Classroom Store Trading Adventure
Created byMegan Snowden
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Classroom Store Trading Adventure

Grade 1Social Studies5 days
5.0 (1 rating)
The 'Classroom Store Trading Adventure' project engages first-grade students in social studies by simulating a marketplace where they learn about the roles of consumers and producers. Through interactive activities, such as categorizing goods and services, role-playing as buyers and sellers, and participating in a community market day, students gain practical understanding of market dynamics and the process of trading goods. This project fosters critical thinking about economic concepts and encourages reflection on their experiences in managing a classroom store.
MarketplaceTradingConsumersProducersGoodsServicesRole-playing
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Inquiry Framework

Question Framework

Driving Question

The overarching question that guides the entire project.How can we run a successful classroom store by understanding the roles of consumers and producers and the process of trading goods?

Essential Questions

Supporting questions that break down major concepts.
  • What are goods and services?
  • How do we trade goods in a community?
  • What roles do consumers and producers play in a marketplace?

Standards & Learning Goals

Learning Goals

By the end of this project, students will be able to:
  • Students will identify and differentiate between goods and services.
  • Students will understand the basic concept of trading goods within a community.
  • Students will explore the roles of consumers and producers in a marketplace.
  • Students will apply their understanding by participating in a classroom store activity.

State Educational Standards

SS1.E.3
Primary
Understand the roles of consumers and producers in a market and how goods are exchanged.Reason: Directly relates to understanding and applying the roles of consumers and producers, which is crucial for running a classroom store.
SS1.E.1
Primary
Identify examples of goods and services in the community.Reason: Foundation for understanding what goods and services are, a key concept of the project.
SS1.E.2
Primary
Describe how goods and services are exchanged in a market.Reason: Relates to the essential question on trading goods in a community.

Entry Events

Events that will be used to introduce the project to students

Market Day Mystery Box

A surprise box is delivered to the classroom filled with various items. Students have to decide which items to stock in their store based on value and demand, prompting them to explore concepts of supply, demand, and decision-making in business.

Advertise Your Product

Students are asked to create advertisements for different products they will sell in the classroom store. This entry event taps into interests in art and communication, and explores how advertising affects consumer choices.

The Great Supply Hunt

Students receive a mysterious letter that tasks them with gathering supplies from different 'countries' (stations around the classroom) to open their store. They learn how goods and services are exchanged globally, sparking curiosity about international trade and economics.
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Portfolio Activities

Portfolio Activities

These activities progressively build towards your learning goals, with each submission contributing to the student's final portfolio.
Activity 1

Goods and Services Exploration

This activity introduces students to the basic concepts of goods and services through interactive engagement with everyday items. Students will explore different objects, identify them as goods or services, and discuss their importance in the community.

Steps

Here is some basic scaffolding to help students complete the activity.
1. Present various items such as toys, books, and an image of a service like a haircut or teaching.
2. Guide students to sort the items into 'goods' and 'services' categories.
3. Discuss why each item is considered a good or a service with the class, emphasizing their importance in daily life.

Final Product

What students will submit as the final product of the activityA sorted collection of items categorized into goods and services by the students.

Alignment

How this activity aligns with the learning objectives & standardsAligns with SS1.E.1 as students identify examples of goods and services in the community.
Activity 2

The Producer and Consumer Role-Play

Students engage in a role-playing activity where they take turns acting as producers and consumers. This helps them understand the dynamics of a marketplace and the roles each plays in it.

Steps

Here is some basic scaffolding to help students complete the activity.
1. Divide the class into two groups: producers and consumers.
2. Provide 'producers' with pretend products (e.g., paper money, toy products).
3. Have consumers 'purchase' products from producers using the pretend currency.
4. Switch roles to ensure every student experiences both roles.
5. Discuss what students observed in each role and the importance of both in a market.

Final Product

What students will submit as the final product of the activityAn interactive role-play session where students physically demonstrate understanding of producer and consumer roles.

Alignment

How this activity aligns with the learning objectives & standardsAddresses SS1.E.3 by allowing students to understand and apply the roles of consumers and producers in a market.
Activity 3

Community Market Day

Students will simulate a community market day where they set up their own stalls and practice exchanging goods and services. This practical exercise helps them grasp the concept of trade and its functions.

Steps

Here is some basic scaffolding to help students complete the activity.
1. Create 'stalls' using desks or tables in the classroom where students can display their goods or service offerings.
2. Give students 'money' to use for purchasing within the market.
3. Allow students to walk around, act as sellers and buyers, and engage in trading activities.
4. Encourage students to communicate about what they are buying and selling.
5. Facilitate a reflection session on what students learned about markets and trade.

