Shark Tank Simulation

Shark Tank Simulation

Middle School (ages 11-13)


Career Tech

Lesson Plan Template

Lesson Name


Shark Tank Simulation

Lesson Overview: Use bits to make student life better. Being a successful student is very important. Students will use bits to create a product that will help a student become a better student. You can help a student become more successful in a certain subject area, help a student become more successful at homework completion, help a student socially, or help a student a student develop a better attitude toward school. Students will become entrepreneurs and present their invention to a panel of “Sharks” (potential investors). Students will create a visual display, plan marketing strategies, work out costs, and present to the sharks.

Bits: littleBits STEAM Student Set

Accessories: Battery, power cable, purple screwdriver

Other Materials: To be determined by students

Tools Used: screwdriver

Lesson Tags

Grade Level: Middle School

Subjects: Science, Engineering, Business, Career Readiness

Difficulty: Intermediate

Duration: 3 class periods 42 minutes in duration

Pre-requisite Knowledge: Introducing Little Bits, Introducing the Invention Cycle


Lesson Objectives:

· Create and test a circuit containing input, output, and wires

· Construct a prototype using Bits and other materials

· Test prototype and make improvements

· Demonstrate ability to create, play, remix, and share an invention using the littleBits invention cycle

· Create a marketing plan and presentation

Standards: MS-ETS1-1 Define the criteria and constraints of a design problem with sufficient precision to ensure a successful solution, taking into account relevant scientific principles and potential impacts on people and the natural environment that may limit possible solutions.

Assessment Strategies:

· Little Bits invention log pg. 18

· Use checklist to ask questions and make sure that students are on the right track

· Self-assessment using checklist

· Presentation to “sharks”

Key Vocabulary: signal, circuit, power, input, output, wire, prototype, entrepreneur, investor, retail price, target audience


Instructional Steps

Step 1: Set up

Lesson will be done in small groups of 2-3 students. Each group will need one STEAM student set, checklist, and invention log.

Teacher will set up a central location for assorted materials for students to customize their inventions.

Step 2: Connect: Ask students if they’ve ever heard the phrase, “It just takes one idea.” Teachers and students will discuss entrepreneurship and the ability to create or invent something to solve a problem and change lives.

Teacher will ask students to identify some problems they have faced at school and list them.

Step 3: Teach

Engage students in a 5 minute brainstorm of possible solutions to the problems that they identified. Students will think of ways they could use Bits to solve these problems. Students will make an initial plan for their prototype and create a sketch.

Step 4: Engage

Students will create a prototype. Students should reference their invention guides if they get stuck. Students should draw sketches and take notes as they work.

Step 5: Practice

Test your product. Record your process and invention in your invention log. How did testing go? Will this invention help a student become more successful in school? Play with and remix your prototype in order to try to make improvements.

Create visual display

Plan a marketing strategy

Determine costs

Plan the presentation

Step 6: Close

Students will share their inventions with a panel of “sharks.” They will explain why they created the product and how it will help students, expected profit, how much they are looking for from the sharks, retail price, target audience, marketing plan, and how their prototype works.

Step 7: Extensions

Design another product for your line.

Duration: 3 class periods 42 minutes in duration