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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.  

 

53 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.

Developed in Norway, 'Gründeridol' is a competition to identify the best business idea among participating Young Enterprise groups. The winners' prize is to spend a day with professional mentors and tutors in order to develop their idea into a real business plan.

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'.

An interdisciplinary learning path designed for 3rd year high school students, Sci-Tech is a European competition in which teams are challenged to find eco-friendly solutions to problems using the advice and support of business experts.

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 'production line' simulation designed to develop students' efficiency and raise awareness of quality control.

A regional Enterprise Challenge competition designed for primary school pupils and students with Special Educational Needs (SEN) which includes presenting ideas at a Dragon's Den event.

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

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 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 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 project developed by a Finnish city-centre secondary school to improve their relationship with a local shopping centre. Through systematically working with lower secondary students to remove negative behaviour in the shopping centre such as smoking and annoying customers, teachers have managed to generate greater understanding and positive attitudes on both sides, and have forged a genuine, long-lasting partnership.

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