Enhance your curriculum by addressing the QAA Guidance on skills for your subject, and incorporating the QAA (2018) Guidance on Enterprise and Entrepreneurship.

QAA Benchmark Statement

  • Relationship building
  • Communication
  • Reflective practice
  • Monitoring, evaluation and research
  • The ability to make decisions in complex situations

Embedding Enterprise

The following ETC tools can help you to deliver these skills in the curriculum

How To Guides

These guides have been selected to build QAA (2018) enterprise skills in your teaching.


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.

Creating Student Teams (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

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:

  • To be able to explore key skills, attributes and roles required to create an effective team for a particular task
  • To articulate and analyse the skills and experience of individuals in order to match key criteria
  • To assess opportunities and take decisions which meet priorities, within a specific time frame
  • To exercise judgement in assessing a wide variety of options
  • To communicate decisions effectively, using strong interpersonal skills 

Overview: 

This activity is effectively a way of creating new student teams for a particular task, but by focusing upon skills, experience and expertise to undertake specific roles within a group. This task is designed to encourage the students to understand the skills and roles needed within effective teams to undertake a particular task.  This technique can be used for any group work where the students will be undertaking a sustained activity which benefits from particular team roles or competences.

Students are asked to consider their own strengths and consider how best to articulate them (CV or advert) and then consider a task and how best they might support the activity (matching skills to the task/jobs).  Teams need to be created from the student group to address the challenge they have been set.

This works particularly well with new groups as it also creates opportunities for networking and new bonds, but can also be usefully deployed to stop students working within friendship groups.

Activity:

Students need to understand the activity that they will be undertaking (task; length; scope; numbers in a group; roles to undertake etc) so that they can consider their own skills/expertise within a context, however the first element of this task is to assess their own suitability for particular activities within this task.

Self Analysis

This activity can draw upon previous CV work or application process (or create LINKEDIN profiles) to create a formal assessment and showcase of their experience and expertise. 

This can be a formalised process which requires the creation of professional promotional materials (CV  or poster see QAA7CreatingaPoster ) or a review process which asks them to indicate 3 key things relevant to the task, or suggest the following 3 elements to be highlighted

  • 1 competence, technique or ‘knowledge set’ developed academically prior to this course
  • 1 attribute of their approach to group work (leadership; interpersonal skills)
  • Personal interest, capability, attribute from outside education (relevant experience as a customer or user; evidence of personal interest; indication of approach to the task).

Creating the Group – Identifying the Needs

Having then been issued the task, students need time to further consider their own weakness and identify what they need to ensure they create an effective team.  This reflection can be undertaken confidentially as students consider their own limitations currently and then isolate the support/network that they need to work effectively.

Creating the Group – Matching Up

Matching up the students to create their new team can be undertaken in two different styles.

  1. Networking showcase
    Students can be provided with time to network to create their own team by talking to new and unknown colleagues and asking about their “3 attributes” or CV and trying to create a match for the task.  As students meet others, they build up their team and then progress around the room as a group, seeking others which fit the remaining match for their new team.
  2. Interviewing
    You can identify a group of team leaders or CEOs or HR managers (either as individuals or as a small mini team) which will be interviewing and assessing others to join their team.  This can be a randomly allocated or those that have identified themselves as leaders can be given the opportunity to undertake this role.  This activity is best done by allocating the team leaders to different rooms and asking them to indicate their offer (or unique selling point USP) to encourage others to join them.  They will then attract the wider group to visit their room for a short dynamic interview where they match up job roles, as observed by others, who may be attracted to this team, or select to visit another room.

Skill Development: 

It is important that the self-analysis (CV writing; LinkedIn profiles) draws upon educational background but also prior knowledge, previous experiences, hobbies and interests so that all the students have elements to showcase.  This reflective process at the start is key to an effective match and for effective consideration of the roles.

Once the teams are matched it is important to encourage them to share a reflection about the process and create their ground rules for working together.  

