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Purpose

  • To provide practical ideas, how children and youth can be taught entrepreneurship at schools.
  • To analyse the examples of learning outcomes and their assessment.

Material

https://sodas.ugdome.lt/metodiniai-dokumentai/perziura/1521

Duration

Depends on a chosen idea, some suggested ideas are for the lesson (45 minutes), others can take longer periods.

Description

The methodological material created by a group of experts and based on a lot of valuable references provides examples of long-term and short-term planning under the renewed Economic and Entrepreneurship Framework Program (Lithuanian). It provides the illustrations of lesson plans, a brief description of the assessment, and sources of information that economics teachers and students can use in preparation for and during the lessons.

Languages

Lithuanian.

Purpose

  • to develop Entrepreneurship Competence of future teachers;
  • to become familiar with tools, prepared by other in-service teachers or other interested parties for different education levels (including primary school and Higher Education);
  • to create and to share tools in the provided platform.

Material

https://www.tesguide.eu/

https://www.tesguide.eu/default.aspx

Duration

Depends on a particular tool.

Description

TES is one of the largest entrepreneurship education initiatives in Europe, co-funded by the European Commission through the Competitiveness and Innovation Programme (CIP). It aims at supporting teachers’ professional development in applying the entrepreneurial learning in several subjects and learning environments (primary, secondary, upper secondary and vocational schools). As teachers are playing a leading role in the implementation and evolution of entrepreneurial learning: thousands of good tools and methods for entrepreneurial learning are used in European schools every day. The Virtual Guide constitutes the first attempt to systematize them with over 100 tools and methods included in the first edition, but it aims to further grow and to become an increasingly important go-to place for entrepreneurial teachers in search of good ideas and examples. In order to achieve such a goal, we need your help to broaden the variety of tools and methods presented in the guide. If you have developed experiences, best practices or new ideas share them by filling the form provided on the website. The Virtual Guide provides 33 tools for lower primary and 55 for higher primary levels, and 48 tools for Initial Teacher Education.

Languages

English

Purpose/goal

To make a self-assessment of innovative potential of Higher Education Institution.

Material

https://heinnovate.eu/en

Duration

The HEInnovate workshops are 1-day workshops for one or more higher education institutions. For each workshop, a group of people are brought together to work with HEInnovate. The users will have a chance to use the self-assessment tool and share experiences and ambitions. If time is limited these can be delivered as half-day workshops. There are three types of workshops set out in this guide, covering HEIs at different stages in their use of HEInnovate.

HEInnovate is a self-assessment tool for Higher Education Institutions who wish to explore their innovative potential. It guides you through a process of identification, prioritisation and action planning in eight key areas. HEInnovate also diagnoses areas of strengths and weaknesses, opens up discussion and debate on the entrepreneurial / innovative nature of your institution and it allows you to compare and contrast evolution over time. You can have instant access to your results, learning materials and a pool of experts.

The European Commission and the OECD have joined forces in the development of HEInnovate. It is free, confidential and open to anyone to use. HEInnovate can be used by all types of higher education institutions. This website offers more than just an interactive tool; it also contains case studies, user stories and supporting material to help you to design solutions tailored to your needs. 

Platform also provides a Training Package, where you can download and find everything you need to organise your very own HEInnovate workshop.

Languages

English, although The eight dimensions of innovation are explained in 24 languages: Bulgarian, Croatian, Czech, Danish,  Dutch,  English, Estonian, Finnish, French, German, Greek, Hungarian, Indonesian, Italian, Latvian, Lithuanian, Maltese, Polish, Portuguese, Romanian, Slovak, Slovenian, Spanish, Swedish.

General description

This Intellectual output is a questionnaire for primary teacher students to evaluate their Entrepreneurial competences. It consists of relevant questions and assumptions. You can as a Higher education teacher use the test before and after a course/module to evaluate the learning/progression among the students.  

The development of the constructions have been inspired by Octoskills and  Entrecomp - the european entrepreneurship competence framework. The questions have been tested twice by student groups in the project and thereafter revised and reformulated.

