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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.  

 

42 results

It’s My Future provides practical information about preparing for the working world. Students learn about career clusters, high-growth jobs, career planning, and creating a personal brand. And, through a scavenger hunt, they are introduced to the basic aspects of job hunting.

Exploring Economics uses hands-on activities to explain complex economic concepts such as supply and demand, inflation, and the production, distribution and consumption of goods. It gives insight into the effect governments and individuals have on the global economy— and on the price of a loaf of bread.

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.

Career Success equips students with the knowledge required to get and keep a job in high-growth industries. Students will explore the crucial workplace skills employers seek but often find lacking in young employees. Students also will learn about valuable tools to find that perfect job, including resumes, cover letters, and interviewing techniques.

Be Entrepreneurial challenges students, through interactive classroom activities, to start their own entrepreneurial venture while still in high school. The program provides useful, practical content to assist teens in the transition from being students to productive, contributing members of society.

Global Marketplace takes students on a spin around the world. Students learn the products they use every day, like their backpacks and sneakers, might use raw material from one country, be assembled in another, and sold from Peking to Chicago. The program helps students understand how goods flow through various economies and the effect globalization has on their lives.

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.

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 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.

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.

An overview by a UK college (for students aged 11-18) of how they forge sustainable community partnerships and deliver enterpreneurship education in the context of their Surf Academy programme.

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 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.


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