Gwellwch eich cwricwlwm drwy roi sylw i'r Canllawiau QAA ar sgiliau ar gyfer eich pwnc, ac ymgorffori'r Canllawiau QAA ar Menter ac Entrepreneuriaeth.

Datganiad Meincnod QAA

  • Gweithio gydag ac i eraill drwy ddysgu cydweithredol a sefydliadol, cyflwyno syniadau a gwybodaeth a negodi atebion ar y cyd 
  • Dewis yn feirniadol, dadansoddi a gwerthuso gwybodaeth, er mwyn gwneud penderfyniadau effeithiol a datrys problemau
  • Rheoli’ch dysgu eich hun, gan gynnwys ymwybyddiaeth o ddulliau dysgu personol, myfyrio ar ddysgu ac ymarfer
  • Darparu arweinyddiaeth weithredol drwy ysbrydoli a rheoli eich hun ac eraill, boed y tu mewn neu'r tu allan i'r sefydliad
  • Datblygu a gweithredu dulliau ac atebion creadigol, arloesol a mentrus 
  • Defnyddio sgiliau cynllunio a rheoli personol, gan gymryd cyfrifoldeb am ddysgu myfyriol, rheoli amser, datrys problemau a gwneud penderfyniadau
  • Defnyddio sgiliau rhyngbersonol er mwyn sicrhau gwaith tîm a chydweithio effeithiol
  • Cyfathrebu mewn ffordd glir, systematig a chryno ar gyfer ystod o wahanol ddibenion a chynulleidfaoedd, gan ddefnyddio sgiliau ysgrifenedig a chyflwyno llafar
  • Rhyngweithio, rhwydweithio a chyd-drafod yn effeithiol ac yn ddiduedd gydag unigolion a grwpiau
  • Defnyddio ystod o dechnegau rheoli prosiect, a all gynnwys datrys problemau creadigol

Ymgorffori Menter

Gall yr offer ETC canlynol eich helpu i gyflwyno'r sgiliau hyn yn y cwricwlwm.

Canllawiau Sut i

Mae'r canllawiau hyn wedi eu dewis i adeiladu sgiliau QAA yn eich addysgu.


Opportunity Spotting Within a Narrative Journey (QAA 2, 3, 5, 6, 7)

Group Size ? 1.) Small group (teams of 4-6)
2.) Individual Task
3.) Large Group
4.) Any

Small group (teams of 4-6)

Learning Environment ? 1.) Lecture Theatre
2.) Presentation Space
3.) Carousel Tables (small working group)
4.) Any
5.) Outside
6.) Special

Presentation Space, Carousel Tables (small working group)

QAA Enterprise Theme(s) ? 1.) Creativity and Innovation
2.) Opportunity recognition, creation and evaluation
3.) Decision making supported by critical analysis and judgement
4.) Implementation of ideas through leadership and management
5.) Reflection and Action
6.) Interpersonal Skills
7.) Communication and Strategy
8.) Digital and Data Skills

2Opportunity recognition‚ creation and evaluation 3Decision making supported by critical analysis and judgement 5Reflection and Action 6Interpersonal Skills 7Communication and Strategy

Objective:

  • The learner will discover that they have entrepreneurial abilities and potential
  • The learner will get an insight into the world of 'everyday' entrepreneurship
  • The learner will become more alert to opportunity recognition
  • This is a useful session for the reluctant entrepreneur – those who might think it's not for them, particularly arts students.

Overview:

Activity:

This is a two hour session and it will begin abruptly by creating a case study with the student group.

The idea is to pick on a student and announce in 5 years' time "Jane"(or John) will run a successful arts consultancy. This will raise some surprised gasps and giggles which will immediately engage students' attention. The narrative that unfolds will demonstrate: how Jane started out in one direction but discovered, and followed, opportunities elsewhere, how she took a few risks, showed resilience in the face of setbacks and how she turned to her networks (other students in the room who come into the story) to help her fill skills gaps and capacity problems.

The case study is pre prepared and can be tailored to the cohort. It should be approximately 10 mins long and the story should be plausible – not extraordinary – a case of everyday entrepreneurship. It will be fun as it draws the students into a fictional story.

Following this there is a 30 min breakout to discuss in groups of 3 or 4 to analyse Jane / John's journey: how did he do it, the key factors for success, would you have done it differently, could you have done the same journey, have you encountered any similar situations to John, if so what did you do? Students post thoughts on stickies.

The management of feedback here is important because the students, who are reluctant entrepreneurs, should be led to the explanation that this behaviour is entrepreneurial. The session is to not only identify the behaviour as entrepreneurial but to get the students to reflect on their experiences in similar situations and imagine how they would respond. The idea is for the students to see enterprise as tangible, every day (familiar even), as a series of minor steps and small scale risks and about trying things out to see what happens.

The upshot of the feedback session is that the students 'discover' the entrepreneurial mind-set for themselves – they have not listened to an expert talk about it for 50 mins – and that they identify with it as something they can do themselves.

Skill Development:

The session finishes with 10-15 mins reflection where students have to pledge to do something entrepreneurial that week. It could be something they had been thinking about for a while but had made excuses not to do it. Others may need a little help and guidance from peers about what they might do, so reflection and pledge setting should be discussed in groups. The follow up session (if appropriate) will be when more detailed reflections can emerge and when students can get a measure of where they might be regarding their own development in terms of entrepreneurship and the enterprising mind-set.

Resources:

  • Post-its or similar sticky pads
  • Pens
  • Flip chart

About the Author
This guide was produced by Dr Peter McLuskie, Coventry University. If you would like to contact the author, please use this email address:- Peter.McLukie@coventry.ac.uk.

Teaching Entrepreneurship: A Practice-Based Approach - EXERCISE: BUILDING THE CULTURE OF YOUR BUSINESS WITH THE SIMS (QAA 2,3,4,5)

Group Size ? 1.) Small group (teams of 4-6)
2.) Individual Task
3.) Large Group
4.) Any

Any

Learning Environment ? 1.) Lecture Theatre
2.) Presentation Space
3.) Carousel Tables (small working group)
4.) Any
5.) Outside
6.) Special

Presentation Space, Carousel Tables (small working group)

QAA Enterprise Theme(s) ? 1.) Creativity and Innovation
2.) Opportunity recognition, creation and evaluation
3.) Decision making supported by critical analysis and judgement
4.) Implementation of ideas through leadership and management
5.) Reflection and Action
6.) Interpersonal Skills
7.) Communication and Strategy
8.) Digital and Data Skills

2Opportunity recognition‚ creation and evaluation 3Decision making supported by critical analysis and judgement 4Implementation of ideas through leadership and management 5Reflection and Action

Objective:

  • Use and explain the critical interdisciplinary definitions related to organizational culture and entrepreneurship.
  • Describe the relationship between organizational culture, structure, and leadership.
  • Evaluate personal approaches to a professional work-life.
  • Design and assess an emerging organizational culture.
  • Critically evaluate the approaches to the intentional creation of organizational culture.

Overview:

By the time most enterprise founders start thinking about ensuring a healthy culture in their business, it is usually too late. The culture has already emerged and is not always the most conducive to the health of the founder and employees, or even the enterprise itself. The culture of the enterprise emerges from the mind, values, and practices of the founder(s) while the business is being created, a time when the founder generally places more priority on the creation of economic value than the creation of culture. This exercise is based on a combination of organization and entrepreneurship theory and uses an off-the- shelf computer game, The Sims: Open for Business™, to investigate the core values, assumptions, interpretations, and approaches that combine to define the culture of a new venture. The students are assigned to play the game for a minimum of two hours outside of class, with no introduction given around the concept of culture. The heart of the exercise is the in-class debrief (including viewing the game), which reveals the culture that was created, what it means for all stakeholders, and what actions could be taken to adjust that culture.

Usage Suggestions

This content of the exercise works for all audiences, undergraduate, graduate, executive, or practitioner. The delivery requires that the students have access to the game and are able to play it before the discussion. The exercise lends itself well to online courses, as the debrief and illustration can also be done online, preferably in a synchronous mode, although asynchronous will work too. The exercise works best when each student is able to log on to his orher game for the debrief. This exercise is positioned in the course when emphasis is on resources. Culture is presented as a resource that can either add to or detract from the value of the company.

Activity:

Pre-Work Required by Students

  • Play The Sims: Open for Business™ for a minimum of two hours.

Time Plan (90 minutes)

This 90- minute exercise can be adapted to fit various time schedules, including an entire class. Prior to the exercise the students would have been told to play the game for two hours. No other instructions are given. In this way, playing the game provides a shared experience and serves as the live case for the discussion.

Step 1 (Introduction) 0:00–0:10 (10 minutes)

Ask the students to open their laptops and log on to their games. Each game should open at the point at which the student left the game. The opening or warm- up questions should be about just playing the game:

  • How many of you had played some version of The Sims before? Anyone played this particular expansion version?
  • How was it? Did you enjoy it? If so, why? If not, why?
  • Were there any particular challenges?
  • Where there any particular surprises?
  • How long did you actually play? (Probe for who played the longest and why.)

Step 2 0:10–0:40 (30 minutes)

Divide students into groups of five to six and give them the following directions: “Please select a scribe and a reporter to first capture the themes of your work and then be ready to report out to the full class on your work. First, individually, each write down the answer to this question: What is the culture of the business you created – and how can you tell? You have five minutes for this individual work. After five minutes, and I’ll tell you when the time is up, we’ll switch to working with your team. 

