Skip to content

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.

Purpose/goal

  • To enrich experience of Initial Teacher Education students on how Entrepreneurship Education activities for primary students can be developed.
  • To work directly in the classroom with primary students or integrate the platform into subjects’ lessons.

Material

http://www.pinigenai.lt/

Duration

The platform provides lots of opportunities for games, so duration can vary depending on needs.

Description

“Pinigėnai” is a fun, educational game for children aged 5-9 and young people. "Pinigėnai" helps to introduce children to the most important principles of earning and spending money and to explain their value in a fun and interesting way. This website and the tasks on it are designed to help teach children how to handle money properly. In addition, most tasks can be a great basis for conversations and discussions with children about money and decisions related to real-life situations. “Pinigėnai” is a Lithuanian version of the educational game Moneyville, created by the Danske Bank Group in cooperation with experienced experts. “Pinigėnai” is part of Danske Bank's financial literacy program to develop basic financial skills for children and young people. The “Pinigėnai” website can be used by anyone. Since the game was launched in 2008, within three years users have registered more than 575 thousand times on the website of the game "Pinigėnai" and the total number of logins was approaching 2.5 million. In eight countries, the game attracted more than 5.3 million users, who logged in 20 million times and spent 90 million minutes in the game. Lithuanian game “Pinigėnai” and it’s version in other languages – Moneyville, has iPad and Android apps available too.

Language(s)

Pinigėnai is awailable only in Lithanian

For other than Lithuanian language users: http://www.moneyville.co.uk/laerer-about-pengeby Moneyville – English, Irish,  Swedish, Danish, Norwegian, Estonian, Finish.

Purpose/goal:

Learn how to transform themes from an exhibition into a teaching material. The purpose is to challenge the students to see opportunities and new ways of teaching by using innovative approaches.

Duration:

16 lessons

Materials:

Eksperimentarium (museum), every place and everything you can think of in order to develop a new teaching material.

Description:

Based on the visit at the Experimentarium or similar museum, you must choose one of the themes from the exhibition.

  1. Describe following exhibition and turn it into a teaching material for a chosen level of age (feel free to choose between all classes from 1st to 9th Grade)
  2. Describe your teaching material, which could be a task, game, treasure hunt, project etc. Explain how this material efforts entrepreneurial thinking, what parts of the entrepreneurial process is this material focusing on, what age group it is made for, what subjects could be implemented when using this material, how do you set goals,
    how will this material encourage the teaching differentiation and other didactical issues of interest. In other words you have to write a teacher’s guide to the material you have made!
  3. Make a lesson plan for specific subject(s) (choose what subject(s) you want to implement yourself). The teaching material you have made has to be implemented in the lesson plan. The lesson plan has to contain:
  • learning objects and goals (academic and/or social goals)
  • a specific key-stage-level
  • a specific theme
  • the teaching material you have made
  • description of the exercises
  • description of how the pupils are to work
  • description of how you would evaluate this lesson plan
  1. Explain how this lesson plan teaches entrepreneurial skills e.g. by making use of given theoretical background knowledge about Social Entrepreneurship
  2. Write 6-10 pages each group

Language:

Danish and english

Purpose/goal

To look for people eager to lead projects that bring change in and out of their organizations.

Duration

It is a hands-on, practical and exciting training that lasts for 16 weeks.

Material

See: http://www.creaction.es/en/home

Description

Creaction! is an online training platform developed by the University of Deusto to foster entrepreneurial skills. It is a journey that starts when someone invites you to join it. There are different roles: 

  • Travelers are those who join the journey once they receive an invitation from their Guide. Although there are individual exercises, the journey is designed to be made simultaneously in a group. 
  • Guide is the person who invites travelers to join Creaction! This person has previously completed the journey. He or she will shake and motivate the travelers during their adventure and will keep track the traveler's work. 
  • Hosts are experts from the University of Deusto who have created the Creaction! Methodology. They will help guides in their tasks as journey shakers. 

The journey concludes with a final project that will make the change either in or out your organization. The topic of the projects can be either defined by the Guide or by the same traveler.

Creaction! has a clear practical approach, and the best sample of this is that to conclude the journey, each traveler has to share his or her project following the Design For Change methodology.

Language(s)

  • English
  • Basque
  • Spanish