Kid@Bizz is a short project in which children age 8-12 create a business- or actionplan they thereafter organize or carry out.
JIEHA! is a short entrepreneurial experience for age 14-16 in which the students start up their own ethical company, selling Fair Trade products or offering services to the community.
Entrepreneurs in front of the classroom
In OvK entrepreneurs share their experiences from real life with the young people. During a presentation they get the chance to introduce their company and the reason why they started it. After this, students can ask questions about the job of an entrepreneur.
Start Academy (SA) is a business plan contest for students at university level.
MyMachine is run by 3 different age groups: in primary schools children invent a 'dream machine'.
At high school level design students/engineer students develop a construction plan for the selected 'dream machines'.
At seconary level in technical education students work with the construction plans to build the machine.
My digital me junior
My Digital Me Junior (MDM) is a free to use digital instrument which enables young students (age 10-14) to reflect about their owned competencies, through various class-bound and individual activities.
The students are challenged to search voor competencies and skills they are already good at. They work with these skills and competencies to further improve them.
Every student has to register and create his own digital portfolio on the platform. Teachers or other project coaches (club trainers, parents,...) can, on demand of the student, confirm or deny the fact that the students has the skill/competence that he/she claims. Of course, the student has to proove this first through action.
Vlajo Challenge is an innovative online serious game, meant for students between 14 and 99 years old. The game stimulates, informs and trains the player on being an entrepreneur. The player has to get a loan, rent a shop and start buying and selling products on the (fictional) market. Different stores are combined in a ‘plaza’, controlled by the teacher. The teacher has a control panel which makes him able to check the progression of the students whenever and where-ever he wants. The game makes the subject matter of economics attractive and interactive.
Vlajo Challenge can be used for 3 purposes:
- To experience the subject matter of having a business
- To practice the subject matter after theory
- As an instrument for evaluation
The teacher has absolute control over the game. He decides the speed of the game, the difficulty level (which can be changed during the game), playing together in small teams or individual,… He can also personalize the game, adapt it to the real-life situation of the students, by creating an own city to play in.
Before playing, the teacher creates a new ‘plaza’ for his students. He chooses a city, the difficulty level, the number of rounds to be played, and the number of players. For each player, a different account and password is then created. Because all is online, no specific installations are needed. The student just needs his login name and password, and the web address.
Talent4Event is a program for students aged 13-14 where they get the chance to discover and develop their talents by organising an event.
Through this learning by doing activity active learning and co-operative teamwork are stimulated.
The program is developed to stimulate entrepreneurial behaviour in non-economic oriented schools.
First, the students learn to know their talents through 5 specific lessons.
Once these talents are known, the class is divided into teams consisting of members with different talents.
Task is to organize an event.
The school can choose from 3 options:
- Let the students decide themselves what to organize.
- Let the students organize an existing school event.
- Work with the by Vlajo suggested event.
Main focus of the program is on the teacher. The aim is to have a team of teachers coaching the students from different topics.
Talentenstage is a short term event in which young students, aged 10-14, are challenged to take over a real-life job in a real company.
The Dreamfactory consist of a series of 9 different themes within the learning by doing concept.
Doedel is the Dreamfactory mascotte which accompanies the childeren in all themes and is recognizable for the whole school.
Kindergarten 1 (age 3): Doedel de Ontdekker (Doedel the discoverer)
Kindergarten 2 (age 4): Doedel de Dromer (Doedel the dreamer)
Kindergarten 3 (age 5): Samen sterk met Doedel (Originally based on K-6 Ourselves)
Grade 1 (age 6): Ga je mee aan de slag met Doedel (Originally based on K-6 Our Families)
Grade 2 (age 7): Werk je mee aan een toffe buurt? (Originally based on K-6 Our Community)
Grade 3 (age 8): Bouw je mee aan onze droomstad? (Originally based on K-6 Our City)
Grade 4 (age 9): Ga je mee op stap in onze provincie? (Originally based on K-6 Our Region)
Grade 5 (age 10): Trek je mee door Europa? (Originally based on K-6 Our Nation)
Grade 6 (age 11): Kid@Bizz (see also specific separate description as this program can also run separately from the other themes.)
Every theme is based on 5 or 6 different lessons with the organisation of an event at the end of the lessons, creating the possibility for teachers to implement entrepreneurial teaching in the classroom.
The 9 themes are all based on the courant curricula for primary education and have the same end goal: create possiblities for entrepreneurial behaviour.
Focus from Vlajo is on guiding the teachers, not the students, by means of a clear manual and further digital guidance and train-the-trainer workshops.