Fluke - Monopoly of Inventions with Intellectual Property lesson plan

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Common Core Standards
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Engage your students across science, mathematics, economics and careers with Fluke – the wealth building game of accidental inventions, named the Monopoly of Inventions by participants at the Maker Faire, seeks to expose players to the wild, wild world of intellectual property ---- full of thrilling research, wacky inventions, stock explosions, and legal shoot outs. Players buy, sell and license the patents of inventions discovered by accident with the goal of accumulating the largest portfolio of patents, research corporations and cash as they maneuver through the Risk and Rewards in the world of intellectual property.

In the past, Nerds were the lone eccentric quirky inventors specializing in iSTEAM - invention, Science, Technology, Engineering, Arts and Mathematics, who tooled away in their research dungeons for 20 -30 years working on a project. They discovered intellectual property where others never dared to look. No one wanted to been seen with a nerd, let alone desired to be a nerd until a steady stream of inventions generated quick astronomical wealth. Nerdiness became the new cool. Now, everyone wants to be a NERD. or everyone should want to be.

There are 24 PATENT cards and 24 RISK &; REWARD cards.

Since most classrooms have more than 24 children we include 2 sets of each cards.

20 page lesson plan is included to occupy students for 2 weeks It will be shipped with game.
Total Pages
20
Answer Key
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Fluke - Monopoly of Inventions with Intellectual Property