This document can be revisited at the end of the process and the whole matching/team working experience be explored through reflection.  It is important that the groups debrief about their learning on team work, skill development and their emotions.  It can be important to acknowledge that they experienced concern, fear, nerves, or excitement in meeting new people/addressing a complex task or working with new team members.  Recognition of emotions is key in building confidence which allows the learners to repeat skills in new environments.

Resources: 

Primarily the preparation includes the task itself but also considering the skills needed to undertake the roles inherent within task.  It is important that you indicate soft skills, prior knowledge, suitable background etc that will allow all students to indicate their suitability.  You may wish to write short job descriptions, or indicate the roles and the skills that are required across the task, so that the students can match their team to the “whole task”, rather than find a perfect match to a job.  If you need help identifying these soft skills, then the QAA documentation for your programme can be a guide as can colleagues within Careers.

Your Careers Service can provide support (and may provide content or materials) to help the students articulate their skills as a CV. 

You may wish to create a showcase element to this task where students ‘advertise’ their skills or abilities in order to get recruited which may benefit from a range of materials/scissors/pens/posters being available for them to work with.

References:

AGCAS materials 
https://intranet.birmingham.ac.uk/as/employability/careers/documents/public/agcas-cvs-letters.pdf

Careers support examples (CV)
https://www.ucl.ac.uk/careers/specialistsupport/researchers/agcas_cvexamples

LINKEDIN provide support for students:
https://university.linkedin.com/linkedin-for-students 
https://university.linkedin.com/content/dam/university/global/en_US/site/pdf/TipSheet_BuildingaGreatProfile.pdf

About the Author
This guide was produced by Alison Price.

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.

Communication Scenario Through Questions (QAA 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

7Communication and Strategy

Objectives:

  • To explore communication and how to listen effectively
  • To understand the importance of recognising the different methods of questioning that can affect our ability to build rapport and gather information in both management situations or when Mentoring, counselling or in our everyday life of building relationships

Overview:

This session is a short interactive group activity which can be delivered in an informal environment with all participants sitting in a relaxed state, but exploring a challenge with a time pressure. It will give the participants the opportunity to develop their questioning techniques in a fun and safe environment.

Activity:

This activity takes no more than ten minutes to deliver and requires that you, as the tutor, hold back and allow the questioning to deepen and allow for “pauses” and quiet.

Firstly, you need to set the scene, by explaining to group that they are looking at questioning skills and the group need to identify what it is you are doing, which you will only do by providing 1 statement that guides them and then only by answering the questions they ask.

You might start with:

“I am outside a hotel....i am pushing a car and I have no money”. (I am actually playing monopoly the group need to establish this through their questioning)

Leave it open for people ask questions you must be truthful with your replies but keep your answers short, tight and only in answer to the specific question asked.

The majority of the time people will ask closed questions will which only glean a "yes" or "no" response and not a lot of information ie Are you? Did you? Is the? Clearly these type of questions (which only elicit yes/no answers) will not serve them well and they will need to develop more opening questions relating to: Why, Where, What, Who, When ... Open questioning will produce a more honest reply and therefore resolve the puzzle sooner.

ie: "Why are you pushing the car?" reply "It has no engine"

"Why does it have no engine?" "Because it is a toy car." This would then open up their questioning and thinking.

It is key at this point that you don't lead them if they find themselves at a "dead end" or taking the wrong approach, as the process is the key experience. This can take a bit of time to resolve but it is fun though powerful and results in people being aware of how to develop their questioning skills these skills can help in management, development , communication including mentoring or volunteering.

If you are working with larger groups, you may wish to place them in teams and appoint a spokesperson who can ask the question which the team collectively agree upon. This can deepen this task as it requires good communication within the team as well. This also allows you to be particularly harsh, if their spokesperson asks "can I ask a question....?" to reply that they just have and move onto the next team without providing further information.

In addition, you can consider a range of "oblique" situations within their field, subject or industry sector which will also test their knowledge and understanding as well build their listening skills. This could relate to an experiment or practical aspect of their subject and they need to identify when and where it is taking place (scenario; situation; addressing need).