  1. First, each student please share with your group the business you created.
  2. Second, as a group create your list of criteria that create an organizational culture.
  3. Third, please describe the impact of how people will carry out work given the culture you have created.

Step 3 (First report out and discussion) 0:40–1:10 (30 minutes)

Start with the first table and have the reporter share their top two criteria, along with an explanation and illustration of each. Then ask each table to add two criteria to the ones already listed. If desired, you can take a hand count at the end to establish what was considered as most important, and so on. The board map should match the theoretical criteria of your choice. For the purposes of this teaching note the primary source is Schein (1983) and focuses on the basic underlying assumptions around which cultural paradigms form. Examples include:

  • The organization’s relationship to its environment: Is recycling important?
  • The nature of reality and truth: How important is time?
  • The nature of human nature: how employees (insiders) are treated and how customers (outsiders) are treated.
  • The nature of human activity: the physical design of the employee break room.
  • The nature of human relationships: Is the focus on competition or cooperation?

Summary and Close 1:10–1:30 (20 minutes)

Ask the students to again work individually and list the three things they would keep about their culture and the three things they would change, along with how they would implement that change. Lead the closing discussion in such a way that the students discover:

  1. What types of cultural approaches are common across most businesses?
  2. What is the role of fit between the founder, the company, and the environment in creating culture?
  3. How does culture become a positive resource for your business?

Teaching Tips

The game generally has to be ordered online, so you need to allow students time to order and receive it. The ideal experience is for the classroom to have wireless internet access and for each student to have a laptop. However, if teaching students with no access to computers or ability to buy the game, the instructor can lead the class in playing the game as a group, with one computer and the screen projected on the wall.

Skill Development:

Key Takeaways

  • The importance of intentionally creating organizational culture during firm emergence.
  • Organizational culture can be a positive or negative firm resource.
  • Organizational culture needs to be a fit between the founder, the firm, and the environment.

Resources: 

Materials List

  • Video game: The Sims and the expansion packet The Sims: Open for Business™.

The full text ‘Teaching Entrepreneurship: A Practice-Based Approach’ can be purchased here > http://www.amazon.co.uk/Teaching-Entrepreneurship-A-Practice-Based-Approach/dp/1782540695

References:

This exercise is taken from;

  • Heidi M. Neck, Patricia G. Greene and Candida G. Brush, 2014. Teaching Entrepreneurship: A Practice-Based Approach (pp.110 – 113). Edition. Edward Elgar Pub.

Suggested assigned reading:

  • Schein, Edgar H. 2010. Organizational Culture and Leadership, Vol. 2, Chapters 1 and 11. Wiley.com.

Theoretical Foundations

  • Barney, J.B. 1986. Organizational culture: Can it be a source of sustainable competitive advantage? Academy of Management Review, 11, 656–65.
  • Brush, C.G., Greene, P.G., and Hart, M.M. 2001. From initial idea to unique advantage: The entrepreneurial challenge of constructing a resource base. Academy of Management Executive, 15(1), 64–78.
  • Cameron, K.S., and Quinn, R.R. 1999. Diagnosing and Changing Organizational Culture: Based on the Competing Values Framework, Chapters 2 and 3 only. Reading, MA: Addison- Wesley.
  • Schein, E. 1983. The role of the founder in the creation of organizational culture.
  • Stinchcombe, A.L. 1965. Social structure and organizations. In J.G. March (ed.), Handbook of Organizations (pp. 142–93). Chicago: Rand- McNally.

Author:

  • This exercise is taken from, Heidi M. Neck, Patricia G. Greene and Candida G. Brush, 2014. Teaching Entrepreneurship: A Practice-Based Approach (pp.110 – 113). Edition. Edward Elgar Pub. and is reprinted with the kind permission of the authors.

About the Author
This guide was produced by Patricia G. Green.

Engaging Alumni for Real World Learning (QAA 2, 3, 4, 5)

Group Size ? 1.) Small group (teams of 4-6)
2.) Individual Task
3.) Large Group
4.) Any

Large Group

Learning Environment ? 1.) Lecture Theatre
2.) Presentation Space
3.) Carousel Tables (small working group)
4.) Any
5.) Outside
6.) Special

Any

QAA Enterprise Theme(s) ? 1.) Creativity and Innovation
2.) Opportunity recognition, creation and evaluation
3.) Decision making supported by critical analysis and judgement
4.) Implementation of ideas through leadership and management
5.) Reflection and Action
6.) Interpersonal Skills
7.) Communication and Strategy
8.) Digital and Data Skills

2Opportunity recognition‚ creation and evaluation 3Decision making supported by critical analysis and judgement 4Implementation of ideas through leadership and management 5Reflection and Action

Objective:

Effective engagement of Alumni seeks to support the students to become:

  • be flexible and adaptable, seeing alternative perspectives and offering a choice of solutions
  • review and evaluate multiple solutions in contexts that anticipate and accommodate change and contain elements of ambiguity, uncertainty and risk.

Overview:

With the pre-arranged (and prolonged) support of alumni (now professionals) this approach of continued access to external professionals (ideally programme/course Alumni) is designed to prepare students to be able to engage with real clients and better enable them to respond proactively to change.

Externals are invited to engage with the current student group as they undertake a task, using social media (facebook; twitter etc) an/or Skype. This creates either incremental weekly instruction that builds into an overall assignment or regular support or feedback on course work from externals.

Activity

This approach needs pre-agreement and commitment of externals (ideally Programme/course Alumni) who commit to short, but regular interaction through social media or Skype.

This activity can either be driven by a live brief or challenge identified by the external (higher level of engagement) or as comment and support to those undertaking the programme, through sharing expertise and current work experiences. If the students are working on a live brief or task given by the external, this high level of interactivity can mean that summative deadlines can changedand information updated, and the newsworthy or other high profile influences can be included throughout the module. (The assignment usually mirrors an actual assignment undertaken professionally by an Alumni professional).

This engagement can be “managed” by the tutor – to pre-plan some ambiguity or pre-agreed change of brief/scope with the Alumni contact, or left open to allow access to externals as an organic relationship, where advice may be sought by the students or experience/daily practice shared by the Professional as they see fit.

In addition, any presentation /show case or final assignment submission can be shared with the external and their input made part of the summative or formative feedback (assessment strategy).

Note that the choice of social media will impact on the type of engagement between alumni and students, but ideally something that the Alumni member uses regularly will ensure more regular engagement. Even small inputs (as typically seen in social media such as Twitter) can guide student approach and ensure that they are able to ask private questions, and that other students can also learn from the mentor/alumni generic comments or insights.

Skill Development:

Depending upon the level and type of engagement, students can benefit from insights from a ‘typical day/week’ of a professional working in their area, or be pushed to develop their tolerance to ambiguity (through changing deadlines, or unexpected changes to the brief or additional information). This can build resilience in the students but there needs to be clear expectations of this relationship, as well as additional tutor support.

Students typically respond well to changes and additional insights from professional Alumni and can develop their understanding and judgement, in their chosen field, whilst gaining further insight regarding professional practice.

Students should be bought together to share their experience of virtually engaging with their Alumni contact and explore their emotional responses to the changing briefs or additional information. They need to explore, and develop strategies, for coping with ‘real world’ brief/challenges and exploringthis together, and sharing how they dealt with it, and could deal with it in the future, builds their confidence and resilience to change. Using reflective practice to consider the learning across the group can draw out a range of key lessons for preparing for future challenges.

Resources:

Access to, and ongoing (committed) virtual engagement by appropriate alumni – determine brief/project or to commit to regular updating/comment for a pre-agreed period of time.

References:

Penaluna, A., Penaluna, K and Diego, I. (2014) The role of education in enterprising creativity. In Sternberg R and Krauss, G. (2014) Handbook of Research on Entrepreneurship and Creativity. Cheltenham / Massachusetts: Edward Elgar).

Scott, J., Penaluna, A., Thompson, J & Brooksbank, D. Experiential entrepreneurship education: Effectiveness and learning outcomes. International Journal of Entrepreneurial Behaviour and Research (Forthcoming)

Jones, C., Penaluna, A., Matlay, H., Penaluna, K. Discovering the Soul of Enterprise Education. Education +Training, Emerald Publishing (Forthcoming)

Penaluna, K., Penaluna, A., Jones, C. and Matlay, H. (2014) ‘When did you last predict a good idea?: Exploring the case of assessing creativity through learning outcomes’, Industry and Higher Education, Vol.8, No.6, December 2014: 399 - 410

Penaluna, A., Coates J. and Penaluna K., (2011) Creativity-Based Assessment and Neural Understandings: A Discussion and Case Study Analysis. Education + Training, Emerald Publishing, Volume 52, Issue 8/9, pp. 660 - 678

About the Author
This guide was produced by Professor Andy Penaluna, University of Wales, Trinity St David.

