Monitoring Paper – Colégio Guadalupe, Portugal

Monitoring Paper – Colégio Guadalupe, Portugal
Title of activity: “Is entrepreneurship a game?”
Goal (as in application form):
- To get the audience acquainted with the results from the performed in each
partner country analysis and comparison of existing strategies and
resources;
- To provide advice and guidance to teachers, stakeholders and
communities.
To improve entrepreneurial skills:
1st: founding existent games; testing directly; assessing as educational
tool;
2nd: creating a virtual space (website) with different levels (as an interactive
game);
3rd: connecting creativity and entrepreneurship, to generate new ideas of
business or new ways to see our world.
Who is responsible (school, teacher’s name): Colégio Guadalupe, teacher
Cristina Melo, and Liceo Artistico Nervi_Severini, teacher Maria Rita Servidei.
Participants (as in application form like teacher, students, ...)
-
Colégio Guadalupe, Portugal;
Liceo Artistico Nervi-Severini, Italy;
AHS Rahlgasse, Austria;
Siauliu Lieporiu Gymnasium, Lithuania;
Charles de Foucauld Mavo, The Netherlands;
Liceum Ogolnoksztalcace Umiejetnosci, Poland.
Date/duration
25th September to 1st October, 2016
Location
Colégio Guadalupe, Verdizela, Portugal
Description of activity
Supervised by the teachers, the students played the game “Think Up”,
created by the italian students and teachers of the project, in Ravenna. The
purpose of the game is to create a story like a game: with cards and dices they
find casually 20 key-words and do a story telling using all the key-words.
After, the teachers had a meeting to evaluate the success of the game and
possibilities to create an advertising plan to sell the product.
It was also decided that a way of dissemination of the project was a foto
exhibition about the entire project and spread the word through speeches in the
beginning of the school year.
Finally, it was organized a group work. Students were divided into groups
and had to create an advertising plan which included a slogan for selling the
game “Think Up”. After that, the teachers selected the best slogan.
Outcomes (short report and pictures)
This activity promotes entrepreneurship, through student-centred work, in
a multi-disciplinary approach.
Playing and brainstorming about the game “Think Up!”, teachers and
students cooperated in different levels, using the Scientific method of Creativity
(preparation, incubation, illumination and verification), to reach a specific goal:
create a business plan, taking into account that the laws are different in the
countries involved in this project.
In the end, we noticed that we had accomplish different aims: through
collaborative work, using the english language, there were discussions, research,
debates and presentations; active citizenship was promoted, as well as moral
values and responsibility (for those, there are no borders, too). At the same time,
students were entrepreneurs, with creative and critical thinking. ICT were used to
research, motivating debates and communication.
Working in teams, they were not afraid of the risk, neither of the success;
some were more optimistic than others, but most of them were team players and
were able to communicate easily with others.
With the slogan and a business plan, the product is ready to be presented
to the public and be used by everyone.
Brainstorming
Planning
Team work
Using ICT with
creativity