Inquiry Framework
Question Framework
Driving Question
The overarching question that guides the entire project.How can we design a board game that teaches players to make smart choices about spending money based on understanding the difference between needs and wants in our community?Essential Questions
Supporting questions that break down major concepts.- What are basic needs that all people have?
- What are some things that people want, but don't need?
- How do we make choices about what to buy when we can't have everything?
- How does understanding needs and wants help us make smart decisions with money?
Standards & Learning Goals
Learning Goals
By the end of this project, students will be able to:- Students will be able to differentiate between needs and wants.
- Students will be able to explain how understanding needs and wants helps in making smart financial decisions.
- Students will be able to design a board game that effectively teaches the difference between needs and wants.
- Students will be able to apply their understanding of needs and wants to real-world scenarios through game play.
Portfolio Activities
Portfolio Activities
These activities progressively build towards your learning goals, with each submission contributing to the student's final portfolio.Needs vs. Wants Brainstorm
Students brainstorm examples of needs and wants, categorizing them and providing justifications for their choices.Steps
Here is some basic scaffolding to help students complete the activity.Final Product
What students will submit as the final product of the activityA detailed list of needs and wants with explanations for each categorization.Alignment
How this activity aligns with the learning objectives & standardsAligns with the learning goal: Students will be able to differentiate between needs and wants.Smart Spending Scenarios
Students analyze scenarios where characters must make spending decisions, identifying needs vs. wants and justifying the best financial choice.Steps
Here is some basic scaffolding to help students complete the activity.Final Product
What students will submit as the final product of the activityA written analysis of spending scenarios, explaining the difference between needs and wants in each situation and recommending the most responsible choice.Alignment
How this activity aligns with the learning objectives & standardsAligns with the learning goal: Students will be able to explain how understanding needs and wants helps in making smart financial decisions.Game Design Blueprint
Students design the basic structure of their board game, including the theme, game pieces, and types of spaces on the board (e.g., needs spaces, wants spaces, challenge spaces).Steps
Here is some basic scaffolding to help students complete the activity.Final Product
What students will submit as the final product of the activityA detailed game design plan, including a sketch of the board, descriptions of game pieces, and explanations of different space types and their functions.Alignment
How this activity aligns with the learning objectives & standardsAligns with the learning goal: Students will be able to design a board game that effectively teaches the difference between needs and wants.Cards and Rules Creation
Students create the game cards and rules for their board game, ensuring that the game effectively teaches the difference between needs and wants and encourages smart financial decisions.Steps
Here is some basic scaffolding to help students complete the activity.Final Product
What students will submit as the final product of the activityA complete set of game cards (Needs, Wants, Challenges) and a detailed rule book explaining how to play the game.Alignment
How this activity aligns with the learning objectives & standardsAligns with the learning goal: Students will be able to apply their understanding of needs and wants to real-world scenarios through game play; Students will be able to design a board game that effectively teaches the difference between needs and wants.Game Testing and Review
Students playtest each other's games, providing feedback on the game's fun factor, educational value, and clarity of rules.Steps
Here is some basic scaffolding to help students complete the activity.Final Product
What students will submit as the final product of the activityA written review of another group's game, including suggestions for improvement and a rating of its effectiveness in teaching the difference between needs and wants.Alignment
How this activity aligns with the learning objectives & standardsAligns with the learning goal: Students will be able to apply their understanding of needs and wants to real-world scenarios through game play; Students will be able to differentiate between needs and wants; Students will be able to explain how understanding needs and wants helps in making smart financial decisions.Rubric & Reflection
Portfolio Rubric
Grading criteria for assessing the overall project portfolioNeeds vs. Wants Board Game Assessment Rubric
Concept Understanding & Application
Assesses the student's ability to differentiate between needs and wants and apply this understanding in a game format.Differentiation between Needs and Wants
Measures the precise identification and justification of needs and wants in the game.
Exemplary
4 PointsStudent accurately identifies needs and wants, providing thorough and insightful justification.
Proficient
3 PointsStudent correctly identifies needs and wants with clear justification.
Developing
2 PointsStudent identifies some needs and wants with basic justification; some inaccuracies.
Beginning
1 PointsStudent struggles to differentiate between needs and wants with limited or incorrect justification.
Application to Real-world Scenarios
Evaluates how well students apply their understanding of needs and wants in designing scenarios and choices within the game.
Exemplary
4 PointsStudent creates realistic and challenging scenarios that require thoughtful application of needs and wants concepts.
Proficient
3 PointsStudent includes realistic scenarios that correctly apply needs and wants concepts.
Developing
2 PointsStudent includes scenarios with some realistic aspects but with limited thoughtful application.
Beginning
1 PointsScenarios lack realism and do not effectively apply needs and wants concepts.
Creativity and Design
Focuses on the innovativeness and clarity of the game design, including rules and components.Creativity in Game Design
Assesses creativity and originality in the game theme, components, and mechanics.
Exemplary
4 PointsGame design is highly creative, original, and engages players effectively.
Proficient
3 PointsGame design is creative and original, with clear engagement for players.
Developing
2 PointsGame design shows some creativity but lacks originality in certain aspects.
Beginning
1 PointsGame design lacks creativity and originality, with unclear engagement.
Clarity of Rules and Components
Evaluates the completeness and understandability of game rules and components.
Exemplary
4 PointsRules and components are exceptionally clear, comprehensive, and easy to understand.
Proficient
3 PointsRules and components are clear and easy to understand.
Developing
2 PointsRules have moments of clarity but require further detail and simplicity.
Beginning
1 PointsRules and components are unclear or confusing.
Feedback and Evaluation
Assesses the ability to give and receive constructive feedback during game testing.Constructive Feedback
Measures how effectively students provide detailed and useful feedback on peers' games.
Exemplary
4 PointsFeedback is insightful, detailed, and provides actionable suggestions for improvement.
Proficient
3 PointsFeedback is clear and constructive, with some detailed suggestions for improvement.
Developing
2 PointsFeedback is brief with limited useful suggestions; more general in nature.
Beginning
1 PointsFeedback is vague or lacks constructive elements.