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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.  

 

17 results

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 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 '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 '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

An account of  the Rotherham Ready Big 13 approach, based on the experiences of a UK school for students with special educational needs (physical disabilities, medical needs and/or learning difficulties) where it is used to support all students' enterprise learning journey.

A model for understanding entrepreneurship education and progression, developed by The Danish Foundation for Entrepreneurship, which seeks to overcome the lack of consistent research, the disagreements on the aim and the different paradigms in the field.

A description of 4 simple techniques practised in a Polish elementary school which enable students to think creatively when dealing with problem solving situations. They can be used as whole class starter activities, individual thinking opportunities or during group work for sharing one's ideas with others and coming up with a group decision

A reflection on the value of simulations and didactic games for developing students' motivation and entrepreneurial learning, based on the experiences of a Polish vocational school.

A paper describing the 'Rotherham Ready' model of entrepreneurship education and the journey taken in Rotherham to becoming 'The Most Enterprising Place in Britain' in 2010.

Two briefing papers entitled 'Enterprise and Transition' and 'The Power of Partnerships'; they include examples and case studies, based on the experiences of the 'Are You Ready?' organisation.

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