Bring the World Inside
In this edition the enterprising activities are ‘life-like’. Nevertheless, they can be just as taxing and valuable as ‘real life’ undertakings. Activities may involve scenarios, simulations, case studies, debates, live investigations.
Enterprising Activities can be used to:
prepare students for ‘real life’ projects, e.g. Water Tower
assist students during an undertaking, at points where skill and knowledge is necessary, e.g. problem solving
facilitate the learning of other curriculum areas, e.g. mathematics and literacy
Through the activities, students can reflect on the ‘influences’ that shape them.
A number of the activities in book two (Enterprising Ways to teach and Learn 2nd edition) are not unfamiliar but they have been given an enterprising flavour, e.g. the Water Tower is a type of design brief but the introduction of budgeting adds a significant enterprise/entrepreneurial component.
Sample Activities from Book Two
A cooperative learning technique (a jigsaw) is used to help students devise and trial a marketing strategy at a local fete
Profit. People. Planet...
Senarios, case studies and debates combine to teach students about the triple bottom line
Cow of a Game
Students buy inputs and add value them for resale. They rearrange the letters of input words eg green grass and many cows to make output words eg cream. It’s fun. (Based on a New Zealand foresty activity)