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Inspirational real-life storytelling is a method that has been recommended by a number of
educators worldwide. Learners meet entrepreneurs who present of firsthand their real-life stories.
These presentations include lessons from the entrepreneurial practice and give an overview over
real problems, challenges and solutions. What is more, the storytelling sessions could be organized
in a very dynamic, interactive manner, thus giving the students the opportunity to ask questions of
their personal interest. Taking into consideration the fact, that entrepreneurship is a practice-
oriented area, it is extremely appropriate to meet learners and practitioners in the classroom. It is
useful for the students to exchange with entrepreneurs with the same national and cultural
backgrounds. However, it is also important to map success stories from all around Europe in order
to ignite the inspiration and collect best practices. The “personal storytelling” method depends on
the experience and social intelligence of the presentator – if he/she is not aware of the necessities
of the audience, feedback could not be timely received to assess performance.
Gamification
Gamification is the use of gameplay techniques for non-game applications, thus enabling learning
by doing. It turns out that the use of active or innovative methods like games, video challenges,
web-based content and simulations are valuable teaching methods. It is presumed that application
of games and other activity-based instruments in class promote collaboration, interactivity and
active learning. The interactive engagement enhances the problem-solving skills. Gamified
approaches challenge and motivate learners by giving them an active role and fostering their
critical thinking.
Design thinking
Design thinking is essentially concerned with human needs and solving problems. It is not a linear
process and does not focus on milestones. Design thinking is a human-centered iterative process
for creative problem-solving. It encourages organizations to put the emphasis on the people, which
leads to better products, services and internal dynamics. Design thinking is also seen as a strategy
for innovation. This concept involves five stages – empathize (gain an empathetic understanding),
define, (formulate problem statements), ideate (generate ideas), prototype (identify best possible
solutions to the problems found) and test (experiment, test the prototype), and it’s most appropriate
to deal with unknown or unstructured problems. It is therefore assumed that constantly challenging
for new ideas and constantly rethinking current solutions are central aspects of design thinking.
Effective classrooms (including virtual classroom)
Effective classroom management refers to the collection of diverse and powerful strategies
designed to create a learning environment that is most conductive to learning and enjoying school.
Project 2019-1-BG01-KA204_062299
The content of this material does not necessary reflect the official position of the European Union.