Who owns an idea? Patents, trademarks and copyright game, grades 6–8
What it is: a grades 6–8 sorting game where teams decide whether made-up cases involve a patent (an invention), a trademark (a brand name or logo) or a copyright (a creative work like a song, drawing or story), using the plain definitions the U.S. Patent and Trademark Office gives. Students then create an original name and logo so their own pretend business does not copy anyone else's.
Time: about 40 minutes. Grade: 6th to 8th grade.
Materials: 12 case cards you write ("Maya invents a lunchbox that keeps food cold without ice", "A bakery's name and cupcake logo", "A student's comic about a talking dog", "A new way to fold a bike", "A band's song", "A soccer team's crest"), three sorting mats labeled patent, trademark and copyright, paper and markers.
- Ask: "If you invent something or draw something, who owns it?" Take a few answers.
- Give the three short definitions: a patent protects an invention, a trademark protects a brand name, logo or slogan, and copyright protects creative work such as writing, music and art.
- Teams sort the 12 case cards onto the three mats and write one clue word that helped them decide.
- Check together. Discuss the tricky ones, such as a product that has both a patent and a trademark.
- Add three "copy or not?" cards: using the same color as a big brand, copying another stand's logo with one letter changed, getting inspired by a game but inventing new rules. Teams decide which ones are fair.
- Each student invents a business name and a simple logo, then trades with a partner who checks that it does not look like any real brand they know.
- Close: "Why do these protections matter to an entrepreneur?" Listen for ideas like rewarding inventors and helping customers know who made a product.
Differentiation: students who need support sort only patent and copyright first, then add trademark. Students who are ready write a short paragraph explaining why their invention idea might need a patent and their name a trademark. English learners can use a picture beside each definition: a gear, a tag, a music note.
Quick check: read "a new board game's name and box art" and ask a student which protections could apply.
Save this activity to your library so it is ready when you need it.
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About this resource
- Shared by
- @UpOnlyLearning · Curriculum team
- Posted
- Oct 31, 2026
- Type
- Lesson plan
- Grade
- Grades 6–8
- Subject
- Business
- Language
- English
- License
- Free for classroom, co-op and tutoring use. Please don't resell.