This initiative aims to encourage schools to become enterprising organisations by promoting to them a range of behaviours and activities that would encourage the staff and students to practice and celebrate these qualities. These desirable qualities and behaviours will be developed during the course of the project as a set of guidelines. It would be over to the individual schools to interpret these guidelines in the way most appropriate to their environment; and to move toward embedding the range of enterprising qualities that each school thought desirable. >>Enterprise North Shore web site
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Adept are to lead a collaborative, multi-disciplinary team to design, develop and test a structured, foundation level ‘enterprise’ learning activity. This will require participants to generate revenue through activities related to ‘finding a sponsor(s)’ and ‘adding value’. It is expected that the activity will be woven into a suitable core curriculum topic area. The pilot group will include learners studying within a Secondary School environment and adult learners studying towards foundation level qualifications.
The overall aim is to pilot a programme that involves a series of business challenges suitable for children in Years 5-8. Each team will consist of three children and a teacher from their school. There will be a total of 48 recipients. The challenges will develop their entrepreneurial skills progressively within a competitive business environment. The final challenge will involve creating a product, event, or service to raise funds for an “innovation and enterprise fund” for their school. The intention is to select schools and teams that represent a range of experience in innovation and enterprise with in Christchurch. >> eTime web site
A national programme that introduces entrepreneurial behaviour and business skills to primary students through curriculum-linked role playing modules.The modules will be designed to model and develop problem-solving skills and develop a positive attitude towards overcoming challenges and taking risks. The emphasis in all modules is on finding positive solutions creatively and co-operatively. >> Act Up web site
This project is in two stages. Stage one is an international competition in 2004 with students from universities that have strategic relationships with Victoria University. The plan is to have five countries competing in the trial, with at least one from a non-English speaking country and one from a developing country. Stage two is to develop a local competition in 2005 to draw winners to compete in a second international competition. The local competition (Regional Enterprise Experience) will set the students a challenge related to regional economic development and will draw on final year undergraduates from New Zealand’s universities, polytechnics and extra mural study as well as from the Pacific Islands. >> Global Enterprise Experience web site >> Te Kaihau web site
Innovation through Interaction Project is a two-year project which will involve the development of 20 Innovation-Enterprise Cells. The cells will be selected from proposals invited from all Southland schools and involved one school/cluster. The purpose of these cells is to develop a sustainable environment around which partnership projects can develop between the education, business, and community sectors, providing a collaborative, interactive, and supportive enterprise education environment.
The cell will: Be a micro-incubator within the school/cluster, which will develop a model business plan to grow innovative enterprise projects. Help evaluate and implement projects Encourage individuals and groups within the school/cluster to generate innovation and enterprise ideas. Work with educators, businesses and sectors of the community.
Jeans n’ Tees is a web based business simulation where teams of students/entrepreneurs practice the skills necessary in running a business. It is a competition where the team with the highest equity at the end is the winning team. During the course of a simulated year students will be making business decisions to guide their shop to be the best jeans and t-shirt business in the city. This simulation is an on-line game where the team (3 students) makes monthly decisions in running their business. Each student will take n a management role, as the accountant, marketing manager or office manager and will be expected to complete 10 specific tasks (assignments and activities) each pertaining to their portfolio. >> Live Spider web site
Kickstart aims to support Dunedin tertiary students’ who wish to start their own business alongside their study or after graduation by providing an “on-campus” Enterprise Facilitator. The facilitator will work directly with students and also provide referral to a range of existing business support services who provide business information, networking, training and advice. >>Kickstart web site
This project aims to develop resources for secondary teachers in the financial literacy area (including basic business finance and investment education eg how share markets work, investment principles, management of risk etc) to increase enterprising attributes and behaviours in students, The project has six phases - recruiting schools and establishment of the project, identifying curriculum areas which would encourage teaching of personal financial education concepts, creating resources to support the delivery of personal financial education through the curriculum, implementing the delivery, evaluating the success of the project and the publishing of the resource material. The project is targeted at Northland schools and will build on the other ECSA programmes already in operation (YEP and NET). >> Enterprise New Zealand Trust web site
The Pacific Sustainable Enterprise Programme aims to work with and for Pacific Island communities. Their customary practices provide strong evidence that Pacific Island people have natural entrepreneurial skills, which can make them successful entrepreneurs. Awareness of these entrepreneurial skills will be highlighted at the workshops and then they will be shown how to commercialise these entrepreneurial skills so as to create profit-making enterprises. The introduction of the innovative skills and enterprising mindset required to recognise opportunities and to turn those opportunities into choices for growth will also be shared. The ultimate goal is to provide a powerful platform from which to encourage economic development amongst Pacific Island communities.
This project focuses on developing an enterprising attitude and culture within Maori communities located in remote rural locations and with low socio-economic standing. Three specific target groups have been identified Existing possum trappers who will be provided with the opportunity to refine & expand their existing businesses into new areas, and to appreciate enterprise skills; Rangatahi who have shown interest in the possum recover industry & the opportunities for self employment & / or enterprise therein; and Women [or others] who wish to develop skills and enterprises in the add value processing of possum products, especially fur / fibre & clothing design & manufacture. The programme will involve several stages of learning enterprise skills and knowledge plus provide mentoring from associated businesses and the community.
The proposed ECSA Initiative is: Science Alive will pilot three different, but joint projects, over the next 18 months aimed at primary and secondary school students. All three pilots involve science/creative business initiatives. One overseas partner is involved,The DigiPen Institute of Technology, Redmond, Washington, USA.
Project 1: Project DigiPen This will trial a programme to give students technical/business skills through “hands on” game programming, 3D animation and robotics in conjunction with DigiPen, USA
Project 2 & 3: Project WayFinder leading through to “Science Cubed”. This project will deal with showcasing how early Maori and NZ settlers had a thriving business culture and teach students business related skills through this example plus leading through to other science/business examples that will be marketed as “Science Cubed” for future export.
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