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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.  

 

9 results

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.

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.
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.

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.

An interactive classroom programme in which secondary students explore personal finance and students’ education and career options based on their skills, interests, and values. It also demonstrates the economic benefits of staying in school.

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 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.


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