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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.  

 

27 results

Entrepreneur Scan (E-Scan) gives an instant online insight into the entrepreneurial skills and aptitude of students.

Based on Dr. Martijn Driessen's scientific research, this entrepreneur test identifies the strongest and weakest enterprising skills of anyone. Each student receive a PDF page with his/her results (the 1 page summary of the test can be added to a business plan for example). The tool is well rated and considered very useful by both students and teachers.

More than 500,000 people took the E-Scan. With the 360 degrees feedback feature, up to 3 people may comment on the E-Scan of an individual student. This gives extensive feedback on how others see students' entrepreneurial profiles and uncovers blindspots.

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 developed by a group of Portuguese secondary schools in which 9th grade students are actively involved in the organisation of a Career Day event during the school year. They also participate in the JA-Portugal programme, 'Economics for Success'.

A description of a 'progression ladder' of accredited qualifications focusing on social enterprise and featuring a 'hands-on' approach. They have been developed by the Real Ideas organisation (RIO) in the UK but have potential for use in many other countries.

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 process/stage-gate model, developed collaboratively by a Danish primary teacher and a teacher trainer, which is based on design thinking and user-focus.  

The process involves four separate stages (FIRE means 'four' in Danish). It was developed specifically for schools, and for learning situations where learning a subject with concepts, for example, is the core focus.

A project run annually by a Slovakian school for students in their final year of study. Students have to produce a business plan to show how much they know and understand about running an enterprise.

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.
A 'game' is a tried-and-tested strategy for teaching students about a particular topic and/or helping them to develop and practice skills in a 'fun' situation. It helps to build an element of competition into their learning experience, often promoting engagement, motivation and ultimately a sense of achievement. Based on the experiences of practitioners in a Polish secondary school, some practical advice is offered regarding the use of 'games' in teaching and learning situations.
Based on 'The Apprentice' TV show, this project was developed by a Finnish secondary school and involves students undertaking different tasks set by local enterprises over a whole school year. It is a competition-based activity in which the winning solution is actually implemented by the company setting the task.
An initiative linked to the Finnish version of pre-16 work experience known as 'On-the-Job Training'. All Finnish students aged 13-16 complete a 2-week placement in a real workplace; however, in this approach, they work in and for one of the businesses founded by young people through participation in JA-YE's 'Company Programme'.
The Amazing Business Race is a competitive entrepreneurship activity which takes place over one day and brings 15-16-year old students and companies together through the achievement of a series of practical 'Checkpoint Tasks' and opportunities for questioning the company representatives
A resource to enable teachers to evaluate their own enterprise teaching performance. It is a research-based measurement tool which provides systematic feedback as well as useful tips for developing more effective practice.
Educational projects for students must necessarily be based on the strategy of educating, described by Goźlińska (1997) as: 'general goals, measures and methods prepared by teachers in order to gain best possible results, methods of interpretation of general educational goals and ways of implementing them'. This is a reflection on the purpose and structure of effective educational projects and how they can help to develop entrepreneurial skills in students of all ages.

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