Created through collaboration by members of Partnership for 21st Century Skills and the talented folks at FableVision, Above & Beyond is a story about what is possible when communication, collaboration, critical thinking and creativity take center stage in schools and transform learning opportunities for all kids.Visit www.p21.org, www.p21.org/4Cs and www.fablevisionstudios.com for more info.Above and Beyond has been adapted into a children's book, entitled Going Places. Written by Paul Reynolds and illustrated by Peter H. Reynolds, the book was published by Antheneum Books for Young Readers in 2014.
Use the Chekhov tool to write and record a dynamic eBook which can be used by learners across the globe to develop their literacy skills anytime, anywhere - even when there is no literate adult available to assist them.
The Eurydice Unit of the Education, Audiovisual and Culture Executive Agency (EACEA) has coordinated the collection of data and the preparation and drafting of this comparative overThe scope of this research is primary (ISCED level 1) and general secondary education (ISCED levels 2 and 3). The curricula for vocational, technical or commercial schools at secondary level are not included. Only the public education sector is taken into account, except in the case of Belgium, Ireland and the Netherlands, where the grant-aided private sector is also covered because it accounts for the majority of school enrolments.
Dirk Mateer is a Senior Lecturer and Gerald Swanson Chair in Economics Education at the University of Arizona. Dirk's use of pop culture is part of his signature teaching style. He's collected many of the resources he uses in class to help you learn econ and have fun in the process.
pfeg is part of Young Enterprise, and together they are the UK’s leading enterprise and financial education charity. They are a specialist ‘one stop shop’ for students and teachers, empowering young people to develop the knowledge, skills and attitudes they need for work and in life.
The Entrepreneurial Skills Pass (ESP) is an international qualification that certifies that students (15-19 years old), who have had a real entrepreneurship experience, hold the necessary knowledge, competences and skills to start a venture of their own or be successfully employed. http://www.entrepreneurialskillspass.eu/
YoungFaceTV is the first polish national school media - a web video platform. Pupils can use the Internet television to present their school, local community, interests, their achievements as well as school events. The tv channel of a school may become an element of it`s public relations policy.
ClassDojo’s mission is to reinvent classrooms by bringing teachers, students and parents closer together. Teachers use ClassDojo as a communication platform to encourage students, and get parents engaged too. Classrooms become positive places - which means there's no more ‘classroom management’. Just happier classrooms :)
Classcraft is a free online, educational role-playing game that teachers and students play together in the classroom. By using many of the conventions traditionally found in games today,studentscan level up, work in teams, and earn powers that have real-world consequences. Acting as a gamification layer around any existing curriculum, the game transforms the way a class is experienced throughout the school year.
The collection of inspiring examples in this manual shows that no project or action is too small. Many prominent examples have started small and were scaled up after they proved to be a success. Hence, this manual should be understood as an invitation to take a risk, be creative and innovative, develop ideas and take action – in other words: Be entrepreneurial!
In the project authors focus on vocational education. The journalists created a series of articles aimed at demystification of vocational schools as well as technician ones. They show that by choosing these schools, youngsters can get a good job and make a career.
The Foundation for Teaching Economics makes it available to teachers the content outlines, classroom activities, and teacher materials (demonstration videos and lecture presentations) for all of their residential, one-day, and online curricula.
The Creative Platform is a paradigm for unlimited application of knowledge in processes developed by the Research Group of Aalborg University, Denmark. 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.
Competition targeted to high school pupils involves sending to the organizers solved tasks related to the activities of businesses. The tasks are case studies, closely reflecting realistic business challenges.
A new program in entrepreneurship at the University of Michigan that aims to develop a collective community in which students can integrate interests from their personal lives, skills from their coursework, and support from mentors in the field in frameworks that facilitate lifelong curiosity, risk-taking, and meaningful community contributions.