Shark Tank"-style challenge where they identify a need/problem, develop a solution collaboratively, validate their work, and present their idea. Peer feedback is incorporated to encourage critical thinking and problem-solving.

This unit aligns with Level 3-4 of the Social Sciences curriculum, particularly the strand of "Economic World", where students explore how economic activities impact people, communities, and the environment, and recognise different ways people participate in economic activities. Additionally, it incorporates relevant key competencies: Thinking, Relating to Others, Participating and Contributing, and Managing Self.


Objectives

By the end of this lesson, students will:

  1. Understand: Identify real-world problems and recognise opportunities for entrepreneurial innovation.
  2. Collaborate: Work in teams to develop creative, viable solutions to a chosen problem.
  3. Communicate: Present their ideas effectively using posters and oral presentations.
  4. Critically Engage: Provide constructive peer feedback and validate proposed solutions.

Lesson Breakdown: 300 Minutes

Before the Lesson (Preparation)

  • Arrange resources: A3 paper, markers, sticky notes, Chromebooks/tablets for research, and scissors.
  • Set up a timer for specific tasks to keep students on track.
  • Create a simple challenge board or space to keep track of each group's progress.

1. Introduction – What is a Problem? (30 mins)

  1. Icebreaker Activity (10 mins):

    • Ask: “What’s a problem you’ve faced recently that could affect more people (e.g., running out of lunch space, classroom technology breaking)?”
    • Record examples on the board. Tie these ideas to how entrepreneurs find solutions for problems.
  2. Mini-Discussion & Connection to NZ Context (10 mins):

    • Highlight notable Kiwi entrepreneurs (e.g., Peter Beck from Rocket Lab or the creators of Xero).
    • Discuss: What inspired them? What problems did they aim to solve?
  3. Task Explanation (10 mins):

    • Introduce the “Shark Tank” challenge: Each team (4 students) will:
      • Identify a problem.
      • Develop an innovative solution.
      • Create a poster to showcase their idea.
      • Deliver a quick, persuasive pitch to the class.

2. Problem Identification (40 mins)

Small Group Brainstorm (30 mins):

  • In teams of 4, students brainstorm and list potential problems around them – school, community, environment, or things that affect young people in NZ (e.g., improving recycling at schools, safe walking zones, making rugby practice safer).
  • Use sticky notes or whiteboards for idea generation.

Problem Validation (10 mins):

  • Groups narrow their focus by asking key questions:
    • Who does this problem impact?
    • Why is this a problem?
    • What makes it important to solve?

A teacher circulates to support and ask guiding questions.


3. Research & Feasibility (50 mins)

  1. Research (30 mins):

    • Teams research online or discuss to better understand their chosen problem. For example:
      • What has been tried before?
      • Who would their solution need to work for (target users)?
      • Are there cost-effective or simple ways to solve this issue?
  2. Feasibility Test (20 mins):

    • Groups discuss and write out basic answers for:
      • “What is our solution?”
      • “How does it solve the problem?”
      • “What will we need to make this happen?”

Encourage students to be realistic but creative. Offer simple prompts like, "What materials are easy to access?"


4. Poster Creation (60 mins)

  • Each group creates a clear, eye-catching A3 poster with these categories:

    • Title and slogan.
    • Clear description of the problem.
    • Step-by-step explanation of the solution.
    • Visuals (e.g., prototype sketches, drawings).
    • Target audience.
  • Teacher tip: Give a time check every 15 minutes to keep students focused.


5. Quick Presentations (75 mins)

  1. Shark Tank Pitch (5 mins per group x 6 groups = 30 mins):

    • Each group presents their problem, solution, and poster in front of the class.
    • They must clearly state why their idea should be "invested in" or implemented.
  2. Peer Feedback and Validation (3 mins per group x 6 = 18 mins):

    • After each pitch, the audience (students) asks 1-2 constructive questions or gives feedback with sentence starters like:
      • "I see the strength of your idea is..."
      • "Have you thought about trying..."
  3. Reflection Questions by Teacher (10 mins):

    • “Which ideas stood out and why?”
    • “What was the most creative solution today?”

Break (10 mins)


6. Wrap-Up and Reflection (45 mins)

  1. Class Reflections (20 mins):

    • As a class, complete a quick reflection on the lesson:
      • “What did we learn about solving problems?”
      • “How can we think like entrepreneurs in our daily lives?”
    • Discuss why collaboration and feedback were important in this process.
  2. Individual Exit Task (10 mins):

    • Complete a journal entry answering:
      • “What did my group do well?”
      • “What could I do better next time?"
  3. Celebration (15 mins):

    • Celebrate each team’s effort by displaying posters around the classroom or giving "Team Superlatives" such as "Most Creative," "Best Sales Pitch," or "Most Likely to Succeed."

Assessment Opportunities

  • Formative Observations: During group brainstorms and research, observe teamwork, idea generation, and ability to justify solutions.
  • Poster Rubric: Assess posters for creativity, problem-solution clarity, and how well-researched the idea is.
  • Oral Presentation: Evaluate confidence, presentation skills, and ability to articulate their ideas.
  • Peer Feedback: Assess students’ ability to give constructive, thoughtful feedback.

Curriculum Links

This unit addresses Level 3-4 of the New Zealand Social Sciences curriculum (Economic World strand), focusing on:

  • Exploring how innovation meets needs and impacts the community.
  • Recognising different ways people contribute to economic activities.

Teacher’s Notes

  • Encourage big thinking but emphasise realistic constraints to keep ideas grounded.
  • Keep the pace by enforcing time limits with visible timers.
  • Rotate around groups to challenge assumptions and ask, “Sure—that works, but what other ways might you solve this?”

Create Your Own AI Lesson Plan

Join thousands of teachers using Kuraplan AI to create personalized lesson plans that align with Aligned with New Zealand Curriculum in minutes, not hours.

AI-powered lesson creation
Curriculum-aligned content
Ready in minutes

Created with Kuraplan AI

🌟 Trusted by 1000+ Schools

Join educators across New Zealand