SUSTAINABLE! Use them as often as you want.
CONVENIENT! Run the modules before school, during school, after school in any order you choose.
INCLUSIVE! The sessions are all game based, engaging, fun, interactive and mapped to the KS2 curriculum.
FLEXIBLE! Run an hour a day for 20 days, or a day a week for 5 weeks, or a whole week at once of enterprise learning, your choice.
EASY TO USE! Includes self explanatory lesson plans and the props you need.
FULL SUPPORT GIVEN! Simply phone if you have any questions on delivering the modules. On site staff training can be provided at additional cost.
EASE OF STORAGE! Each module is individually packaged in a 'ziplock' bag and the whole kit comes in one storage bag.
Some examples of the 20 sessions are listed below:
Shipwrecked- Objective: To turn your skills and talents into money making ideas and understand the concept of trade and business. Students are shipwrecked on a desert island. What are they to do? How do they survive? Encourages students to develop trading ideas with the use of character and situation cards. What are they good at? What could they do or use on the island? Role play.
Have You Got What it Takes?- Objective: To understand what an entrepreneur is and that anyone can be one, whilst identifying their own enterprising skills. Class discussion, then in groups students discuss what it takes to be an entrepreneur and break down any misconceptions about colour, dress, age, gender, money. Then students choose five objects to turn into enterprising money making ideas. Can each group create 5 ideas?
A Lot? Or Not?- Objective: To increase understanding of borrowing and paying back. To know the value of money. Pupils decide whether £100 is a lot or not. Then working in groups, pupils explore how they are going to raise the money to buy a £100 pair of trainers. Using scenario cards they work out how long it will take to pay back. Then the class reviews whether £100 is a lot or not!
Currency Converter- Objective: To recognise different countries use different money and that an exchange rate determines how much £1 is worth. Working in groups pupils explore life as an air steward. Travelling the world they determine where each product can be bought for, and what its equivalent value in is in £'s. They record their findings on a map and match currencies to countries.