Final Product

What students will submit as the final product of the activityA full-class participation event replicating a community market where students buy and sell goods and services.

Alignment

How this activity aligns with the learning objectives & standardsComplements SS1.E.2 by providing a practical description of how goods and services are exchanged in a market.
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Rubric & Reflection

Portfolio Rubric

Grading criteria for assessing the overall project portfolio

Community Market and Trading Rubric

Category 1

Understanding of Goods and Services

Assesses students' ability to correctly identify and differentiate between goods and services.
Criterion 1

Identification of Goods

Measures the student's ability to accurately identify and categorize tangible items as goods.

Exemplary
4 Points

Correctly identifies all items presented as goods, with insightful understanding of their characteristics and functions.

Proficient
3 Points

Identifies most items correctly as goods, showing good understanding of their characteristics.

Developing
2 Points

Identifies some items as goods but with occasional inaccuracies or misunderstandings.

Beginning
1 Points

Struggles to identify items as goods, with minimal understanding of their characteristics.

Criterion 2

Identification of Services

Measures the student's ability to correctly identify and categorize intangible offerings as services.

Exemplary
4 Points

Correctly identifies all services, displaying strong understanding and ability to differentiate services from goods.

Proficient
3 Points

Identifies most services correctly, demonstrating general understanding of what constitutes a service.

Developing
2 Points

Identifies some services but often confuses items as goods or shows limited understanding.

Beginning
1 Points

Shows minimal ability to identify services, often confusing them with goods.

Category 2

Understanding of Market Roles

Evaluates understanding of consumer and producer roles and the ability to articulate their functions within a marketplace.
Criterion 1

Role Play Execution

Evaluates students' engagement and performance during role-play activities as producers and consumers.

Exemplary
4 Points

Exhibits thorough understanding and active participation as both producer and consumer, showing leadership and insight in role exchanges.

Proficient
3 Points

Actively participates and demonstrates clear understanding of both roles with minor guidance.

Developing
2 Points

Participates in role-play with basic understanding but requires moderate guidance or prompts.

Beginning
1 Points

Struggles to participate or understand roles during role-play, needing significant guidance.

Criterion 2

Articulation of Roles

Measures the ability to explain the roles of producers and consumers and their importance in market dynamics.

Exemplary
4 Points

Articulates a deep understanding of both roles' functions and their interplay in markets with sophisticated explanations.

Proficient
3 Points

Provides clear and correct explanations of roles, demonstrating good understanding of their functions.

Developing
2 Points

Provides basic explanations of roles with some errors or unclear reasoning.

Beginning
1 Points

Struggles to explain roles, showing limited understanding or confusion.

Category 3

Participation in Market Simulation

Assesses engagement and application of trading in a simulated market environment.
Criterion 1

Trading Interaction

Looks at how well students engage in trading activities, including communication and negotiation during market day.

Exemplary
4 Points

Engages confidently in trading with effective communication and negotiation, showcasing clear understanding of market exchange.

Proficient
3 Points

Consistently interacts in trading with clear communication, demonstrating good understanding of market dynamics.

Developing
2 Points

Interacts during trade but with limited communication or understanding, requiring some prompts.

Beginning
1 Points

Struggles with trading interactions, needing substantial guidance to engage.

Criterion 2

Reflection on Learning

Assesses the ability to reflect on market day experiences and articulate learning outcomes.

Exemplary
4 Points

Provides insightful reflections on experiences, clearly articulating what was learned with examples or suggestions for improvement.

Proficient
3 Points

Reflects effectively on experiences, articulating what was learned with some clarity.

Developing
2 Points

Reflects on experiences but with limited depth or clarity in articulating learning outcomes.

Beginning
1 Points

Shows minimal reflection on experiences with no clear articulation of learning outcomes.

Reflection Prompts

End-of-project reflection questions to get students to think about their learning
Question 1

Reflect on your experience by identifying two key things you learned about the roles of consumers and producers in a marketplace. How did participating in the classroom store help you understand this?

Text
Required
Question 2

How confident do you feel in explaining the difference between goods and services, and why each is important in our community?

Scale
Required
Question 3

Choose one aspect of our Community Market Day that you liked the most and explain why.

Multiple choice
Optional
Options
Setting up stalls
Buying goods
Selling goods
Using pretend money
Interacting with classmates
Question 4

Reflect on how participating in the classroom store activity helped you better understand the process of trading goods in a community.

Text
Required
Question 5

On a scale of 1 to 5, how much did the activities help you understand the concept of goods and services?

Scale
Required