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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.  

 

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

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.

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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.
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 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 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.

A set of enterprising attitudes, skills and capabilities that young people can develop through their enterprise learning and activity, together with practical methods and examples.

An approach to teaching creativity and/or running creative processes in which participants work together as a group in order to create new ideas for products, services or new perspectives on their thinking. It is about engaging in the experience of creatively creating something together with other people and 'letting go' of patterns of thinking which may otherwise limit one's creative abilities. 

The Creative Platform trains and builds up a creative and entrepreneurial mindset and behaviour that is essential for the entrepreneur.
 

 

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