The final questionnaire consists of nine constructions:

  • Professional entrepreneurship pedagogy knowledge
  • Professional leadership
  • Professional entrepreneurial attitude
  • Network
  • Value
  • Creativity
  • Motivation
  • Teacher support 
  • Persistence

Instructions for use

The self-evaluation questionnaire is provided as a downloadable Excel-file which will automatically add up all answers and calculate average scores for each construction.

Answer each question by entering a character in the white square representing the assessment of your positioning on the scale (1 in Figure 1). It does not matter what character you type, the score will be set from the position marked (3 in Figure 1). An average score for the construction will be calculated automatically. Make sure to answer all the questions in each section, otherwise the average score (2 in Figure 1) will not be representative of that construction. 

Figure 1. How to fill in and interpret the self-evaluation tool.

To make the overall scores more accessible, an overview of all the constructions can be found on a separate tab, entitled “Overview”. Return to the form by clicking the tab “Form”.

Figure 2. Use the tabs at the bottom to switch between an overview of the average scores of the constructions and the form.

The form can be cleared for reuse by clicking the button “Clear form” found at the top right in the Form tab. Please note that previously entered data will be lost when doing this.

Downloads

Note that buttons will not work in the no-macros version. It is only intended for those that have security settings that doesn't allow macros.

Purpose/goal

  • To activate teachers' creativity to solve the biggest challenges in education today.
  • To help each other designing learner-centered approach to problem solving.
  • To build teachers' skills and confidence to design for the evolving needs of their students and schools
  • To share good practices.
  • To learn using Design Thinking.

Duration

It depends on what you want to do and the way yo take advantage of he community (guild).

Material

  • Toolkit : https://www.teachersguild.org/approach To catalyze creative leadership, The Teachers Guild builds off the methods and mindsets from the Design Thinking for Educators Toolkit. It’s a learner-centered approach to problem-solving that builds teachers' skills and confidence to design for the evolving needs of their students and schools.
  • Teacher-Designed Solutions: https://www.teachersguild.org/solutions The solutions are free for other teachers to use or adapt them in any sense. It could be a good idea to use them during lessons to implement them and see if they need any adaptation.

Description

It is a professional community that activates teachers' creativity to solve the biggest challenges in education today. In their collaborative learning programs they use Design Thinking, a learner-centered approach to problem solving. Teachers tap into their inner designer by trying new ideas and discovering what works and why for their students and schools.

Language

English

Purpose/goal

  • To develop creativity and innovation.
  • To generate new ideas (mainly educational resources).
  • To design and develop new educational products (resources) using a different kind of materials, in a very creative way, and taking into account the resources provided in the profile. 
  • To share (and identify) new, unknown or innovative educational resources.
  • To reflect on the use of everyday material for the design of educational resources.

Duration

It will always depends on the use you make of the different resources that the profile provides.

Material

See: https://www.instagram.com/recursosaula/?hl=es

In case you have problems to access the account, please go to Instagram to "recursoaula"

Description

This is an instagram profile that shares with anyone who ask for it different resources: sentences, books, videos, other educational profiles, posters, infographics, activities, TIC tools and techniques among others.

You can find original and innovative educational resources made by teachers, educators, pre-service teachers and/or students using all kind of materials and fabrics.

Lnguage (s)

Spanish. In any case, many of the resources are presented through images in which the language is not an impediment.

Purpose/goal

  • To develop new ideas or thoughts - regardless of the task/problem.
  • The same process that leads to radical innovation will also enhance self-esteem and thus the joy of participation by the individual human. Therefore, the Creative Platform can both be used for innovation, development of job satisfaction through higher self-esteem and in any situation where new thoughts or ideas are needed. 
  • The Creative Platform can be used for teaching creativity, creative teaching in all subjects from primary school to PhD level, developing self-esteem, generation and development of ideas for new products, services, organizational setups, marketing plans, what to do in the weekend, where to go for holiday or any other context where a new idea or thought is needed in a group.

Duration

It depends on the modules and/or activities you decide to implement. There are activities for minutes or modules to be developed during weeks.

Material

The Creative Platform (University of Aalborg)

Other related links:

CECI Youtube channel.

CECI issuu

Description

The Creative Platform is a paradigm for unlimited application of knowledge in processes. It is practiced by a creative process in groups. Through the creative process humans develops an ability to be themselves - thus freeing them from limitations of disciplinary (academic/professional), social or cultural character.

