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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 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. 

An account of how a Slovakian school uses the development of a student-run company to build awareness of entrepreneurship and business literacy - and bring benefits for the school community.
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.

An observation on the different methods used for entrepreneurial learning projects and the extent to which they are stimulating for students, based on the experience of a Polish school.

An account of how a Slovakian school supports its students in developing problem-solving skills and creative thinking.

A series of approaches taken by a Finnish secondary (high) school which enables their students to develop and apply entrepreneurial skills in a range of different contexts 'outside the classroom'. Students are involved with different partners such as Universities, local and international entrepreneurs and local residents.
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 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!

Also known as Creativity Camps or 24-hour Camps, Innovation Camps are a means of bringing students together to address and find solutions to a specific business challenge. They are the perfect way to educate and motivate key players such as teachers and business people about how to encourage entrereneurship in the classroom.
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.

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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