A project that gives students the opportunity to learn through building their own theme park.
Have you ever wanted to design your very own theme park?
This teaching resource gives students the opportunity to learn through designing their own theme park. In this project, students will need to navigate through a set budget and isometric awareness to plan and execute the best theme park they can design. Students will not only relate to the excitement of building a theme park, but also will need to think creatively to achieve a theme park people would want to visit. Students can use and purchase the theme park rides, attractions and infrastructure, or at a discounted rate, students are encouraged to design and draw their own theme park facilities using isometric paper.
In this project, students will learn about:
- measurement, including length, perimeter, area, volume and scale
- geometric isometrics
- 3D mapping
- transport maps and time
- money and budgets
- technology and design
- business concepts including needs of clientele
You can extend this project by:
- creating a competitive class environment between individuals and groups
- use currency and park features as additional rewards
- restrict the budget and charge for free items.
The learning experiences are limitless!
Check out our other stimulus related resources.
National Curriculum Curriculum alignment
- Key Stage 2 (KS2) – Upper
Key Stage 2 (KS2) - Upper covers students in Year 5 and Year 6.
The principal focus of mathematics teaching in upper key stage 2 is to ensure that pupils extend their understanding of the number system and place value to include larger integers. This should develop the connections that pupils make between multipl...
- Addition and subtraction
- Position and direction
By the beginning of year 5, pupils should be able to read aloud a wider range of poetry and books written at an age-appropriate interest level with accuracy and at a reasonable speaking pace. They should be able to read most words effortlessly and to...
- Design and technology
Through a variety of creative and practical activities, pupils should be taught the knowledge, understanding and skills needed to engage in an iterative process of designing and making. They should work in a range of relevant contexts [for example, t...
We create premium quality, downloadable teaching resources for primary/elementary school teachers that make classrooms buzz!
Find more resources for these topics
Request a change
You must be logged in to request a change. Sign up now!
Report an Error
You must be logged in to report an error. Sign up now!