Lesson Plan Name: Innovation and Fun - Amusement Parks
Rationale:
Amusement parks are a great way to entertain the entire family. The rides that are located at these places
of enjoyment are marvels of modern construction, when you stop to think about it. It requires an awful lot
of planning and designing to create a single ride, and takes into consideration a long list of different
specialties and professional backgrounds to make each one a reality.
The focus of this lesson plan is for students to learn about the innovative technology behind their favorite
family vacation spots, and to see what makes them work. Students will have the opportunity to conduct
research on different amusement park rides, and, after creating a record of their favorite one they
discover, design and build their own from a collection of different materials.
The idea of this lesson is for students to gain an understanding of cost margins (they will need to buy each
material they use from the teacher), designing something that will attract potential customers to the ride
(other students can pay them in order to try their ride out for themselves), and the research and
development process that every company uses before launching a new product or exhibit (initial planning
stages for their amusement park ride).
Standards Addressed/Learning Objectives:
● W.5.8: Recall relevant information from experiences or gather relevant information from print
and digital sources; summarize or paraphrase information in notes and finished work, and provide
a list of sources. (5-PS1-2),(5-PS1-3),(5-PS1-4).
● MP.5: Use appropriate tools strategically. (5-PS1-2),(5-PS1-3)
● SS.EC.2.5: Discover how positive incentives (e.g. sale prices and earning money) and negative
incentives influence behavior in our nation’s economy and around the world.
● 3-5-ETS1-1. Define a simple design problem reflecting
● 3-5-ETS1-2. Generate and compare multiple possible solutions to a problem based on how well
each is likely to meet the criteria and constraints of the problem.
● 3-5-ETS1-3. Plan and carry out fair tests in which variables are controlled and failure points are
considered to identify aspects of a model or prototype that can be improved.
Materials Needed:
● Empty toilet paper and paper towel tubes
● Pipe cleaners
● Lego blocks (optional)
● Selection of different paper and card stock
● Cardboard scraps and boxes
● Popsicle sticks
● Clay/Play Doh
● Amusement Park Ride Worksheet
● Money tokens (PDF)
● Writing utensils/markers/colored pencils
●
Glue/tape/stapler
General Outline:
Prep:
1. Gather all needed materials the day before class so that it is available and ready when it is needed.
You may actually need to begin to collect materials a few days in advance so that you have
everything when needed.
2. Try to spread individual desk more around the room to create more space for students to move
around.
3. Set up a small table or desk at the front of the room where students can have easy access. This is
where the “bank” is located to buy materials from. Place all building materials behind this des
away from students until they pay a certain amount of “money” for each one (you can set
individual prices as needed beforehand).
The Lesson
1. Welcome students back to class and have them take their seats. Take attendance and make sure
the class is attentive before moving forward with the lesson.
2. Inform students that today they will discuss different types of amusement park ride designs that
are created to provide entertainment to customers and to make money for businesses. Explain
briefly how this works, and offer a few examples as you instruct them.
3. Once the explanation is finished then hand each student a copy of the worksheet for the lesson.
Instruct the students to answer the first question through research on their computers, but to not
worry about the last three until after the activity is finished for the day.
a. The first question on the worksheet relates to information they will gather on their
favorite amusement park ride that they locate on the internet. This ride is meant to inspire
them and give them creative ideas to work with.
4. Once they are finished answering the first question, tell the students that they will now build their
own rides from the materials located in the classroom that was prepared the night before. Let
them know that they will play the roles of amusement park owners, and will need to spend money
to build their rides. Hand each student a number of money tokens (you can print out and use as
many as you would like), and tell them that materials can be purchased from you at the front of
the class. Inform students that they will have a total of 20 minutes to build the first version of
their ride, and that after those 20 minutes have ended students can have the chance to try these
rides out, as long as they pay the owner an amount of money tokens that each owner decides.
a. Mentions as well that the only way they can earn more money from rides is if they stay
by their ride and help the other student use it the right way. Rides that do not have their
owner next to them are considered “closed” for the day.
b. Give them about 10 minutes to do the play sequence, then call them back to their
individual rides.
5. Repeat step 4 again, this time instructing them to make any changes with the new amount of
money tokens they have generated from customers who visited them. This time they only have 10
minutes to make changes to the ride.
a. Students then have 10 additional minutes to play with their rides they and their peers
created before the activity comes to an end.
6. Once the activities are completed thank the students for cooperating and have them return to their
seats. Instruct them to answer the remaining questions on the worksheet.
7. Once all questions are answered begin a short discussion about the activities, focusing on their
answers to the worksheet, and how this is an example of both innovation in technology, as well as
business.
Assessment(s):
Participation: Students will be actively learning in this lesson, with hands-on instruction and using
critical thinking skills to develop and build their structures.
Structure Development: The building of the structures will further develop students reasoning, critical
thinking, attention to detail, and analytical skills.
Amusement Park Simulation: The simulation is meant to teach students how cost and profit works in a
business, as well as time put into operation hours and development.
Worksheet: The worksheet acts as a pre-assessment and as a reflection for when they complete their
activities. This will allow them to place their initial thoughts onto paper, their findings afterward, and will
give them an example of not only innovation in action but also very basic levels of economics.