Building Contacts and Widening Circles (QAA 2,3,5,6,7)

Group Size ? 1.) Small group (teams of 4-6)
2.) Individual Task
3.) Large Group
4.) Any

Small group (teams of 4-6)

Learning Environment ? 1.) Lecture Theatre
2.) Presentation Space
3.) Carousel Tables (small working group)
4.) Any
5.) Outside
6.) Special

Carousel Tables (small working group)

QAA Enterprise Theme(s) ? 1.) Creativity and Innovation
2.) Opportunity recognition, creation and evaluation
3.) Decision making supported by critical analysis and judgement
4.) Implementation of ideas through leadership and management
5.) Reflection and Action
6.) Interpersonal Skills
7.) Communication and Strategy
8.) Digital and Data Skills

2Opportunity recognition‚ creation and evaluation 3Decision making supported by critical analysis and judgement 5Reflection and Action 6Interpersonal Skills 7Communication and Strategy

Objective:

  • To get students engaged in networking
  • To get students to understand what networking is
  • To get students to see the value of networking
  • To get students to acquire networking skills and techniques

Overview:

It goes without saying that networking is a really important activity. Yet students are often reluctant to engage in relationships beyond their immediatecircle. They have powerful aversions to networking partly based upon fears and misconceptions about what it is: selling (it's all about selling yourself and pitching), that it is about being an extrovert (sociable and bubbly), that they as students have nothing to offer (‘who would want to talk to me?'), that it seems pointless (students will have stories about going to events collecting business cards and nothing ever happening). They will have a multitude of good reasons why they can't and shouldn't do it. The challenge is to turn round these misconceptions and show students that networking is valuable, doable and indeed enjoyable.

Activity:

The first task is to get the misconception and fears about networking out into the open and to introduce different versions of what networking might be. This can't be done by asking students about their fears and why they don't currently engage in networking: this is sensitive and students may feel embarrassed talking about it.

The session begins with the value of networks and networking. This should be interactive, talking to students about their networks, how they found opportunities, but also using statistics about how many jobs are filled via networks rather than open advertising. This part of the session functions as a warm up and should get students feeling positive about networking.

The second activity is to get them into groups and ask them to draw a 'good' networker. This will bring out some of the negative misconceptions about it:students will draw someone who is extroverted, experienced, knowledgeable, valuable, confident, good at pitching – all the things they may not be good at. This is your opportunity to demonstrate that a good networker is someone who is good at listening, (not talking), it is someone who is genuine and open (rather than focussed on their own agenda) and that it is about building trust and rapport leading to a lasting relationship.It's an opportunity to discuss their value as students – which they are very anxious about as they have little work experience. Here a discussion about their value in terms of innovation, fresh thinking, new ways of doing things is important.

The third activity is a group brainstorm around how to create rapport with someone: suggestions will include, smiling, shaking hands, complementing people, being helpful, listening to what people have to say. This section could include a listening activity, for example where individuals have to listen to partners and paraphrase.

The final session involves practical activity. The students will network amongst themselves. It's important that they shake hands here: this is partly about creating the rapport, discussed earlier, but also about adopting a more professional outlook and attitude. The students will find this both fun and challenging and some students will become anxious about it so it is worth doing a bit of role play to try it out: i.e. demonstrations of how to shake hands and introduce yourself. The result is that students will feel more professional.

The assignment is:

Find a person, introduce yourself: impress upon them your integrity and openness.

Reflect on what you did and report:

One positive technique; One negative technique

The feedback will draw out feelings about handshaking, observations about body language, about personalising conversations by using the other person's name.

Skill Development:

This activity has been delivered with 3rd year Design and Visual Arts student, 2nd year Photography students and MA Contemporary Art students at Coventry University.

Through a clear group debrief, students' misconceptions about networking are reversed.

Students understand the networking is a skill that they can practice and develop. They learn the importance of networks and collaboration. They learn that networking and professionalism is a 'performance' which they can adopt when necessary – in this context it can be useful to talk about wearing different hats as they often think of themselves as 'students' which can carry a lot of negative connotations.

They feel more comfortable with the idea of networking – they thought it was all about sales and the pitch but find it is actually something they could do. Some students struggle with the handshake, they find it very unusual but with a bit of practice and shift in attitude, do get it.

A group of students who know one another is not as good as a mixed group where they might be introducing themselves to strangers. However, the practical element can be modified by asking students to find out something new about their colleagues, or to find out a shared interest they didn't know they had with a colleague which will help build rapport.

About the Author
This guide was produced by Peter McLuskie. If you would like to contact the author, please use this email address:- Peter.McLuskie@coventry.ac.uk.

A Compendium of Pedagogies: THE USE OF PANELS (QAA 2,6)

Group Size ? 1.) Small group (teams of 4-6)
2.) Individual Task
3.) Large Group
4.) Any

Any

Learning Environment ? 1.) Lecture Theatre
2.) Presentation Space
3.) Carousel Tables (small working group)
4.) Any
5.) Outside
6.) Special

Any

QAA Enterprise Theme(s) ? 1.) Creativity and Innovation
2.) Opportunity recognition, creation and evaluation
3.) Decision making supported by critical analysis and judgement
4.) Implementation of ideas through leadership and management
5.) Reflection and Action
6.) Interpersonal Skills
7.) Communication and Strategy
8.) Digital and Data Skills

2Opportunity recognition‚ creation and evaluation 6Interpersonal Skills

Objective:

Ideas are stimulated by exposure to experience. The animation arising from this approach creates stimulation to the affective and co native aspects of learning. Contacts are made and barriers to external relationship development are broken down.

Overview:

A Panel is a means of fronting a debate or forming the basis for a process of questioning or collecting opinion/experience on certain issues, problems or opportunities. The Panel may be composed of 'externals' or may be used as an internal 'review' group for a particular issue. It is often also used as an alternative to inviting presentations from external speakers. 

Activity: 

Panels are often misused in that they become a vehicle for a series of speeches by panel members in response to a number of questions asked by the chair or harvested from the audience; however panels can be used in different ways.

The 'Expert Panel' is used to provide comment on a particular issue about which the panel have relevant experience. Here, the optimum format is where the panel very briefly addresses questions from the audience collected either beforehand or spontaneously. Engagement of the audience in the debate is important. The chairperson's role in stimulating audience participation, provoking cross-panel debate, keeping comments short, summarising and ensuring that the debate is to the point is critical. The panel should be carefully chosen to bring different perspectives to the theme. For example in debating issues concerning the 'entrepreneurial university', a panel might have a Vice Chancellor, an articulate student perhaps representing a student body, an entrepreneur with some experience of interacting with a university, a representative of a regional development authority or local government and someone from the Department of Education.

An Expert Panel can also be used with small groups to evaluate or comment upon the ideas, proposals and plans of participants.

Participant Panels can be formed to role-play stakeholders or simply to comment upon the work of other participants, individual or groups; for example, to advice on marketing plans.

A Representative Panel, for example, a small group of entrepreneurs from a particular sector, or a group sharing a common environment or experience (for example all having taken up external equity) can be used to explore the experience via a process of questioning by participants (often after briefing from programme input).

Skill Development:

The emphasis is upon exposure to tacit learning, enabling assessment of 'how things are seen and done' in the world of practice. If chaired properly it can also provide a strong measure of learning by interaction. It can also provide a vehicle for testing out concepts in practice.

Resources:

  • A Compendium of Pedagogies for Teaching Entrepreneurship. Professor Alan Gibb and Professor Alison Price - (PDF

About the Author
This guide was produced by Professor Allan Gibb and Professor Alison Price.

Team Development through Skills Analysis (QAA 2,4,5,6,7)

Group Size ? 1.) Small group (teams of 4-6)
2.) Individual Task
3.) Large Group
4.) Any

Small group (teams of 4-6)

Learning Environment ? 1.) Lecture Theatre
2.) Presentation Space
3.) Carousel Tables (small working group)
4.) Any
5.) Outside
6.) Special

Carousel Tables (small working group)

QAA Enterprise Theme(s) ? 1.) Creativity and Innovation
2.) Opportunity recognition, creation and evaluation
3.) Decision making supported by critical analysis and judgement
4.) Implementation of ideas through leadership and management
5.) Reflection and Action
6.) Interpersonal Skills
7.) Communication and Strategy
8.) Digital and Data Skills

2Opportunity recognition‚ creation and evaluation 4Implementation of ideas through leadership and management 5Reflection and Action 6Interpersonal Skills 7Communication and Strategy

Objective:

The learner seek to recognise the skills inherent within a team or are needed for a group to achieve a goal/complete a task.

To recognise difference and how contributes to overall success.

Overview:

An exercise to understand the different skills needed by different individuals working within an organisation and how each person is integral to the overall mission.

Activity:

By presenting a group challenge (which could be an assessment or in-class group activity) ask the students in groups to identify the roles needed to achieve and deliver this task.

The task could be a research study, a group project or a live case from an employer. They can be actual/live or "typical" to your sector and industry or could be created from tender/proposals or research opportunities that you are aware of. This activity can assist a group if they are starting a long term project or assessment together or can be a stand-alone activity which helps them think through roles and responsibilities and underpins future group work.

Firstly ask them to identity the number and type of roles required to deliver the proposal, project, tender or group challenge. Typically they will focus on the project deliverables, but ensure that they also think of the skills needed within the project, such as communication; team leader; organised; patient; good listener. 

Using flip chart paper, they can start to shape these responsibilities into roles or jobs.

Some of their skills may link directly to roles, others may be standalone elements that they wish to see in the team and these can be identified on post its.

Provide outline images of people or a new piece of flip chart and ask them to present the roles required to deliver the job/meet the challenge. This can be presented to the group, or a poster-showcase can be created which includes the brief/project and their proposed solutions (job roles and skills).

