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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.  

 

20 results

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.

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.

Two resources used by a secondary school with older pupils in partner primary schools:

  1. The KS2 Enterprise Menu - a selection of curriculum-based enterprise workshops;
  2. The KS2 Enterprise Recipe Book - a collection of lesson plans based on the Menu workshops so that primary teachers can run the activities back at school.

A reflection on the value of simulation games focusing on running a virtual enterprise for developing entrepreneurial learning, based on the experiences of the Lewiatan Confederation (national organisation of Polish employers).

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.

An interactive classroom programme, launched in 1919, Company Programme offers an opportunity for older students to learn how to take a business idea from concept to reality. It's the perfect preparation for working life!

logo.jpgA programme designed to give post-secondary students and young adults the experience of running their own company and at the same time to enable them to recognise how their talents could be used to set up in business for themselves.

MY BS logo.jpgAn interactive classroom programme with a strong focus on social studies, reading and writing, which is designed to help lower secondary students learn about entrepreneurs and entrepreneurship .

 

A method used by a Norwegian upper secondary school for building a school-wide culture of innovation.


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