Skill Development:

The key to deepening the learning is within the review and group discussion at the end.

Collectively you can discuss the process and their experience of this – exploring emotions of frustration, confusion etc and acknowledging this as part of the process. Within a group discussion you can explore how/if the questioning changed in order to get the right information, by discussing the following topics:

  • Understand the importance of how to question
  • How and when to use open questions
  • How and when to use closed questions
  • What questions to use and when would you use them?
  • What questions to avoid (leading, multiple etc)

Using flip chart or board you can work through the process by asking how they identified these components, finally focusing upon how to deepen their understanding of what makes effective questioning and listening.

  • Who?
  • Where?
  • When?
  • What?
  • Why?
  • Also How?

Resources:

Flip chart /board for capturing review/discussion points - optional

About the Author
This guide was produced by ARP.

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.

Creative Problem-solving Exercise Involving Peer-Assessment and Criteria Design ‘The Egg Game’ (QAA 1,2,3,6,7)

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

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

Objectives:

After participating in this exercise, learners should be better-able to:

  • Achieve higher assessment literacy
  • Formulate and negotiate assessment criteria for a task, and undertake the task with the criteria firmly in mind;
  • Think constructively about the weighting of assessment criteria;
  • Undertake peer assessment of other teams’ performance;
  • Undertake self-assessment by reflecting on their own group’s performance;
  • Recognise the benefits of team work (and address some of the problems of working in teams);
  • On the basis of a ‘fun’ exercise, take forward useful thinking on assessment design.

Overview

The task is for groups of learners to make a container to hold an egg that is capable of being dropped from a specified height and position in the room without the egg breaking. To do this properly you need about two hours in a large flat room, big enough to enable groups to work independently. This is a practice task to familiarise learners with the concepts of meaningful assessment criteria, weighting and agency of assessment and is particularly useful during the first six weeks of the first semester of the first year. It is presented as serious fun which improves learners’ assessment literacy. It’s also a good staff development exercise to get staff to think hard about assessment issues.

Learners in a class (16-70) are divided into groups of 4-6, at separate tables around the room, and provided with a range of everyday objects as resources, including an unbroken fresh egg. They are briefed to use the resources in a specified time to arrange that the egg can be dropped from a specified height and position in the room to ground level, and remain unbroken by the fall. They are to use the various resources in a creative way to achieve this. But first the groups must come up with around five assessment criteria, which will be used by the other groups to assess each group’s achievement of the exercise, and the whole group of learners must assign weightings to each of the criteria. One criterion is not negotiable: “The egg remains unbroken by the fall”.

