LittleBigEntrepreneurs
LittleBigEntrepreneurs – Design Thinking and Gaming Applied to Entrepreneurship Education
Aim
Project LittleBigEntrepreneurs aims to enhance key entrepreneurial competencies and to develop an entrepreneurial mindset in children.
This will be achieved through:
- cultivating 21st-century competencies in students – skills like civic literacy, global awareness and cross-cultural skills, critical and inventive thinking, and information and communication skills;
- contributing to the engagement, flexibility, ease of use and widespread of a new tool for entrepreneurship education.
Specific objectives
- development of special learning computer game that makes use of the Design Thinking process;
- implementation Guide, with guidelines for the use of the learning game to assist teachers and educators in general;
- pilot training, involving the training of teachers/trainers and testing with students;
- website and a Facebook page giving access to project outcomes and information on entrepreneurship education;
- project presentations for target groups to disseminate the project;
- video to promote the game;
- contest/challenge aiming to engage children and educators in the project and to raise awareness towards the Entrepreneurship Education topic;
- sustainability strategy that will present the guidelines for the future exploitation of results and to ensure the future impact of the project.
Project leaflets
Target Groups
Children, either directly or through partners’ connections with schools, education authorities, teachers’ unions, etc.
Teachers and Trainers, directly or through specific trainers’ databases and partners’ connections with schools, education authorities, teachers’ unions, etc.
Parents, by using connections to parents’ associations and schools.
Key Actors in Education through partners’ network of contacts, including a European-wide network.
Final beneficiaries:
Children between 6 and 10 years old may improve their level of Entrepreneurship skills by participating in parts of the development, including pilot testing.
School teachers and trainers get a new tool for Entrepreneurship Education they can use, besides receiving training in this tool and have the chance to improve their skills on the subject by participating in Pilot Testing activities.
Parents can use LittleBigEntrepreneurs Game and play with their children to improve their Entrepreneurship skills.
Parents’ Associations are invited to participate in the project’s activities.
The group of decision-makers in the area of education includes, for instance, national and regional branches of Ministries of Education, Directors of Schools and organizations active in Entrepreneurship Education, have the power to implement the training in schools and other non-formal and informal education contexts and to design new policies in the field of Entrepreneurship Education.
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about
Main data
Project number:
Main objective of the project: Innovation
Project Title: LittleBigEntrepreneurs – Design Thinking and Gaming Applied to Entrepreneurship Education
Project Start Date: 01-10-2020
Project Total Duration: 36 months
Project End date: 31-08-2023
National Agency of the Applicant Organisation: SI01 CMEPIUS “Center Republike Slovenije za mobilnost in evropske programe izobraževanja in usposabljanja”
Project Description
Context:
The competitiveness and innovation of the European Economy depend on Entrepreneurship. There is a growing awareness of the potential of young people to launch and develop their own commercial or social ventures, thereby becoming innovators in the areas where they live and work. Hence, developing and promoting entrepreneurship education has been one of the key policy objectives for the EU and the Member States for many years. In this context is important to find new and effective approaches to bring entrepreneurship education into children’s lives, either in school or in non-formal or informal learning contexts.
Solution:
Project LittleBigEntrepreneurs proposes the development of a learning computer game that uses the Design Thinking process to deliver key entrepreneurial competencies and develop an entrepreneurial mindset in children. This new methodology intends to be engaging and flexible, capable of producing lasting effects.
This will be achieved through:
- development of special learning computer game that makes use of the Design Thinking process;
- implementation Guide, with guidelines for the use of the learning game to assist teachers and educators in general;
- pilot training, involving the training of teachers/trainers and testing with students;
- website and a Facebook page giving access to project outcomes and information on entrepreneurship education;
- project presentations for target groups to disseminate the project;
- video to promote the game;
- contest/challenge aiming to engage children and educators in the project and to raise awareness towards the Entrepreneurship Education topic;
- sustainability strategy that will present the guidelines for the future exploitation of results and to ensure the future impact of the project.
Number and profile of participants:
- 200 participants of the Challenge/Contest;
- 20,000 project website visitors;
- 500 Facebook Page members;
- 200 teachers, parents and decision-makers in education as participants in project presentations;
- 20 teachers/trainers in pilot testing;
- 100 children in computer game pilot testing;
- 300 participants at multiplier events.
Long term benefits:
- The LittleBigEntrepreneurs Game and the support materials such as the Implementation Guide will stay available on the project’s website during and after the co-funded period;
- Partners will also look into the possibility of creating a joint training course for teachers on Entrepreneurship Education based on the project’s results to get learners from around Europe.
Intellectual Outputs:
All the materials & results will be developed during the project’s lifetime and will be available here after being published.
- LittleBigEntrepreneurs computer game;
- Game Manual;
- Implementation Guide;
- Contest/Challenge for awareness-raising towards the Entrepreneurship Education;
- Videos, website, the Facebook page giving access to project outcomes.
Intellectual Outputs
Materials/Results
Check our intellectual outputs – the computer game, Implementation Guide and Game Manual. Click and play!
To access Estonian, Greek, Portugues and Slovenian translations of the game and materials, press the green button.
Computer game
Here you can enter the computer game
Implementation Guide
Information about design thinking and some examples of class activities for teachers
Game Manual
Technical explanations of the computer game for teachers
With the game based on design thinking idea, kids unconsciously learn how to be innovative. Here is a short explanation of design thinking.
Short video explaning the phases of design thinking
Design thinking is a problem-solving approach that involves empathy, creativity, and iterative experimentation. It helps teachers and students to understand and solve complex problems by focusing on the needs and experiences of the people involved. Design thinking is a user-centred process that involves five stages: empathize, define, ideate, prototype, and test. By using design thinking, teachers can create innovative solutions that meet the needs of their students and improve their learning outcomes.
Student Challenge/Contest
In galleries below, student drawings are posted that took part in the competition for the best space cruise drawing.
partners
Promoter
Mednarodna Fakulteta za Družbene in Poslovne študije (Slovenia)
Website: ISSBS
Contact: Nada Trunk Širca
Partners
Osnovna šola borcev za severno mejo, Slovenia
Website: OŠ Borcev za severno mejo
Contact: Alenka Frangeš
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LittleBigEntrepreneurs – Design Thinking and Gaming Applied to Entrepreneurship Education
The European Commission support for the production of this publication does not constitute an endorsement of the contents which reflects the views only of the authors, and the Commission cannot be held responsible for any use which may be made of the information contained therein.