Skill Development:

In order to review the skills developed in this task it is important to review the process with the group as well the outcome. They will have had to make judgements and rely on expertise and leadership from within the group and it can be powerful to explore their group dynamics against those they have created in their "dream team". Reflection questions can include:

  • Who demonstrated leadership?
  • Who analysed the task most effectively?
  • How did you overcome any barriers – or "stops" in your work?
  • What resources did you rely on? What networking skills supported this task

Ask the group to reflect upon the skills analysis they have undertaken and their ability to meet the challenge/task. What do they need within their team to be the "dream team" and what qualities would they need? What steps do they need to take (personally and professionally) in order to develop their skills to become a team player for this challenge?

Resources:

Scenarios or group challenges for the groups to tackle (can be different or the same) created from a proposal or tender, or the group assessment.

Flip chart, pens

(optional: outline of a person to create their "job description" with)

About the Author
This guide was produced by ARP.

Creative Problem Solving What can I do when...? (QAA 1,7)

Group Size ? 1.) Small group (teams of 4-6)
2.) Individual Task
3.) Large Group
4.) Any

Small group (teams of 4-6)

Learning Environment ? 1.) Lecture Theatre
2.) Presentation Space
3.) Carousel Tables (small working group)
4.) Any
5.) Outside
6.) Special

Carousel Tables (small working group)

QAA Enterprise Theme(s) ? 1.) Creativity and Innovation
2.) Opportunity recognition, creation and evaluation
3.) Decision making supported by critical analysis and judgement
4.) Implementation of ideas through leadership and management
5.) Reflection and Action
6.) Interpersonal Skills
7.) Communication and Strategy
8.) Digital and Data Skills

1Creativity and Innovation 7Communication and Strategy

Objectives: 

This is a lively exercise which works well with 25 or 36 learners, respectively in groups of 5 or 5 at a carousel table.

  • Learners will identify individually problems in a given context or scenario.
  • Group prioritisation: groups will next prioritise problems in order of importance, or difficulty.
  • Group editing and refining: groups will formulate the most pressing problem to briefly complete the starter: what can I do when’.
  • Individual learners put ‘on the spot’ will creatively state a tactic to a ‘What can I do when …’ problem from another group.
  • Individual thinking and oral communication: by the end of the round, everyone in the whole group has had a go at suggesting a solution for one or more problems – no passengers!
  • Analysis and reflection: members of the group which thought of the problem will discuss pros and cons of the various solutions they have heard.

Feedback from participants who have engaged in this activity is very positive indeed, and they often comment that ‘the time flew by’, and ‘we wished to do another round of this straightaway’.

Overview:

This creative problem solving exercise starts with learners in groups identifying specific aspects of a problem situation they may encounter, and phrasing the problem in the format of ‘What can I do when…’ questions. Each group supplies one question, which is written up on a slide or flipchart. Then a system is used where one member of each of the other groups in turn suggests a tactical response to the problem being addressed, and after all the tactics have been heard, the problem returns to the group who thought of it, who then discuss the pros and cons of each of the tactics they have heard from the other groups.
The exercise can be used for a wide range of problem scenarios, but is particularly productive when addressing interpersonal or communication contexts, or working with ‘difficult people’.

Activity:

The processes described below typically take around an hour with a group of 25 learners, but can be extended to two hours by using a second round of the whole sequence (by which time the learners will be much better able to engage with the process based on experience, and will often have come up with more-challenging questions, causing deeper thinking).

  1. Divide the total number of learners into groups of (approximately) equal size, e.g. 25 learners into 5 groups of 5 at carousel tables. (It is best to do this group formation randomly, avoiding the disadvantages of ‘friendship’ groups and ‘left-over’ groups!). Name the groups A, B, C, D, E.
  2. Set the context for the problem-generation phase. For example, the problems of working with learners on an ‘enterprise’ module could be addressed by asking everyone to think individually of their worst nightmares in the context of working with such learners, and jotting down individually on one or more post-its their nightmare in the format of ‘what could I do when…’
    (Completions in this particular instance may well to include ‘…a learner repeatedly doesn’t turn up?’, or ‘…a learner won’t join in?’, or ‘…a learner becomes aggressive to other learners?’, or ‘…I run out of ideas to use with the group?’, or ‘…time runs out when I am only half-way through an exercise?’ and so on).
  3. When each learner has jotted one or more problem-questions down, ask the groups to prioritise the problems identified in by their group members, and work out the most important to tackle (or the most difficult to tackle), then the next most important, and so on. 
  4. Ask group A to read out their top completion of the ‘What can I do when…’ starter, and write it up exactly in their words, on a slide or flipchart. Then ask group B for their problem, then group C and so on, writing them up in turn. If a group comes up with a problem too similar to those already written onto the slide or flipchart, ask the group for their second-most-important problem and so on.
  5. Set the ground-rules for the report-back from the groups. Group A’s question goes first to Group B, where one person described what they might do to address the problem. Only one person can speak; it sometimes takes a little time for a volunteer to come forward. Next, one member of Group C is sought to respond, and so on to Groups D and E in turn. It can be useful to brief Group A to make brief notes of the gist of successive responses.
  6. To respond gets harder as it moves from Group B onward. Each successive respondent must think of a different response from those which may already have been given. At this stage, the facilitator may choose to throw in one or two further solutions, if the groups have missed anything important in their responses.
  7. Finally, Group A, who own the question are asked to consider the responses from Groups B-E (plus any offered by the facilitator), picking the best one, and coming up with any further alternatives they have thought of. All members of Group A can join in this discussion.
  8. Next the question from Group B goes in turn to Groups C, D, E and A, again only one member – a different member of the group coming up with a solution. In the event of too long a pause, the person from the group concerned who answered last-time round can nominate someone from their group to respond.
  9. Continue until all five questions have gone round the groups.

This process means that just about everyone has a turn at answering one of the ‘What can I do when…’ questions. If there were six groups of five members, everyone would have a turn, but it is probably best to leave the flexibility of one person in each group not being required to answer, in case any of the learners has a particular problem with ‘being put on the spot’ in this way. However, if a second round of questions is then generated, the response can start in each group with the person who did not speak in the first round.

An alternative way of running this exercise includes asking for ‘what would make this situation worse?’ (i.e. ‘what I should not do when …? responses – ‘negative brainstorming’).

This can be great fun for a second round of the whole exercise.

Skill Development:

  1. Identification of problems individually, followed by discussion and prioritisation of problems in groups.
  2. Refining of an identified problem, by turning it into the ‘what can I do when…?’ format.
  3. Oral quick-thinking and communication, as each group member responds to a ‘what can I to when…’ question.
  4. Building on what has been already said earlier in the round, when the next respondent has to in effect think of ‘what else can I do when…?’ as responses can not be repeated as the round continues.
  5. Listening to the various responses by the group ‘owning’ the question, noting down the gist of each for subsequent discussion, then analysing the pros and cons of the various responses.
  6. ‘Negative brainstorming’, if the exercise includes ‘What would make this situation worse?’, which can often yield further ideas for actual solutions to the problem.

Resources:

  • Post-its for individuals to jot down ‘nightmares’ to base their ‘what can I do when …?’ questions upon.
  • More post-its (possibly a different colour) for groups to write their final versions of ‘what can I do when…?’ questions down on, before prioritising which they want to submit to the other group rounds.
  • A few pens to give away if needed.
  • Flipchart or PowerPoint display to show the questions.

 References:

  • Race, P. (2014) ‘Making Learning Happen: 3rd edition’, London: Sage. (Note that one Chapter of this book is entirely composed around ‘what can I do when …? questions, (in the broad context of teaching, learning, feedback and assessment), each followed by the sort of responses which can be given by participants working in the creative-problem-solving mode described in the above activity).
  • Race, P. (2015) ‘The Lecturer’s Toolkit; 4th edition’, Abingdon: Routledge.
  • http://phil-race.co.uk

About the Author
This guide was produced by Professor Phil Race.

Problem Solving Challenge (QAA 1,6)

Group Size ? 1.) Small group (teams of 4-6)
2.) Individual Task
3.) Large Group
4.) Any

Small group (teams of 4-6)

Learning Environment ? 1.) Lecture Theatre
2.) Presentation Space
3.) Carousel Tables (small working group)
4.) Any
5.) Outside
6.) Special

Any

QAA Enterprise Theme(s) ? 1.) Creativity and Innovation
2.) Opportunity recognition, creation and evaluation
3.) Decision making supported by critical analysis and judgement
4.) Implementation of ideas through leadership and management
5.) Reflection and Action
6.) Interpersonal Skills
7.) Communication and Strategy
8.) Digital and Data Skills

1Creativity and Innovation 6Interpersonal Skills

Objective:

  • To understand team dynamics and how teams come together to achieve a goal
  • Listening to other members of the team  
  • Idea generation and creativity
  • Understanding the importance of careful research, discussion and planning

Overview:

This exercise is a fantastic way to get people working together to complete a simple challenge. The idea is that they are given a pack of spaghetti, a pen, scissors, a reel of cotton, two chairs and a bar of chocolate for each member of the team. They are asked to build a bridge using the equipment provided that will hold the bars of chocolate. The first team to do this wins.

Activity:

This activity could take from 30 minutes to complete, reflection and analysis takes place at the end of the session

An example of the tools they will be given is laid out on the facilitators desk where the spaghetti packet is opened and the cotton is cut into a few lengths, providing visual example of what is possible (if potentially misleading!).

