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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.  

 

32 results

Do you want your students to understand financial statements without needing to become an accountant? Dolearnfinance.com is a FREE, innovative, web-based resource providing all the materials and modelling applications needed to learn financial skills and produce financial projections for school projects and live businesses.

Economics reinforces concepts of micro- and macro-economics by having students explore the basic characteristics of an economic system and how economic principles influence business decisions. It also introduces students to consumer issues, such as saving, investing, and taxation.

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.

The Intel® Learn Program has brought the future within reach for more than a million young people in communities around the world where there is limited access to technology in homes and schools. Through participation in this informal education programme, designed to take place after school, students learn the skills necessary to work and compete in the increasingly knowledge-based economy of the 21st Century.

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.

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 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 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.

An account of how a Slovakian school supports its students in developing problem-solving skills and creative thinking.

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.
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.
The use of Role Play in teaching and learning contexts is a tried-and-tested, hugely powerful technique which consists of the playing out of individual roles in short, uncomplicated scenes known as 'communication situations'. Based on the experiences of practitioners in a Polish Junior High school, this is a reflection on the factors that make for effective 'role play' situations.

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