News:
Search:

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.  

 

23 results

Padlet is like an online 'wall' or 'board' which allows students to carry out tasks for lessons and/or create their own individual ideas. It can be especially useful when doing entrepreneurial group work where students are collaborating and sharing their ideas as the board can be saved. A description of Padlet's many uses and benefits, based on the experiences of an English secondary school - Padlet can be used anywhere for anything!

A simple 'stage-gate' process comprising four steps - 'Feel-Imagine-Do-Share' - which can add value to enterpreneurial learning activities and is promoted by Design for Change (DFC), a worldwide initiative aimed at giving children the opportunity to express and act on their ideas for a better world.

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

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 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 didactic model for teachers in any sector of education; the Circle of Innovation describes the four phases involved in the development of new tools. It is based on design thinking and can help teachers and learning material designers organize and structure complex entrepreneurial learning.

creativity.jpg

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 simple, creative process used in secondary school to start an entrepreneurial activity. “Idea dating” can help stimulate their creativity and communication skills

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 very easy-to-use 'test' for both teachers and students to check how 'entrepreneurial' they are.

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.

A description of the project method, its application and value in terms of entrepreneurial learning. This approach facilitates adaptive education, promotes knowledge, autonomy and accountability, and stimulates participation and cooperation amongst students

A self-assessment tool in quiz format for children to identify their own strengths and 'lifelong learning' skills that can be applied in real life contexts, in particular skills in taking responsibility for own learning, and understanding of others.

Partners
2013 © JA-YE Europe