The chairs are spread two feet apart and cannot be moved (ideally these will be away from other groups to stop cheating) items are given to the group and they are advised that they are to have a 5 minute team talk to prepare before they start, however the first one to build the bridge wins (and invariably they race ahead and start to build the bridge, but you can reflect upon this approach with the whole group at the end).

Typically the further they race ahead (without planning and discussion) and open the items, the more problems they will face. For example, once the spaghetti is opened it becomes a lot harder but the more creative constructions emerge. The best solution is to leave the packet closed, pierce the ends and use the cotton to secure the packet to the chair and rest the chocolate on the packet of spaghetti. However it is still possible to complete the task once the spaghetti is opened, but they will do well not only to hold the chocolate, but complete the task in 30 minutes.

At the end of the 30 minutes, the groups get a chance to see what the other teams have done and see how creative they have been in creating a bridge.

This could be done with any size group as long as there are sufficient facilitators to split into smaller groups. The optimum numbers in each group would be 4, however multiple groups will be working at the same time. They would have to work at the same time so as not to hear the discussion of other groups.

Skill Development:  

This activity can develop a wide range of skills including the following:  

  • Imagination and creativity
  • Communication and Strategy
  • Problem solving  
  • Teamwork and organisation 
  • Leadership/Persuasion 
  • Individual and team decision making 
  • Logistics/Systems 
  • Speed/Precision/Efficiency 
  • Reflection/Review/Analysis
  • Feedback to other team members and at the end of the task

It is useful to spend additional time reviewing the group process and explore how the task was tackled as a group.  Ask the groups to reflect on the following within their team process:

How the initial discussions went, did someone take the lead, was it a bit of a shouting match, was it chaos, was there a lack of ideas/too many ideas 

  • Whose ideas were listened to the most and why 
  • Who was ignored and why 
  • Whose ideas were taken on board and why, was a consensus achieved 
  • Who allocated roles 
  • Who put themselves forward for roles 
  • How did the actual production go, smooth, chaotic, who took the lead, who organised, how did it progress, how was the mood of the team? 
  • Was everyone involved? Did everyone need to be involved? 
  • How did the dynamics between the members of the group change as they went through the different stages

Resources:  

In advance you need to purchase resources.

Each team will need a pack of spaghetti, scissors, reel of cotton, two chairs and a chocolate bar for each team member. Someone will need to watch the time or you can add time keeping to their responsibilities.

About the Author
This guide was produced by Michael Marsden.

Communication and Creativity Icebreaker (QAA 1,5,7)

Group Size ? 1.) Small group (teams of 4-6)
2.) Individual Task
3.) Large Group
4.) Any

Any

Learning Environment ? 1.) Lecture Theatre
2.) Presentation Space
3.) Carousel Tables (small working group)
4.) Any
5.) Outside
6.) Special

Any

QAA Enterprise Theme(s) ? 1.) Creativity and Innovation
2.) Opportunity recognition, creation and evaluation
3.) Decision making supported by critical analysis and judgement
4.) Implementation of ideas through leadership and management
5.) Reflection and Action
6.) Interpersonal Skills
7.) Communication and Strategy
8.) Digital and Data Skills

1Creativity and Innovation 5Reflection and Action 7Communication and Strategy

Objective:

  • The participants will interact and have to use thinking and describing skills
  • To generate enthusiasm and motivation in Idea generation
  • Build confidence in communication 

Overview:

This icebreaker/ energiser can be done at any time, it is ideal to be done the beginning of the training session to get everyone communicating and thinking in a fun/ positive way. This can be done with groups of any age, any level and can be used as an entirely generic activity which builds skills, or the task can be tailored by the tutor to build confidence in topic/programme area.

Activity:

This activity is fun and excellent exercise to get to know one another or to energise a team.It doesn’t take up a lot of time and requires a few simple materials (a pen and piece of paper for each participant).
Steps:

  1. The group facilitator will ask each individual to write down on a piece of paper a positive word for every letter in their (First Name) to describe themselves in a positive way.
  2. Once complete, the trainer should ask participants to swap answers with the person sitting next to them and ask them to read out each other’s positive words that they used from each letter in their first name to describe themselves.

AMENDS  This generic task can be focused upon subject or sector/industry activities rather than individuals.  Each person could take (at random or prescribed) the name of a competitor in the market, or a product that they are exploring – or even create a new product name for a specific target market/to address a specific need and indicate its qualities through its name.

Such an activity creates positive word for every letter in their first name in relation to the organisation they work for/ wish to work for / or a new product or idea - in order to describe the company culture/ mission or values, in order to reinforce these values and positives and help with retention.

This exercise will encourage communication, creativity, motivation and enthusiasm among the participants, whilst also improving retention of ideas.  It will also encourage teamwork as interacting with the other team members is necessary and can be deepened in more complex game play that might require more knowledge or research.

Skill Development:

This fun exercise is built upon ground rules of positivity and develops effective individual and team work as well as create a positive experience of communication.  The engagement in this task can be deepened through reflective feedback which explores the emotions inherent in undertaking a creative, time pressured task which involves presentation skills.  Exploring this with the group and seeking “lessons learnt” for future presentation and creative thinking tasks.  Explore blockages and tensions with the groups and how they were overcome in order to deliver.  It can also be useful to draw out the emotions of presenting, recognising that most people have an emotional response to presenting which they need to overcome to be effective.

Resources:

A sheet of paper and pen for every person.

Eich Canllaw Sut i Yma

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Entrepreneurial Journalism (QAA 1,2,3,4,5,6,7)

Group Size ? 1.) Small group (teams of 4-6)
2.) Individual Task
3.) Large Group
4.) Any

Small group (teams of 4-6)

Learning Environment ? 1.) Lecture Theatre
2.) Presentation Space
3.) Carousel Tables (small working group)
4.) Any
5.) Outside
6.) Special

Any

QAA Enterprise Theme(s) ? 1.) Creativity and Innovation
2.) Opportunity recognition, creation and evaluation
3.) Decision making supported by critical analysis and judgement
4.) Implementation of ideas through leadership and management
5.) Reflection and Action
6.) Interpersonal Skills
7.) Communication and Strategy
8.) Digital and Data Skills

1Creativity and Innovation 2Opportunity recognition‚ creation and evaluation 3Decision making supported by critical analysis and judgement 4Implementation of ideas through leadership and management 5Reflection and Action 6Interpersonal Skills 7Communication and Strategy

Objective:

‘Entrepreneurial Journalism’ examines how you can make money out of your skills and launch your own online magazine business. It teaches you about marketing and promotion through developing a professional new media publishing plan and proposal.

(http://www.tees.ac.uk/undergraduate_courses/Media_&_Journalism/BA_%28Hons%29_Multimedia_Journalism.cfm#coursecontent)

Introduction:

Andrew Price, Head of Enterprise Development and Education, Teesside University;

“Final year undergraduate Multi-media Journalism students [at Teesside University] undertake a module entitled ‘Entrepreneurial Journalism’ which is a precursor to their final group project.

Activity:

“In the module they learn about the disruptive effects of digital technology on the traditional news industry and the vital role that entrepreneurship and intrepreneurship now plays in product development in this sector.

“The students then develop a concept for a new and original online news product via the Wordpress platform; evaluating potential markets, developing an editorial strategy, designing suitable information architecture, considering UX and functionality, developing a brand and identity, planning a social media and UGC strategy and community building campaign, and ultimately developing a viable business model with clear revenue streams.

“They are then assessed over ‘life-span’ of the new enterprise via a two minute elevator pitch, a formal publishing plan and a launch advertisement.

“The students then choose from these individual projects the ones that they want to ‘realise’ as their final group projects. These are then built by the students and run live for the assessment period.”

Impact:

Student feedback on both of these ‘enterprise’ modules is never anything less than excellent. The programme overall had 100% employability in the academic year 2011-12.

Learner outcome:

The examples of curriculum development for enterprise related outcomes were originally outlined by Neil Coles at the International Enterprise Educators Conference under the heading 'From Archaeology to Zoology; an A-Z of enterprise in the curriculum'. For his work in contextualising enterprise for any subject, Neil won the 2013 National Enterprise Educator Award.

Resources:

  • Link to appropriate case examples here

References:

Author/contact details:

  • With thanks to Andrew Price, Head of Enterprise Development and Education, Teesside University
  • a.price@tees.ac.uk

About the Author
This guide was produced by Neil Coles (Senior Enterprise Learning Officer, Cardiff University). If you would like to contact the author, please use this email address:- enterprise@cardiff.ac.uk.

Introduction to Linguistics: Learning Through Web Development (QAA 1,2,6)

Group Size ? 1.) Small group (teams of 4-6)
2.) Individual Task
3.) Large Group
4.) Any

Small group (teams of 4-6)

Learning Environment ? 1.) Lecture Theatre
2.) Presentation Space
3.) Carousel Tables (small working group)
4.) Any
5.) Outside
6.) Special

Special

QAA Enterprise Theme(s) ? 1.) Creativity and Innovation
2.) Opportunity recognition, creation and evaluation
3.) Decision making supported by critical analysis and judgement
4.) Implementation of ideas through leadership and management
5.) Reflection and Action
6.) Interpersonal Skills
7.) Communication and Strategy
8.) Digital and Data Skills

1Creativity and Innovation 2Opportunity recognition‚ creation and evaluation 6Interpersonal Skills

Objective:

The website www.allaboutlinguistics.com has two aims:

  • Promoting linguistics as a degree subject, and ensuring that applicants understand what studying linguistics involves and how it differs from and buildings on subjects they have studied at A-Level (like English Language, foreign languages, maths and sciences).
  • Helping A-Level students to find out more about linguistics in a user-friendly and accessible way, to help them learn things that take them beyond their A-Level subjects, and give them ideas for projects they might do as coursework investigations if they are taking A-Level English Language.