Activity

  1. Divide the learners into small teams (groups of about 4-6 work well). This activity can be done with a class size of up to 50, but for smaller classes the minimum group size is 3.
  2. Advise the learners of the purpose of the task, emphasising that it is competitive but essentially fun, and that actually the discussion around the task is much more important to their understanding of assessment conventions than the task itself.
  3. Issue the materials to the groups, instructing them that no other items may be used, including waste paper bins, people and furniture. Insist no one handles the materials and egg before the start signal. You may need to be very strict about this. You may also wish to ham up the rawness of the egg by chucking them to the learners or ‘accidentally’ dropping one. Get each group to check their egg is not cracked when they receive it.
  4. Ask learners to brainstorm up to 5 criteria on which they should be judged (5 mins)
  5. Collate the criteria on a flipchart or white board, and telling them that the egg not breaking is the non-negotiable criterion, get them to collectively prioritise their further criteria. Ask them to include both product and process in the criteria. (Typical criteria include effective planning, aesthetic beauty, sustainability (all items could be reused), using all items provided or smallest number of items, team all worked together well, everyone contributed to the task in some way, achieving the task within the set time, and so on). You shouldn’t need to spend more than 10 mins on this but if you get into discussing how you judge aesthetic beauty it could take 15 mins.
  6. Explain the concept of weighting of assessment criteria. Tell them that the egg not breaking is worth 40% and ask them to propose weightings for the other four criteria that add up to 100% with the most important things being given the highest weighting. (5 mins).
  7. Negotiate agreed weightings for the criteria for the whole group and put on flipchart or white board. (5 mins).
  8. Get the whole group to think up who will actually do the assessmenti.e. agency for 5 mins. Forexample, most product items could be assessed by the tutor or the learners acting as peers rating other groups (inter-peer assessment). If they are judging items like how well they worked as a team, this will have to be rated within the group by four peers each rating the fifth, i.e. intra peer assessment. Self assessment might be used for example if a negotiated criteria is something like individuals contributing to the best of their capabilities or enjoyment. Even if you only use a couple of agents, its helpful to discuss the full range and mention that other possibilities on future group work might include employers, placement managers and clients. (10 mins).
  9. Get the groups to talk for 5 mins about what they plan to do and insist no one touches the materials until you start the task. 
  10. Start the task advising them they have say 8 minutes in which to complete it. You may wish to add to the sense of fun by blowing a whistle, setting a kitchen timer, phone timer or whatever.
  11. Watch learners in action, talking no part in the activity but you may wish to record any breach of the rules which you can bring up in your moderation/summing up.
  12. Stop the task exactly on time. Blowing your whistle loudly is fun! Notice any learners who choose to carry on regardless and decide whether to penalise them totally by giving no marks at all (this gives you a chance to mention things like plagiarism policies and rules on issues like mitigation) and the risks learners can run by ignoring the detail of assignment brief.
  13. Allow each group in turn to come to the ‘dropping point’ and use their equipment to drop their egg from the specified height to the floor, and prove whether or not their egg has been broken, carrying out the assessment using tutors and peers as appropriate. If you have a lot of groups, this can take quite a while. Discuss the assessment of the first six or so in detail, and then tell learners that to do every one in detail would take ages and this is after all a game about assessment (but do drop every egg and check the egg isn’t broken or else learners will feel cheated).
  14. It is really important to get the learners back into small groups after the assessment to discuss the assessment issues for at least five minutes (try to stop them having endless discussions about whether their design was actually best or whether they were fairly treated, and so on) and then have 5-10 minutes in plenary with you summing up the learning points.
  15. You might then wish to issue to learners the assignment brief for the next actual assessment task that follows in their course or module, and get them to bring along to the next session any queries they have about criteria, weighting, agency or anything else, arising from their reflections on the egg game.

Skill Development:

  • Assessment literacy
  • Team working.
  • Creativity and originality of design.
  • Time and task-management.
  • Learners formulating and agreeing assessment criteria for the task.
  • Learners proposing and agreeing the weighting of the assessment criteria.
  • Peer-assessment of other groups’ performances.
  • Self-assessment and reflection on what happened in each group. 

Resources:

Flipchart of white board to display agreed assessment criteria.
Supermarket carrier bag, per group, in which you place:

  • a pair of scissors
  • a small roll of sellotape
  • a selection of about 4 items from the following: a newspaper, a plastic cup, paper plate, tissue paper (or a tissue), length of string (about 2 metres seems to work well), cocktail sticks, wooden or plastic clothes peg, square of bubble wrap (if you want to make it really easy for them) or whatever is available.
  • one uncooked egg in shell.

It is important that each bag contains more-or-less identical kit, otherwise appeals of ‘unfairness of assessment’ may arise (though of course you might wish this to be one of the matters which will arise, in which case allow some differences in the kit).

References:

  • Brown, S. (2015) Learning, teaching and assessment in higher education: global perspectives, London: Palgrave-MacMillan.
  • http://sally-brown.net

Author's Website:

http://sally-brown.net

About the Author
This guide was produced by Professor Sally Brown.

Your How To Guide Here

If you would like to have your How to Guide featured, please download the template and email the completed version to hello@etctoolkit.org.uk.

We have produced a guidance sheet which will assist you in completing the How to Guide.

If you have any questions regarding completing the template, please Contact Us.

