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Future
Founders
Program & curriculum

Eight weeks from piggy bank to pitch deck

One 30-minute workshop a week, in your classroom, during the school day. Every lesson is adapted to each grade's age and skill level.

Weeks 1-4

Core Concepts

Budgeting and saving, investing and risk vs. reward, supply and demand, and marketing, taught through games and simulations.

Weeks 5-8

“Shark Tank”

Students form groups, get assigned a business idea, then develop and pitch it, ending in final presentations.

Weeks 1-4
1

Week 1

Budgeting & Saving

Needs vs. wants, making a simple budget, and why saving a little adds up.

  • Needs vs. wants sort
  • Classroom budget challenge
2

Week 2

Investing & Risk vs. Reward

What it means to invest, and how bigger rewards usually come with bigger risks.

  • Risk-or-reward game
  • Watch your money grow
3

Week 3

Supply & Demand

How markets work: why prices go up and down, and what makes something valuable.

  • Classroom marketplace simulation
4

Week 4

Marketing

How businesses tell their story, from logos and slogans to knowing your customer.

  • Design-a-logo
  • Slogan showdown
Weeks 5-8 · Shark Tank
5

Week 5

Teams & Business Ideas

Students form groups and receive the business idea they will build together.

  • Team kickoff
  • Idea brainstorm
6

Week 6

Building the Business

Teams plan their product, price, and customers using everything from Weeks 1-4.

  • Business plan worksheet
7

Week 7

Crafting the Pitch

Teams create their pitch and practice presenting with confidence.

  • Pitch poster
  • Practice round
8

Week 8

Shark Tank Finals

Final presentations! Teams pitch their business to the class and the 'sharks'.

  • Final pitches
  • Celebration
A typical session

What 30 minutes looks like

Every workshop follows the same simple rhythm, so students know what to expect and teachers can plan around it.

  1. Step 1~5 min

    Warm-up

    A quick question, game, or story to get everyone thinking about money.

  2. Step 2~8 min

    Lesson

    A short, interactive lesson that introduces the week's big idea.

  3. Step 3~12 min

    Main Activity

    Hands-on games, simulations, and competitions that put the idea into practice.

  4. Step 4~5 min

    Wrap-up

    Students share what they learned and take one idea home.

Built for every grade

Same big ideas, right-sized for each age

K-1

Stories, sorting games, and counting coins make needs vs. wants concrete.

2-3

Simple budgets, classroom markets, and team challenges build real reasoning.

4-5

Risk vs. reward, pricing decisions, and polished business pitches.

Ready to bring Future Founders to your classroom?

Our next session begins in January 2027. Tell us about your class and we'll be in touch.