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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.  

 

13 results

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.

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.
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 history-focused enterprise activity developed by a Finnish primary school which brings benefits to the whole school, parents and other members of the community.

A one-day event - a walk through the local village - is organised by student members of the school's history club who act as guides and also present short dramatic scenes along the route based on their research into historical facts about the area.

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 .

 

An interactive classroom programme in which primary/secondary students explore the relationship between the natural, human, and capital resources found in different countries through the use of hands-on activities. They are guided through their learning by volunteers from the business world.

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

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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