The basic element of a creative process is the idea. An idea is a unique situation-specific representation of knowledge - and the process consists of ideas - on ideas - on ideas until the solution in the form of a product, project, procedure, an appointment, idea concept, a professional understanding or course of action is a reality.

The Creative Platform is an approach for teaching creativity and/or running creative processes. It is the idea of an ideal mental workplace for interdisciplinary, inter-social and intercultural groups. On the platform it is possible for professionals from all kinds of disciplines and cultural backgrounds to unlimited apply their knowledge for solving a common task/problem. Therefore The Creative Platform is a learning environment, where people apply their knowledge unlimitedly to create new knowledge constructions in terms of ideas for products, services or new perspectives on their thinking.

As a didactic approach the creative platform forms a shift in paradigm compared to most didactic approaches. While the core in traditional didactic approaches is about reflecting experiences or literature, the core in The Creative Platform is about engaging in the experience of creatively creating something together with other people. This notion builds on the premise that only through total engagement it is possible to let go of the dominating patterns of thinking that are bound by disciplines, social structures and cultural traditions.

Examples of application ranges from organizational development, product/service development, teaching creativity at all levels of education, creative teaching at all levels of education, cross disciplinary work, self-esteem development and much more. In the video below you can see an introduction to The Creative Platform.

6-PHASE MODEL

The process on The Creative Platform and the work done on it always follow the same phases - no matter what the purpose might be:

1. Preparation for facilitating the process, composition of participants, physical frames and writing down a minute-by-minute program of the process
2. The Red Carpet is a ritual in which participants get onto The Creative Platform and have the motivation, concentration and confidence to engage in the process
3. The problem/task is presented briefly and without professional/academic input of any kind
4. Idea development is where knowledge is applied unlimited in a creative generation and development of solutions for the problem/task

5. Professional/academic input is brought into the process when we have found a direction/an idea that we want to develop further
6. The Blue Carpet is a ritual in which participants are taken down from The Creative Platform and will be prepared for the ordinary world again

3D CASES

The process includes a number of 3D cases from the 3D Didactic. These exercises provide a change in behavior and thinking of the participants needed on The Creative Platform. The 3D cases are context independent. A process consists of alternating 3D case - working on task/problem - 3D case - working on task/problem, and so on. Therefore, the 3D cases are only used to create a specific behavior and thinking that is needed for the following work on task/problem – a bit like a training before doing. You can read more about 3D didactic in by following the link "3D Didactic" in the menu on the right.

PRINCIPLES

The entire process of The Creative Platform including 3D cases, the work on task/problem, the 6-phase model and everything else - are uncompromisingly following four fundamental principles:

All have the same kind of thinking and behavior at all times (parallel thinking)
One should only focus on the task (task focus)
There should be no experience of judgement (no experienced judgement)
Stimulating the use of all kinds of knowledge (horizontal thinking)

BEFORE USING THE PLATFORM

It would be a good idea to familiarize yourself thoroughly with it before you start. A good idea is to experiment with using it in situations where you have only little at stake. The more confident you become about using it, the more your participants will understand, feel it and eventually get onto The Creative Platform. In the menu "The Creative Platform" under "What is it" (https://www.uka.aau.dk/The+Creative+Platform/What+is+The+Creative+Platform/) you will find videos and literature to read before you start using it. The Creative Platform uses the 3D Didactic as an important part of the processes. It would be interesting to study this concept further. You can find more information on the 3D Didactic in the menu "3D Didactic" (https://www.uka.aau.dk/3D+Didactic/) .

There are process modules and tools for processes that are available in the menus "The Creative Platform" under:

* "Process modules": All processes (courses) on The Creative Platform are made by mixing standard modules in different ways. This means that one can make a course on creativity by mixing the modules in one way, an innovation process by mixing in a different way and a completely third mix can create a process for self-esteem development, and
* "Tools for processes": In the following you can find the tools needed for using The Creative Platform yourself. All materials are open source and you are allowed to print/copy as many as you would like for private/organizational use, however, you are not allowed to print/copy for sales.

See https://www.uka.aau.dk/The+Creative+Platform/

Language(s)

  • English
  • Danish