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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.  

 

12 results

Entrepreneur Scan (E-Scan) gives an instant online insight into the entrepreneurial skills and aptitude of students.

Based on Dr. Martijn Driessen's scientific research, this entrepreneur test identifies the strongest and weakest enterprising skills of anyone. Each student receive a PDF page with his/her results (the 1 page summary of the test can be added to a business plan for example). The tool is well rated and considered very useful by both students and teachers.

More than 500,000 people took the E-Scan. With the 360 degrees feedback feature, up to 3 people may comment on the E-Scan of an individual student. This gives extensive feedback on how others see students' entrepreneurial profiles and uncovers blindspots.

A description of a 'progression ladder' of accredited qualifications focusing on social enterprise and featuring a 'hands-on' approach. They have been developed by the Real Ideas organisation (RIO) in the UK but have potential for use in many other countries.

An account of how a Portuguese Commercial School makes use of an interdisciplinary Guide with its 3rd Year Commerce Technical vocational students. The Guide supports the students as they develop their Final Professional Aptitude Plan - Enterprise Plan at the end of their course (3 year, EU Level 4 vocational course).

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 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.
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.

An interdisciplinary learning path developed by an Italian High School for 9th grade students which involves the production of an e-book based on extensive research into a local company. The company acts as the client for each student group.

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.


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