Introduction:

The website www.allaboutlinguistics.com is built as an assessment by first year students in the School of English at the University of Sheffield as part of core module entitled 'Introduction to Linguistics'.

There isn't an A-Level in Linguistics available in the UK. This means that when students apply to study linguistics, Universities rely on their personalstatements to indicate an interest in linguistics and an understanding of what studying it will involve. AllAboutLinguistics.com aims to enthuse studentsabout linguistics and the possibility of studying it at degree level, through our students sharing the insight that they have gained as beginning linguistics students themselves.

Activity:

  • Groups of students work on different topics to contribute to the overall website.
  • The groups use Google Sites to create the website.
  • Groups are able to see the whole site in development, including work by other groups, but can only edit their own section. This enables students to make links between topics, to link to work from other groups where relevant, and encourages a healthy level of competition between teams, increasing the overall quality of the content produced.

Web Image

The development of this website is enterprising in many ways. The students have to ensure it met the many needs of its target audience (or 'customer'); they have to consider the appearance, identity and 'brand' of the site as well as its content.

Impact:

In 2012 the site was recognised as Overall Winner in a Google / Association for Learning Technology competition for innovative uses of Google Apps in Education.

Learner Outcome:

Through building the site, students have deepened their understanding of linguistics whilst also gaining valuable transferrable skills in project management, team working, use of web-based systems, and communication and collaboration tools. They have gone on to use these skills in other areas of their learning, and beyond in extracurricular work and employment.

The examples of curriculum development for enterprise related outcomes were originally outlined by Neil Coles at the International Enterprise Educators Conference under the heading 'From Archaeology to Zoology; an A-Z of enterprise in the curriculum'. For his work in contextualising enterprise for any subject, Neil won the 2013 National Enterprise Educator Award.

Resources:

Access to and understanding of Google Sites, or an equivalent platform.

References:

Author:

With thanks to Mr Gary Wood, School of English, The University of Sheffield g.c.wood@sheffield.a.cuk

About the Author
This guide was produced by Neil Coles, (Senior Enterprise Learning Officer, Cardiff University). If you would like to contact the author, please use this email address:- enterprise@cardiff.ac.uk.

Eich Enghraifft Yma

Os hoffech i’ch Astudiaeth Achos gael sylw, llawrlwythwch y templed ac e-bostiwch y fersiwn wedi ei gwblhau i hello@etctoolkit.org.uk

Rydym wedi cynhyrchu taflen canllawiau a fydd yn eich cynorthwyo i gwblhau'r Astudiaeth Achos.

Os oes gennych unrhyw gwestiynau ynghylch llenwi'r templed, Cysylltwch â Ni

Ymgorffori Entrepreneuriaeth

Os oes gennych chi neu eich myfyrwyr ddiddordeb mewn datblygu syniad busnes, dod yn hunangyflogedig / gweithio ar eich liwt eich hun neu greu busnes dyma rywfaint o offer i helpu a hefyd rhai cysylltiadau ar gyfer cefnogaeth dechrau busnes.

Canllawiau Sut i

Mae'r canllawiau hyn wedi eu dewis i adeiladu sgiliau QAA yn eich addysgu.


Consensus Building through Business Planning – Costs and Benefits (QAA 3,7)

Group Size ? 1.) Small group (teams of 4-6)
2.) Individual Task
3.) Large Group
4.) Any

Small group (teams of 4-6)

Learning Environment ? 1.) Lecture Theatre
2.) Presentation Space
3.) Carousel Tables (small working group)
4.) Any
5.) Outside
6.) Special

Lecture Theatre, Presentation Space

QAA Enterprise Theme(s) ? 1.) Creativity and Innovation
2.) Opportunity recognition, creation and evaluation
3.) Decision making supported by critical analysis and judgement
4.) Implementation of ideas through leadership and management
5.) Reflection and Action
6.) Interpersonal Skills
7.) Communication and Strategy
8.) Digital and Data Skills

3Decision making supported by critical analysis and judgement 7Communication and Strategy

Objective:

  • Develop an understanding of the benefits of producing a business plan, for them and  their business
  • Develop an understanding of the costs and resource implications of producing a business plan to them and their business 
  • Alleviate concerns and promote their ownership of the business plan 
  • To evidence the power of group work as ideas and issues are considered from different perspectives and shared through small group work

Overview:

This activity is designed to provide an opportunity for students to develop their understanding of the purpose and benefits of producing a business plan as well as expressing any concerns or issues relating to the process.  

Activity:

As an individual task – invite each student to consider the opposing statement below (that preparing a business plan is ‘a waste of time’ and ‘a valuable exercise’ and to make a list of the reasons why someone may agree with each of the statements. 

Each point can then be researched, discussed in small groups, and challenged within the small group situation to create a consensus for presentation.

The activity should be concluded by asking the group to agree where they would rank themselves on the continuum and make their position to the wider group.

This will create a range of presentations, which will draw out of range of concerns and issues, that can then be discussed and explored across the wider group.

Preparing a Business Plan

A waste of time ......................................  A valuable exercise
0                                                                          10

This can also be repeated, following business planning work, to provide a useful reflection tool at the end of the business planning process, when students are invited to consider the statements again having completed the business plan.  This can provide an indication of any change in the entrepreneur / small business owner’s view.

Skill Development:

The decision making within this task is both individual and within a group and therefore develops consensus building through discussion and debate.  The discussion will build deeper understanding of the business planning process and build confidence around this area, whilst the presentation skills to the wider group will build confidence in public speaking and debate.

About the Author
This guide was produced by Alison Price.

Workshop: Business Planning (QAA 1,2,5)

Group Size ? 1.) Small group (teams of 4-6)
2.) Individual Task
3.) Large Group
4.) Any

Any

Learning Environment ? 1.) Lecture Theatre
2.) Presentation Space
3.) Carousel Tables (small working group)
4.) Any
5.) Outside
6.) Special

Lecture Theatre, Presentation Space

QAA Enterprise Theme(s) ? 1.) Creativity and Innovation
2.) Opportunity recognition, creation and evaluation
3.) Decision making supported by critical analysis and judgement
4.) Implementation of ideas through leadership and management
5.) Reflection and Action
6.) Interpersonal Skills
7.) Communication and Strategy
8.) Digital and Data Skills

1Creativity and Innovation 2Opportunity recognition‚ creation and evaluation 5Reflection and Action

Objective:

  • To provide students with an opportunity to identify and reflect on their own skills.
  • To provide students with an opportunity to generate business ideas, and identify opportunities.
  • To provide students with knowledge and understanding of how to write and structure a business plan.
  • To provide students with an understanding of how to use a business plan effectively.
  • To provide students with an awareness of the advice, resources and support available to them.

Overview:

A well-structured, well-research and well-written business plan is an invaluable asset to any new enterprise. Yet many students considering starting up report difficulty in developing business plans and in particular, plans which actively work for them and their business.

Business Planning is a workshop serving as an introduction to the subject, inclusive of opportunities to reflect on skills and generate ideas, and information regarding how to build a strong and cohesive plan around those ideas, and advice regarding using that plan, to turn those ideas into successful businesses.
 
The activity is designed to fit within a typical one hour lecture session, but inclusive of ample opportunities for extension, through practical activity, group discussion or independent research, and could easily form the basis of a more comprehensive scheme of work on the subject. It is designed to be appropriate for students of any level or programme of study. It was originally developed through the HEFCW funded pan-Wales Enterprise Support Programme.

Lesson plans and AV presentations for use in the delivery of the workshop can be downloaded via the link to the ‘ZONE Enterprise Hub’ webpages listed in ‘References’ and ‘Resources.’

Activity:

The activity follows the structure outlined in the ‘Business Planning’ PowerPoint presentation, inclusive of all links and examples.

  

Figure 1. PowerPoint presentation which accompanies this activity.

Pre-Activity

Students are not required to prepare anything in advance of this workshop. For workshop leaders, preparation is minimal, other than ensuring supporting AV resources are displaying correctly.

Introduction

  • Students are welcomed and introduced to the themes that will be covered during the workshop.
  • The group may be invited to share their own business experience or business ideas.

Why Bother?

  • Students are asked to discuss and share where they see their ideas and business endeavours 10 years from now.
  • Students are provided with a basic definition of a business plan.
  • Students discuss the purpose of a business plan. Points are suggested and debated.

What to think about?

  • Students are asked to reflect on the skills which they possess.
  • Students are asked to explore and identify the products and services they can offer, supported by their skill set.
  • Students explore how, by reflecting on a particular product or service, they can consider pricing, branding, marketing and sales.
  • An indicative example is offered within the PowerPoint presentation to illustrate this. If desired, you may wish to reinforce this by working through a real example offered by a member of the audience.
  • (An activity allowing students to identify their skills, and explore opportunities in a greater degree of depth can be found in How To Guide ‘Workshop: Breaking Problems Down and Putting Solutions Together.’)

What to write down?

