Challenge Overview
After the team’s work on data and the catapult-prize game, Pat wants something brand-new for Pixel Palace: an original arcade game that customers have never seen before. Pat sends the class a Request for Proposals (RFP) inviting design teams to pitch a new game — but with rules. The game has to be fun, fair, safe, buildable, and profitable.
Working in teams of three, students take a game from idea to prototype using the full engineering design process. They choose a game type from Pat’s menu (or pitch their own), research how similar games work, sketch and evaluate competing concepts, and design one custom game part in TinkerCAD. Teams then build a working prototype from cardstock and craft materials, test it to collect win-rate and profit data, iterate on their design, and deliver a final pitch to Pat.
This Design Challenge is the third unit in the 6th-grade Pixel Palace sequence (Data Challenge → Systems Challenge → Design Challenge). It reconnects students with Pat and the arcade context and brings back the probability and profit reasoning from earlier units, but it does not require that students completed those units first.
For Teachers
Teacher Facilitation Guide: The teacher facilitation guide of “Arcade Entrepreneur” systems challenge that lists the standards, learning goals, and ten activities.
Planning Guide: Planning guide that lists the overview of each activity along with pacing and materials needed.
Handouts and Materials:
- Student Handout 1 – Request for Proposal (RFP)
- Student Handout 2 – Pxel Palace Game Menu
- Student Handout 3 – TinkerCAD QUick Start Guide
- Student Handout 4 – Custom Part Planner
- Student Handout 5 – Concept Evaluation Matrix
- Student Handout 6 – Test Data Sheet
- Student Handout 7 – Pitch Planner
- Student Handout 8 – Design Challenge Rubric