This is a set of activities allowing students to invent a device and candy. I use it while watching Chitty-Chitty Bang-Bang, but it can be used without watching the movie, too.
Students get to invent a device to solve some sort of problem or to serve a function. Students then evaluate each device for how well it solves the problem and how much they would be willing to pay for it.
Students also get to invent a candy and promotional advertisement to try to sell their candy. Students then evaluate the candy for how likely they would be to buy the candy and how much they would pay for it.