The business report is a written document that basically tells the story of your student enterprise. Starting out with how you came up with your business idea, through choosing your team, making your product, marketing, managing the books and most importantly the lessons you learned. Reading your business report is the judges’ first introduction to your business. This activity should follow the activity ‘Generating a business Idea’ and ‘Flash Ideas Contest’ and help the students on how to write a business idea report.
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.
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.
Go to discover your creativity , from 14 years ... Explor'ado is an approach , together with tools that offers students discover their brakes to divergent thinking, these brakes to work in a fun way and to exercise their creativity, an essential capability in their education and development.
Pericles focuses on building a new entrepreneurial culture among youth—essential to creating new employment opportunities in today’s global economy and solving our social challenges. To fully transform society, Pericles knew he must influence large numbers of people at an early age. The training in schools must be consistent and long-term. To do this, he integrated the “Educational Chain System for Entrepreneurship” into schools’ official curriculum. Pericles’ system of entrepreneurial learning begins with students in the early grades and builds on the knowledge and experience gained each year, through various educational paths, until the students are prepared to enter the workforce.
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.
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 single brain can’t bounce different ideas off of each other. Each team member has a responsibility to contribute equally and offer their unique perspective on a problem to arrive at the best possible solution. Teamwork can lead to better decisions, products, or services. The quality of teamwork may be measured by analyzing the following six components of collaboration among team members: communication, coordination, balance of member contributions, mutual support, effort, and cohesion.
In the transition to the working life, it is important that the students develop their knowledge about the labour market. Thus, we aim the following: Give the students the knowledge of the means and techniques that may help them doing active scholar and professional research Promote the knowledge of different professions, having in mind the different characteristics that are related to the same.
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 :)
High School Students read newspapers and analyzed news; they can create their own opinion about different subjects, they learn to sustain shared opinion; they learn to speak in public. They approach the world of discussion and the importance of the work of team. Students of earlier competition train the new students, giving advices and talking about their own experiences.
A kompetenciafejlesztés olyan tevékenység, melynek során az attitűdöket, a képességeket és az ismereteket együtt, egymással kölcsönhatásban igyekszünk fejleszteni. A sajátélményű gyakorlatok ezt a hármas megközelítést képesek biztosítani a csoport vezetője és a résztvevők számára. Az érzelmi bevonódás lehetővé teszi az attitűdök „elérését”, így a mélyebb, és valódi változást előidéző hatásokat. A magas motivációval történő feladatmegoldás jótékonyan hat a mozgósított képességek fejlődésére, míg a tapasztalatoknak a résztvevők észrevételein alapuló, azokat összegző, értelmező átgondolása az ismeretek elmélyülését szolgálja.
K&H Vigyázz, Kész, Pénz! játékos pénzügyi vetélkedő célja, hogy minél fiatalabb korban megismertesse a gyerekeket a pénz világával, hogy felnőve képesek legyenek önálló, tudatos gazdasági döntéseket hozni.
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.
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.