The elaborated under the project Toolkit is as an open educational recourse and is available for free download.

The main aim of the Toolkit is to enrich the didactical culture of youth in education on entrepreneurship issues at schools and non-formal educational settings. It is based on the “Project-based learning for promotion of youth entrepreneurship competences” methodology and a great emphasis is focused on the practical applications of this educational methodology for teaching and learning entrepreneurship and testing it with learners in the project. It gives definition of PBL and focuses on the advantages of entrepreneurship education through non-formal methods revealing the correlation between PBL and entrepreneurship. The Toolkit envisages a unique combinations of collaborative learning strategies in terms of Game-based learning, Group-based learning and Team-based learning that can efficiently contribute to learning and teaching of entrepreneurship issues at school, as well as in youth non-formal education settings. Thus the Toolkit is a guide that is meant to propose a general methodological framework for teaching entrepreneurship competencies of youth using the three collaborative learning strategies. It can be used to enrich the general information about project-based learning, problem-based learning, game-based learning, group-based learning, and team-based learning methodologies. Also, it recommends applying Game-based learning, Group-based learning, and Team-based learning synchronically – depending on the learning context and learners’ age.

At the beginning of the book, one can find useful methodical information on PBL strategies, Game-based learning, Group work, and Teamwork methodologies. In the second part of the book, you can find information from implemented training courses – C1/ C2 / C3, with useful methodical advice that came out from educational practice in those courses. Also, learning templates for Problem-based learning are included, that can be useful for structuring and analyzing the problems, information research, and analysis, creating strategical insights for problem-solving as well as for doing reflection and monitoring. Game-based learning, Group-based learning, and Team-based learning reflection templates provided as well.