What is the goal of this module?
The aim of this module is develop a very first prototype of the service or project the group of young people has in mind, based on the idea that was developed in the discover phase. They translate this idea into a first prototype. This prototype can take various forms, depending on the degree to which the idea can be quickly realized. It can take the form of a "test day", a scale model, an image or storyboard, ...
Why do we include this phase? To avoid that the program is purely based on theory for too long. “Go real” will increase the enthusiasm of the young people and at the same time teach them a sense of reality and confront them with what else they need to really get their business started.
What are the learning outcomes?
At the end of the DREAMING module …
- The learner can develop ideas that solve problems that are relevant to themselves and their surroundings.
- The learner approaches open-ended problems (problems that can have many solutions) with curiosity.
- The learner knows how to improve existing products, services and processes so that they better meet their needs or those of their peers and the community.
- The learner can identify the basic functions that a prototype should have to illustrate the value of their idea.
- The learner finds examples of ideas that have value for themselves and others.
- The learner is able to use his understanding of the context to identify different strategic visions for creating value.
- The learner does not give up and keeps going even when facing difficulties.
- The learner knows how to experiment with different combinations of resources to turn their ideas into action.
- The learner takes individual and group responsibility in value-creating activities.
- The learner is open to the worth that others can bring to value- creating activities.
- The learner listens to other people’s ideas for creating value without showing prejudice.
- The learner is willing to change his/her way of working in a group.
- The learner is able to ask help from others when (s/)he doesn’t know how to proceed.
- The learner is not afraid of making mistakes while trying new things.
Key elements for this module
The table below depicts the key elements for this module. It is important to go through these elements in the order in which they are listed.
For each of the elements, several tools and approaches are formulated. The concrete tools can also be consulted through the toolbox on the SPEED You UP website. In the next section of the template, you can find three options on how to build up this module concretely, depending on the resources and time that is available at your school.
Take 4-5 lesson blocks for ‘framing your idea’ and ‘prepare the prototyping’.
The prototyping itself is organised inside or outside of school as a one-day or two-day event, in collaboration with external partners
Total: 12-16 hours
In this option, the prototyping is organised either in the school’s entrepreneur hub or on location. For instance, in an actual business entrerpreneur hub in the environment, in a tinkering lab at the nearby university, …
It has an ambitious set-up but organizing the dream phase in this way will be very rewarding for teachers and for the students.
Invite people from your business network, or from other SPEED You UP partners to sustain yourself and the young people. You can ask role models from other projects to support each group of young people or invite a lecturer from one of the project’s university partners to support the session.
This option asks for an ‘event-like’ organization in the sense that you organize the session on one full day or two half-days.
You need a room with equipment to accommodate the actual prototyping. This can be an existing room in the school in which materials are provided for the young people to work with or another location.
Take four to five lesson blocks for ‘framing your idea’ (3 h) and ‘prepare the prototyping’ (1-2h).
The prototyping itself is either spread across different lessons or as a half-day activity.
Total duration: 6-8 hours
The fundamental option can be organised within the school, certainly if the school has a Maker Lab, a tinkering space or a room that can be rearranged as such.
Work with a support team that is available during this phase. In the first phase (framing) it is important to have a supportive but critical ‘friend’ that makes sure the business idea is not completely unrealistic or superfluous. In the prototyping phase, you might need someone with a more technical profile to give support.
Important! As a teacher / coach, encourage students to be ambitious. Start with them from a desire rather than a sense of reality . That is allowed in this phase. It is also possible that some young people lose heart during this phase, not knowing how best to get started. Provide them with the necessary support and engage contacts from your network to boost them up and generate new ideas.
Important! Do not start this phase as long as students do not have a more or less defined idea of what they want to do in their company. This phase starts with a brainstorm, but no brainstorm about which product / service they will offer in their company. The intention is that they already have an idea of what they want to do and then brainstorm about the form / type of product or service, the profiling, the target group. It is quite possible that some groups know very quickly what they want to do, while others remain hesitant about this for much longer. You can support the students who hesitate in an extra session to make a choice, or you can call in the support of external parties. It is also possible to divide them among the other groups - if that is what they themselves want.
Idea! For this phase, provide a real 'do day' in a studio or a Maker lab. Let young people help organizing this. See who you can invite to help out: parents, friends, handymen from the neighborhood, ... Also provide opportunities for young people who cannot put their idea into a concrete model because they want to develop a service (e.g. a bicycle taxi service to sports and other leisure club). Here too you can call in support from the network: who is handy with editing videos, storytelling, maybe it is possible to draw up their services and then present them digitally?