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Innovation & Entrepreneurship

 

Engage, excite, and inspire students
through the Invention & Entrepreneurship

Bring the Innovation & Entrepreneurship to your School Today!
 
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 What is the Invention & Entrepreneurship?

Innovation and entrepreneurship education bridges STEM learning with creative problem-solving, design thinking, and business principles. Students learn how ideas evolve into tangible solutions, from designing simple prototypes to understanding how inventions reach real markets.

Through projects that integrate science, engineering, and technology with imagination and empathy, learners explore the full journey of innovation, identifying needs, developing products, and understanding value creation.

Whether crafting a K–2 spaghetti tower or developing a market-ready invention in high school, students experience firsthand how ideas can shape communities and industries.

Who Can Learn About Invention & Entrepreneurship?

At NextWave STEM we offer Invention & Entrepreneurship courses for kids and professional development for teachers.

Grades K–2
STEM Classics

Introduction and learning outcomes:

This course offers a collection of hands‑on, design‑based activities that foster critical thinking, creativity, and collaboration among young students. Through varied projects, learners practice ideation and iteration in the Engineering Design Process—learning to solve problems, test improvements, and communicate design choices—building a strong foundation in core STEM principles.

Technology
and gear used:

Classroom delivery is supported by a K–2 makerspace materials kit designed for whole‑class activities. Documented items include tape, scissors, string, spaghetti, marshmallows, straws, small weights, different types of paper, toy soldiers, plastic bags, yarn, eggs, recycled materials, wooden blocks, rubber bands, plastic bottle caps, and skewers. Resources follow a 15‑lesson structure with educator supports.

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Grades 3–5
Circuitry

Introduction and learning outcomes:

This 15‑lesson sequence builds knowledge and skills in electricity and circuitry using Snap Circuits. Students design and build a functional arcade game with everyday materials while experimenting with circuitry elements, applying concepts of energy and electricity. A classic arcade theme runs throughout and defines the criteria for the final project.

Technology
and gear used:

Tools/Software/Technical Requirements: Snap Circuits Exploration kits and everyday construction materials for arcade builds. Documented class‑set components include circuit switches, LED lights, conductive tape, buzzers, and other circuitry supplies to support prototyping and iterative testing.

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Grades 6-8
Exploration of Invention & Entrepreneurship:
From Idea to Market

Introduction and learning outcomes:

Students explore what makes something an invention and study the history of inventions that shaped everyday life. Across 15 lessons, they practice problem‑identification, problem‑solving, and creativity, developing the entrepreneurial mindset to take ideas from opportunity discovery to concept development and early validation.

Technology
and gear used:

Classroom implementation is supported by prototyping materials documented for this course: craft materials kits and polymer clay kits with hand tools to rapidly model product ideas. The sequence is designed for structured investigations and build‑iterate‑pitch activities aligned to invention and entrepreneurship outcomes.

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Grade 6–8
Designing Smart Automation

Introduction and learning outcomes:

Students learn core automation concepts by building and programming simple automated systems. Across 15 lessons, they model inputs/outputs, sensors and actuators, and control logic (sequencing, events, conditionals, loops, and variables). Learners design, test, and iterate mechanisms such as sorters, conveyors, and line-following systems, strengthening systems thinking, troubleshooting, and design documentation.

Technology
and gear used:

Students use computers with internet access and a classroom automation kit that includes a programmable microcontroller, sensors (e.g., light, distance), motors/servos, and basic conveyor or mechanism components. A block‑coding environment is used for programming and testing. Hardware is required; activities are classroom‑ready for hands‑on deployment.

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Grades 9–12
Invention & Entrepreneurship: Creation of Goods and Services

Introduction and learning outcomes:

This 15‑lesson high school course activates entrepreneurship and innovation through problem‑identification, solution design, and iterative prototyping. Students analyze what defines an invention, investigate historical precedents, identify market needs, create functional prototypes, and deliver a culminating pitch—linking STEM design skills to real‑world venture thinking.

Technology
and gear used:

Delivery is supported by classroom prototyping kits documented for this level, including craft materials kits and polymer clay kits with hand tools.
Materials enable fast concept modeling, usability trials, and improvement cycles that support pitching goods and services with evidence‑based design decisions.

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Grade 9–12
Creation & Evaluation of Cybersecurity: Global Impact

Introduction and learning outcomes:

Students develop and evaluate core cybersecurity concepts while analyzing the ethical ramifications of sharing data through global digital networks. Across 15 lessons, learners explore foundational mathematical ideas and computer science principles in cryptography, building critical thinking around privacy, security, and responsible digital citizenship.

Technology
and gear used:

Students use classroom computers with internet access to engage with course materials and activities.

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Why Invention & Entrepreneurship?

Teaching innovation and entrepreneurship prepares students for a world driven by creativity and technology. It helps them see challenges as opportunities and equips them with practical tools to navigate the modern economy.

By combining design, engineering, and entrepreneurial thinking, this pathway develops future-ready skills such as leadership, collaboration, and resilience.

Students not only learn how to make things—but also why they matter. They cultivate the mindset to design, build, and launch ideas that address real problems, spark social impact, and inspire lifelong learning.

 How Can I Bring Invention & Entrepreneurship to My School?

Anyone can teach Invention & Entrepreneurship! With all NextWaveSTEM courses, Curriculum & LMS Access, Equipment Kits, and Student Connection Materials are included. The only thing left to decide is whether you want to teach the course or you want a NextWaveSTEM certified mentor to teach.

Our All-In-One STEM curriculum, equipment and professional development make it easy for you to excite and inspire students through hands-on STEM experiences.

Perfect for schools needing:
- STEM equipment & curriculum
- Professional development

Our NWS-certified instructors teach in-person or virtual, during or after school. We also offer co-teaching models where our instructors can mentor teachers or teach alongside any of our eleven courses.

Perfect for schools needing:
-
Additional resources for technology or STEM
- After-school or enrichment classes

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