  • The key elements of a basic business plan are covered step by step, with class discussion of the key points at each stage. Namely, the elements covered are; The Executive Summary, The Business Vision, Marketing, Running the Business, Finance.
  • Students are introduced to SWOT analysis. If desired, a member of the audience may be invited to offer their own business idea as an example, which a SWOT analysis can be worked through for collectively.
  • Students are introduced to cash flow forecast. Again if desired, an indicative example may be offered to demonstrate how the forecast works.

Help and support

Students are provided with links and information regarding the support, advice and assistance available to them as they develop their business plans.

Conclusion

The key themes covered in the workshop are re-capped, and students are invited to ask any outstanding questions which they may have.

Post-Activity

This workshop is intended only as an introduction to the subject of Business Planning. Following the activity, students may utilise the information provided to research and develop their plans independently, or each element of the workshop may be revisited and explored in more depth by the group.

Skill Development:

Students will leave the workshop with greater confidence in their ability, with a better understanding of their skills, and how these skills will support the development of their endeavours. They will have a better knowledge and understanding of business plans and how to develop them, and a greater awareness of how to use business plans to effectively support them in their endeavours.

Resources:

PowerPoint Slides accompanying this activity can be downloaded here > Business Planning [PDF]

References:

Zone Enterprise Hub, Topic: ZONE Resources. 2015. [ONLINE] Available at: https://moodle.glyndwr.ac.uk/course/view.php?id=37§ion=11 . [Accessed 05 August 2015].

About the Author
This guide was produced by Mike Corcoran .

Defining your Customer (QAA 2,3,7)

Group Size ? 1.) Small group (teams of 4-6)
2.) Individual Task
3.) Large Group
4.) Any

Small group (teams of 4-6), Individual Task

Learning Environment ? 1.) Lecture Theatre
2.) Presentation Space
3.) Carousel Tables (small working group)
4.) Any
5.) Outside
6.) Special

Carousel Tables (small working group)

QAA Enterprise Theme(s) ? 1.) Creativity and Innovation
2.) Opportunity recognition, creation and evaluation
3.) Decision making supported by critical analysis and judgement
4.) Implementation of ideas through leadership and management
5.) Reflection and Action
6.) Interpersonal Skills
7.) Communication and Strategy
8.) Digital and Data Skills

2Opportunity recognition‚ creation and evaluation 3Decision making supported by critical analysis and judgement 7Communication and Strategy

Objectives:

  • To build a profile of (future) customer as a person
  • To develop the business offer through a broader understanding of the customer needs
  • To  support critical thinking and evaluation of ideas 

Overview: 

This exercise enables students to demonstrate their understanding of their potential customer and deepen that understanding to create a robust offer.

Activity: 

Give each group or individual a sheet of paper with an outline of (non-male or female) person drawn in the middle. 

Ask them to depict on the figure what they might know about their (future) customer.  This requires them to visually-describe their customer, including things like: 

  • Where do they live, work, spend time outside of work and home
  • How much do they earn
  • Where else might they access products/services like yours
  • How do they think, feel
  • What experience do they expect 
  • What concerns do they have
  • What life to do they lead

The purpose is to try and establish a real understanding of what is important to a potential customer, rather than drawing out key “facts” about them (disposable income etc).

Once all the drawings are done, everyone looks collectively at the different customer outlines and tries to add further understanding from what they can see.  The owner of the drawing need not accept these, but can include anything relevant onto their picture.

Once every drawing has been explored, each team/individual needs to articulate one message that they have learnt from this exercise that they can take forward into their planning.  So if offering fast-food to a student customer base, they may have identified price as critical.  However the wider discussion might have identified that students may also select to eat somewhere that is offering free wifi to allow them to connect with others or make plans with each other.  Or if the customer base was a family, then other elements that are important to them such as child-friendly parking, might indicate 1 premises to be more attractive than another.  This “linked” thinking allows the student to draw out the wider benefits of their product or service and explore it in order to create an effective offer.

Skill Development: 

Whilst this task can be based on initial research undertaken by the student, the critical thinking comes from the assumptions that the wider group offer to develop their thinking.  This shows the power of group work and allows the students to deepen their own thinking through the examples of others.

It is useful to explore this task at the end of the session to see how the groups found sharing and testing their assumptions in a group environment.

Resources: 

Paper, pens, flipchart (outline of a person)

About the Author
This guide was produced by Alison Price.

Business Idea Competition: Stimulating and Supporting Entrepreneurship in the Highlands and Islands (QAA1234567)

Group Size ? 1.) Small group (teams of 4-6)
2.) Individual Task
3.) Large Group
4.) Any

Any

Learning Environment ? 1.) Lecture Theatre
2.) Presentation Space
3.) Carousel Tables (small working group)
4.) Any
5.) Outside
6.) Special

Any

QAA Enterprise Theme(s) ? 1.) Creativity and Innovation
2.) Opportunity recognition, creation and evaluation
3.) Decision making supported by critical analysis and judgement
4.) Implementation of ideas through leadership and management
5.) Reflection and Action
6.) Interpersonal Skills
7.) Communication and Strategy
8.) Digital and Data Skills

1Creativity and Innovation 2Opportunity recognition‚ creation and evaluation 3Decision making supported by critical analysis and judgement 4Implementation of ideas through leadership and management 5Reflection and Action 6Interpersonal Skills 7Communication and Strategy

Objective:

  • To stimulate entrepreneurial effectiveness (QAA 2012) cross campus
  • To demonstrate entrepreneurial practice across the region
  • To promote creative thinking, problem solving and wider entrepreneurial skills

Introduction: 

Each year an institution and region wide Business Idea Competition is run as a broad tool to stimulate and support entrepreneurship in the Highlands and Islands of Scotland. The competition promotes creative thinking and problem solving for learners at all stages of the learning journey including upon graduation. Our institution comprises a network of tertiary colleges and research centres, spread across the Highlands and Islands of Scotland. The competition was devised and is organised by Create, an Enterprise and Innovation Learning centre based within Inverness College UHI and delivered across the university and all partner institutions including the surrounding Highlands and Islands community (subject to T&Cs).

Activity: 

The competition is supported across campus to significantly raise ‘Enterprise Awareness’ (via induction, workshops, talks, e-comms), develop ‘Entrepreneurial Mindset’ (through intensive engagement and support to submit entries to the competition with learners from all faculties) and for some students (who progress in the competition and beyond) to start to develop their ‘Entrepreneurial Capabilities’. We have examples of this being delivered as an extra curricula workshop/activity and within the curriculum as a tool to aid experiential learning.

The competition opens in August each year and is promoted widely across the university, all colleges and research centres and in the local community.  Lecture ‘shouts’ and workshops have proven to be the most effective technique to engage the broadest range of staff and learners.  Short films are included on our website to give tips on entering. 

Online entries seek information on an idea, inspiration, resources, next steps rather than a business plan. It was inspired by the culturally popular ‘Dragons Den’ but was dubbed the friendly ‘Highland Dragons Den’. Plenty of support is provided for developing application, pitching and presenting.  Independent and experienced judges are engaged each year and relevant follow-up support and advice is offered to all entrants. For winning entrants, start-up support is offered in addition to cash prizes.

Impact: 

CREATE has worked closely with regional partners and the business community to ensure the competition reaches the maximum potential budding entrepreneurs across the Highlands and Islands of Scotland.  The competition was launched in 2006 with 27 entrants and has grown significantly to 150 entrants in 2014 representing all industry sectors and parts of the region.  Subsequent business start-ups in both the commercial and social sector have proved to be a recognised economic benefit to the region.  

In addition to business start-up, it is considered that the competition also has two key impacts: it significantly enhances ‘Enterprise Awareness’ across curricula areas (both academic/careers staff and students); and helps to encourage stronger working relationships with local business and enterprise support organisations.

Learner outcome: 

This activity shows how education ‘for’ enterprise can successfully engage a wide range of students, staff and members of the community both within and outside the curriculum. Over the years, more teaching and career staff are building in this opportunity as an awareness raising and experiential tool for learners at all levels. Those who participate, are extremely positive about the experience and can articulate evidence of creative thinking, opportunity spotting, and business awareness and, for those who proceed in the competition, they are able to develop their presentation, commercial awareness and network building skills. They talk of an increase in confidence and greater awareness of ‘know who’ and ‘be known’. Through CPD sessions, more academic staff now have the confidence to introduce these concepts and encourage learners to try this opportunity ‘to make something happen’ which adds to a student’s experience of how it ‘feels’ to be enterprising, which is very much in tune with the philosophy of enterprise education.

For 2015/6, we are extending the competition to early stage start-ups as we find many entrepreneurs start to test their idea earlier each year and still benefit from this type of engagement and encouragement.

Resources: 

Partnership: A critical success factor for this type of region wide initiative is partnership working.  Within the institution, we engage with Deans, Faculty and Subject Leaders as well as Careers and Student Services areas. 

Externally, this initiative has helped to build strong working partnerships which have grown year on year with local enterprise support organisations (Business Gateway, Prince’s Trust Youth Business Scotland, HISEZ, FirstPort and SIE) together with an extensive range of regional businesses (large corporates and SMEs) who wish to be associated with helping to build a vibrant entrepreneurial culture.

Funding: The activity has been substantially funded by institutional funding with support in the early years from the local enterprise agency, latterly EU funding sources and local council funds. All prizes (£8,000 in 2015) are sourced via sponsorship from local business and enterprise support organisations which CREATE attracts each year.

References:

http://www.createhighland.com/

About the Author
This guide was produced by Carol Langston.