Case Examples

Using Stories to Explore Innovative Solutions to Problems

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

4Implementation of ideas through leadership and management

Objective:

 

  • The demise of such ideation tools as ‘Ideaplay’ (formerly ‘Ideopoly’) and the lack of many “story” based tools for ideation led me to develop a number of narratives for students (and staff ) to engage with in order to explore innovative solutions to genuine problems.
  • Story telling is a powerful method for engaging learners. (Sally Kellett – and her Creative Warriors tool/resource is a great example)
  • Being able to see the world through another person’s eyes allows the learner to step outside of their own perspective and spot unexpected solutions to genuine problems for other people.

 

Introduction:

 

Story telling as a tool for learning is well known. Design Council tools like ‘Ideaplay’ were a great tool for the educator. Once you see how groups of students engage (or struggle) with the concept – it is easy to create your own narratives.

I worked with many colleagues at Sheffield Hallam University and we came up with some really amazing narratives. Students liked them because we could ground them in their experiences and contexts. We used them with school children at open days and even on summer schools.

When I started to work in Staff Development I found that there were many repeated issues that nobody could deal with. Fellow academics constantly felt under pressure, administrative staff and professional services staff likewise felt under pressure to deliver, yet unable to affect their academic colleagues.

Student support staff listened repeatedly to students complaining about the same issues year upon year.

So I created some narratives – “A year in the life of an academic” then “A year in the life of a member of “support Staff” and finally three years in the “life of a student”.

I used these in staff development sessions and shared the narratives with mixed groups. Academics felt they could relate to the “fictitious academic” and the support staff related to the “fictitious administrator”. Similarly support staff for students related to the student concerns.

When we looked at these issues objectively the blinkers became dislodged and genuine conversations opened up. I cannot say we solved every problem; but awareness was raised and thorny issues aired. Mutual respect did grow . . . which is not a bad outcome.

 

Activity:

 

  • Print off the narratives and distribute to the group (small tables of four/five work well).
  • Leave the group to read the story and then invite them to reflect on the character. Is it realistic? Do they know people like that? Can they relate to the character?
  • When the discussion becomes established, invite the group to consider what are the key issues affecting the character? What could they do to reduce their stress or to improve their lives?
  • It won’t take long for ideas to flow.

If you use the three sets then look at synergies and overlaps. How can the academic work more effectively to assist the support services and the student experience? Etc.

 

Impact:

 

Students liked the “Ideaplay” approach and we always came up with fun discussions. When at Solent University, Louise Drake et al created a Social Enterprise version of the Ideaplay table cloth and I am sure it is still being used.

My staff development sessions were enjoyed whilst I was at Solent (well that is what my team told me at the time!)

I have since used these narratives with other groups of staff and even fellow educators via IEEP.

Learner outcomes:

 

At the end of the session(s) the participants will be able to;

  • Empathise with characters experiencing authentic problems
  • Identify overlaps with their lives and shared experiences and problems with colleagues.
  • Uncover shared solutions to shared problems
  • Appreciate the impact of different groups actions on the wider community

 

Resources:

 

 

References:

 

About the Author
This guide was produced by Dr Simon Brown (Visiting Professor UWTSD / Head of Enterprise Development NCEE / Fellow EEUK).

Your Example Here

If you would like to have your Case Study featured, please download the template and email the completed version to hello@etctoolkit.org.uk.

We have produced a guidance sheet which will assist you in completing the Case Study.

If you have any questions regarding completing the template, please Contact Us.

Embedding Entrepreneurship

If you or your students are interested in developing a business idea, becoming self-employed/freelance or creating a business here are some tools to help and also some links to business start-up support.

How To Guides

These guides have been selected to build QAA (2018) entrepreneurship skills in your teaching.


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.

