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Tools and Methods Search

Welcome to the search area for tools and methods!

We have collected examples from 90 schools in several European countries. You can search by four different criteria:

  • At which age level you teach
  • The different subjects and activities you are interested in
  • Teaching issues you want to look into
  • How to strenghten different skills and competences among the students

More will come, and you can help by sharing your best practice.

When you have selected a tool or method, there is an option to review the tool. We encourage you to share your opinion or view. This will help us develop the virtual guide, and give important feedback to your colleagues all over Europe.  

 

40 results

Titan allows students to operate a virtual company through a Web-based simulation. The students' success depends on decisions about their product's price and their company's marketing, research and development, and business practices. Win or lose, students gain an understanding of how management decisions affect a company's bottom line.

Padlet is like an online 'wall' or 'board' which allows students to carry out tasks for lessons and/or create their own individual ideas. It can be especially useful when doing entrepreneurial group work where students are collaborating and sharing their ideas as the board can be saved. A description of Padlet's many uses and benefits, based on the experiences of an English secondary school - Padlet can be used anywhere for anything!

Based on the experiences of a Cypriot Lyceum, 'Live training' describes a teaching method aimed at moving away from traditional teacher-student frameworks and standards such as: "I teach, you learn... I act, you imitate!" which eventually ends up as: "I'll tell you what to do, so that you won't do it wrongly!" It is about teaching based on continuous interaction with students.

A project designed to provide students with the opportunity of working as in the 'real' business world and, in particular, to ensure they learn to take responsibility for their own actions. The school uses a range of methods especially brainstorming, role play and project-based learning activities as they take the young people through the practical experience of setting up and running a company.

IFS is an interdisciplinary project to be shared by the school and the enterprise and designed to be developed by a network of Secondary Schools in Italy involving students aged 16-19.

An account of how a Portuguese Commercial School makes use of an interdisciplinary Guide with its 3rd Year Commerce Technical vocational students. The Guide supports the students as they develop their Final Professional Aptitude Plan - Enterprise Plan at the end of their course (3 year, EU Level 4 vocational course).

A simple 'stage-gate' process comprising four steps - 'Feel-Imagine-Do-Share' - which can add value to enterpreneurial learning activities and is promoted by Design for Change (DFC), a worldwide initiative aimed at giving children the opportunity to express and act on their ideas for a better world.

A 'stage-gate' model of entrepreneurship education developed by Dr Anne Kirketerp, External Associate Professor at Aarhus University, in 2011.

A list of 13 transferable 'life skills' which pupils and teachers can use to provide a common language for discussion of entrepreneurial activity and to audit skills.

A reflection, based on the experiences of staff at a Polish teacher training centre, on the value of using simulation games and role play situations in entrepreneurial learning. Suggestions are given for how to design effective simulations and what to consider when using them with students. 

A didactic model for teachers in any sector of education; the Circle of Innovation describes the four phases involved in the development of new tools. It is based on design thinking and can help teachers and learning material designers organize and structure complex entrepreneurial learning.

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A simulation, or 'imitation of reality', is a 'didactic game' designed to help learners improve a chosen range of skills, apply practical knowledge in 'real' situations, safely make mistakes in an exercise model and learn from them. Based on the experiences of practitioners in a Polish secondary school, this is a reflection on 'simulations' which offers practical advice for those interested in designing and using them as a means of developing students' entrepreneurship and enterprise skills.
A 'Mental Map', also known as a 'map of thoughts', a 'brain map' or a 'concept map', is basically a graphic presentation of human thoughts and simple associations connected with a certain topic. This is a guide on how to use Mental Maps effectively as a tool for teaching and learning.

An observation on the different methods used for entrepreneurial learning projects and the extent to which they are stimulating for students, based on the experience of a Polish school.

A simple, creative process used in secondary school to start an entrepreneurial activity. “Idea dating” can help stimulate their creativity and communication skills


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