Defining your Customer Base (QAA4,5)

Group Size ? 1.) Small group (teams of 4-6)
2.) Individual Task
3.) Large Group
4.) Any

Individual Task

Learning Environment ? 1.) Lecture Theatre
2.) Presentation Space
3.) Carousel Tables (small working group)
4.) Any
5.) Outside
6.) Special

Any

QAA Enterprise Theme(s) ? 1.) Creativity and Innovation
2.) Opportunity recognition, creation and evaluation
3.) Decision making supported by critical analysis and judgement
4.) Implementation of ideas through leadership and management
5.) Reflection and Action
6.) Interpersonal Skills
7.) Communication and Strategy
8.) Digital and Data Skills

4Implementation of ideas through leadership and management 5Reflection and Action

Objective:

  • Develop and demonstrate their understanding of their customers, by describing their characteristics and motivations.

Overview: 

This activity should be undertaken individually by the entrepreneur, then to be discussed with the business development provider or peers in a group situation.  Asking the entrepreneur to explain their answers will help them to deepen their understanding of their customers, help to identify where there are information gaps and therefore what additional market research may be required.

Activity: 

Instructions

Invite the entrepreneurs / small business owner to consider their customers and to describe them in terms of each of the following categories:

  • Demographic, who are your customers?  What is their typical profile in terms of age, gender, income, employment status etc.? 
  • Geographic, where are your customers and where do they buy your products / services?
  • Psychographic, what’s important to your customers? What are their values and aspirations; what kind of lifestyle do they have? 
  • Behaviour, how often and when do your customers buy?

And then describe what the benefits the product or service brings to customers.

My customers …..

The benefit of my product / service to my customers is …..

Skill Development:

By developing analytical and reasoning skills within entrepreneurial learners, it is possible to test assumptions and explore research findings with a clear context of start-up.  This activity focuses upon the understanding of the potential customer and requires research and reflective skills.

About the Author
This guide was produced by Lisa McMullan.

Defining the Marketing Message (QAA3,7)

Group Size ? 1.) Small group (teams of 4-6)
2.) Individual Task
3.) Large Group
4.) Any

Individual Task

Learning Environment ? 1.) Lecture Theatre
2.) Presentation Space
3.) Carousel Tables (small working group)
4.) Any
5.) Outside
6.) Special

Any

QAA Enterprise Theme(s) ? 1.) Creativity and Innovation
2.) Opportunity recognition, creation and evaluation
3.) Decision making supported by critical analysis and judgement
4.) Implementation of ideas through leadership and management
5.) Reflection and Action
6.) Interpersonal Skills
7.) Communication and Strategy
8.) Digital and Data Skills

3Decision making supported by critical analysis and judgement 7Communication and Strategy

Objective:

  • Develop their own ‘marketing message’ – content that can be used to describe their product / service that will inform customers about what it is; inspire them to make a purchase by explaining the benefits the product / service offers; and provide details of how to engage so that the customers knows what to do to make a purchase.

Overview:

The focus of this task is to develop a well-constructed marketing message which describes the benefits of a product/service to customers.

Activity:

Instructions  

Invite the entrepreneur to complete the ‘Message Matrix’ below to describe their product or service:

Inform

What is it you are selling?

Inspire

Why should the customer buy from you? 

Engage

What should the customer do next? Ensure they have all the information they need

     

By sharing and discussing their Message Matrix with a business development provider or fellow entrepreneur, the ‘Marketing Message’ can be refined and developed to ensure that it is clear, understandable to a wider audience and that key information is not omitted.

This activity can be undertaken for different groups of customers as a slightly different message may be needed for each.

Skill Development:

By working in groups, or through watching each other present their work, students are able to learn further and deepen their own work.  It is useful to draw any presentation or discussion session to a close by asking what they now wished they had done, or what they are now going to do, in order to ensure there is action from learning.

Design Thinking: From creative thinking to enterprising action (QAA1,2,3,5,6,7)

Group Size ? 1.) Small group (teams of 4-6)
2.) Individual Task
3.) Large Group
4.) Any

Large Group

Learning Environment ? 1.) Lecture Theatre
2.) Presentation Space
3.) Carousel Tables (small working group)
4.) Any
5.) Outside
6.) Special

Any

QAA Enterprise Theme(s) ? 1.) Creativity and Innovation
2.) Opportunity recognition, creation and evaluation
3.) Decision making supported by critical analysis and judgement
4.) Implementation of ideas through leadership and management
5.) Reflection and Action
6.) Interpersonal Skills
7.) Communication and Strategy
8.) Digital and Data Skills

1Creativity and Innovation 2Opportunity recognition‚ creation and evaluation 3Decision making supported by critical analysis and judgement 5Reflection and Action 6Interpersonal Skills 7Communication and Strategy

Objective:

  • Know about a range of ideas and concepts about enterprising mind-set and entrepreneurship
  • Reconnecting with your creativity 
  • Introduction to design thinking and exploring a challenge 
  • Apply design thinking to addressing a challenge 
  • Developing a chosen idea (including proto-typing if possible) 
  • Introduction to engaging others in your ideas (moving beyond a ‘Pitch’) 
  • Introduction to crowd funding and funding the idea from within the student and stakeholder audience (external if possible)

Introduction: 

This session suits larger groups of learners being introduced to the concept of enterprise, creative thinking and solving complex challenges. Working with interdisciplinary groups works best to encourage maximum creativity and adds depth to the chosen solution. An introduction to effective engagement with audiences which moves beyond a pitch is introduced and the session closes with the audience crowd funding the idea using specially designed local currency. 

Activity:

This is best run over a 4-6 hour period and can be split between 2-3 sessions to allow for further research into the challenge. Session starts with some team building activities set firmly within the context of the challenge. This can help students to better appreciate the challenge area and develop empathy with various perspectives/realities in relation to the challenge.  

Then follows some creativity exercises with an introduction to design thinking. Teams then apply this process (as time allows) through to completion with ideally prototypes being developed (if not posters/electronic adverts etc). 

Then the large group is introduced to the need for effective and authentic engagement of themselves and their ideas (moving beyond the ‘pitch’). Individual or group presentations are developed and practiced. Depending on timing and group size, there can then follow a couple of rounds of presentations with a final selection presenting to the whole group. Ideally this should include at least one external stakeholder/s linked to the challenge context (clinical/engineering/finance etc) able to provide authentic feedback. 

It can be fun then to introduce/revisit the concept of crowd funding and provide everyone in the audience with some currency (we have developed some university notes) and get them to fund their favourite proposal. Of course it could be that there will be some real funding available…

Impact:

This works best with some facilitators to help support the various groups as they progress through each activity and often can make a significantly positive impact where groups from different curriculum areas meet for the first time. Utilising external stakeholders to share their challenges can also help to add real value and excitement for learners. Learners tend to enjoy the active nature of the workshop and the rigours of presenting to an external stakeholder with potential solutions to the challenges set. 

Learner outcome:

Tend to see an increased awareness of wider enterprise and boost in confidence in terms of team working, design thinking, negotiation and engagement with audiences. A useful taster for deeper enterprising learning. Skilled reflection is vital throughout and post session/s through on-going programme.  Depending on the nature of the ‘challenge’ this can be extended to a module/programme duration.

Resources: 

  • Team building activities based in context – e.g. Clinical setting/Engineering/Creative/Education. 
  • Usual flip charts and pens etc. 
  • Raw materials for prototyping if possible 
  • Electronic devices to film short presentations 
  • Bespoke Currency for crowd funding session 
  • Prizes 

References:

Brown, T (2008) Design Thinking, Harvard Business Review, June 2008  (pages 85 – 92)
Dweck, C (2006) Mindset: The New Psychology of Success, By Dweck, Carol S. ( Author ) Dec-26-2007 Paperback
Krueger, N.F.Jr. (2010) 13 Looking Forward, Looking Backward: From entrepreneurial Cognition to Neuroentrepreneurship in Acs, Z.K and Audretsch, D.B. (eds.), 2nd Edition of the Handbook of Entrepreneurship Research, Springer 
Westfall, C (2012) The New Elevator Pitch: the definitive guide to persuasive communication in the digital age, Marie Street Press  

About the Author
This guide was produced by Carol Langston.

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Adnoddau Cychwyn Busnes (BOSS)

Mae BOSS yn sefyll am y Gwasanaeth Cymorth Busnes Ar-lein, a ddarperir gan Busnes Cymru. Mae'r gwasanaeth hwn yn darparu cyrsiau dysgu ar-lein i helpu pobl sy'n meddwl am, neu mewn gwirionedd, ddechrau busnes, sydd eisoes yn rhedeg busnes neu'n chwilio i dyfu eu busnes.

Syniadau Mawr Cymru Mae’r ymgyrch Syniadau Mawr Cymru yn rhan o wasanaeth Busnes Cymru, a gynlluniwyd i gefnogi'r genhedlaeth nesaf o entrepreneuriaid ifanc yng Nghymru.

Pecyn Cymorth Menter Greadigol Nesta

Mae ein pecyn cymorth adnoddau menter yn cynnwys dulliau a roddwyd ar brawf a dulliau a brofwyd ar gyfer addysgu sgiliau menter i unigolion creadigol sy'n meddwl am sefydlu busnes. Ar gael i'w brynu - gyda mynediad at adnoddau yma http://www.nesta.org.uk/sites/default/files/cet_worksheets_case_studies_and_tutor_notes.pdf