A model for an Interdisciplinary intrapreneurship-entrepreneurship module (QAA2,3,4,7)

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

2Opportunity recognition‚ creation and evaluation 3Decision making supported by critical analysis and judgement 4Implementation of ideas through leadership and management 7Communication and Strategy

Objective:

  • The learner will understand the importance of entrepreneurship and entrepreneurial behaviour in the context of their subject area
  • Will engage with subjects outside their discipline to pitch for and explore ideas and concepts
  • To reflect and draw personal conclusions about their capacities and capabilities for entrepreneurial behaviour
  • To research and persuade others of the feasibility and viability of their ideas
  • To conclude with a ‘live’ opportunity which they can research and develop further through a research project/dissertation, employment or a new business venture

Overview: 

This type of module is appropriate on applied courses, or courses ‘with enterprise’. It is especially valuable where students from a range of disciplines are taught together, invited to ‘bring their discipline and interests with them’ (of course, discipline and interests are not always/often synonymous, and this approach helps with that!)

Activity: 

Students engage in a shared first lecture, setting the context for the module, discussing, and responding to individual learner expectations, and an introduction to innovation, delivered by an inventor, which asks the students to invest in one of a series of inventions, based on a case study of each in practice. They are encouraged to reflect on their choice, and in particular the reasons why they feel that their chosen option represents most value.

In week 2 students return to their own discipline (or choose an area of interest based on the available disciplines) and a session is led by academics and industry guests/entrepreneurs focussing on ‘the current and future trends in the XYZ industry’. This tends to be ‘products for users in Science and Engineering’ subjects (e.g. pets and children), and ‘approaches’ in other subjects (e.g. social and online media). 

Week 3 is a facilitated session in which students join interdisciplinary groups (formulated with as wide a variety of disciplines as possible (e.g. 1xcomputing science, 1xbiology, 1xmarketing and management) and share their findings from the previous week to identify areas of shared interest and the skills each member can contribute.

The remainder of the sessions are built around convincing the module assessors, and industry/entrepreneurs that your emerging idea is worth spending more time, money and effort on developing, and that individual students have the appropriate skills and motivations to deliver on the opportunity. The design of the remaining sessions is aimed at students achieving this objective. Remaining module content and tools can be designed together with the students, using flipped classroom, online resources, and update meetings alongside taught lecture material.

Skill Development: 

The confidence gained by the students is seen as they engage with each other and with externals (industry experts).  They are exposed to entrepreneurship through opportunity spotting and evaluation, and through building their reflective and persuasive/selling skills.  By working in teams they are building collaborative approaches to problem solving and task completion.

Resources: 

Planned engagement – including engagement of academics, entrepreneurs and industry partners in each discipline where a student originates.

Time to coach groups individually, access to mentors or online interaction.

About the Author
This guide was produced by Katie Wray.

Your How To Guide Here

If you would like to have your How to Guide featured, please download the template and email the completed version to hello@etctoolkit.org.uk.

We have produced a guidance sheet which will assist you in completing the How to Guide.

If you have any questions regarding completing the template, please Contact Us.

Case Examples

Your Example Here

If you would like to have your Case Study featured, please download the template and email the completed version to hello@etctoolkit.org.uk.

We have produced a guidance sheet which will assist you in completing the Case Study.

If you have any questions regarding completing the template, please Contact Us.

Additional Resources

Cases Studies of Good Practice

can be found in Higher Education Academy booklet (2014) Enhancing Employability through Enterprise Education Case Studies

Enterprise Educators UK (EEUK) regularly share members practice, including examples such Sheffield Hallam's innovative approach to providing students with opportunities to address real-life challenges, getting work experience in a safe and secure environment - the Venture Matrix and Sheffield University's Make Ideas Happen.

Business Start-Up Resources

BOSS stands for the Business Online Support Service, provided by Business Wales. This service provides online learning courses to help people who are thinking about, or actually, starting a business, already running a business or looking to grow their business.

Big Ideas Wales The Big Ideas Wales campaign is part of the Business Wales service, designed to support the next generation of young entrepreneurs in Wales.

Nesta Creative Enterprise Toolkit
Our enterprise resource toolkit contains tried and tested methods for teaching enterprise skills to creative individuals who are thinking about setting up a business. Available for purchase - with access to resources here http://www.nesta.org.uk/sites/default/files/cet_worksheets_case_studies_and_tutor_notes.pdf