EDUCATORS

Know Opportunity is a comprehensive entrepreneurship course that includes global entrepreneurship curriculum (36-weeks) and a business board game that teaches the fundamentals of global entrepreneurship. The curriculum has been adapted into entrepreneurship boot camps, leadership programs, business training courses and so much more.

ENTREPRENEURSHIP COURSE & CURRICULUM

The Know Opportunity game is a companion to a comprehensive entrepreneurship course that includes global entrepreneurship curriculum (36-weeks) and the board game which teaches the fundamentals of global business building. The curriculum has been utilized in the traditional classroom setting but also for a whole array of fun, learning, hands-on programs that increase skills, enhance confidence and support an understanding of global business fundamentals.

USE AS A COURSE

The curriculum is designed to be flexible. It includes everything you need to use as a full or part-time course throughout the year.

USE AS A MODULE

If you already have an existing course, the curriculum can be used as a module(s) to enhance your current lessons.

COMPLEMENTARY SYSTEM

The curriculum is enhanced by the board game, which reiterates the lessons learned through the course.

STUDENT ELEVATOR PITCHES

At the beginning of the course, most high school students may feel uncomfortable speaking about business concepts in front of their peers. Know Opportunity purposely integrates pitch sessions and presentations into the curriculum to help students:

  • Feel comfortable delivering pitch presentations
  • Improve persuasive speech
  • Catapult their ability to think on their feet
  • Directly better their extemporaneous speaking abilities
  • Build confidence
  • Spark innovation and creative problem solving

BUSINESS PROFILES

Students start off the year with assigned business profiles. All lessons taught and knowledge gained in the first semester will be applied to these profiles, so that students can understand how the information would apply to a real business. Some of these are recognizable professions/careers, others employ a little more whimsy. Here’s why:

  • BREAKS DOWN BARRIERS

Teenagers are especially susceptible to fear of peer thoughts and public perception. If they are assigned a profile, it removes self-consciousness about the validity of a business idea and, instead, allows them to have fun while becoming fully engaged.

  • EXISTING CONNECTIONS BECOME MORE

Many students are active on social media or play video games with peers who live in other countries. The game includes foreign connections in each of the profiles so that students can explore how a friend or connection overseas can actually be a benefit to their business research and growth.

GAME REITERATES CURRICULUM

Students play the board game in class, which reiterates the lessons learned throughout the course. The game engages on the four levels of Deep Learning, as well as:

  • EXTEMPORANEOUS SPEAKING

Pitch sessions during the game get students comfortable with talking in front of a group

  • BUSINESS MATH (INCOME STATEMENT)

Students track their revenues and expenses throughout the game, helping teach business math.

  • DEVELOP PARTNERSHIPS

Certain game cards allow players to develop partnerships with each other.

  • RISK VS. REWARD

Players have the ability to invest in potential money-making projects in foreign countries

APPLY TO STUDENT BUSINESS

In the second half of the year, students will revisit the lessons taught during the first semester, but this time the lessons will be applied to their own business idea. As the course progresses, they will:

  • Identify and research target markets
  • Construct marketing materials
  • Conduct market research
  • Plan expansion strategy

and can then formulate the foundation of a business plan. This is a safe, fun way for them to explore the viability of their dream business.

MULTI-CHANNEL ENGAGEMENT

The curriculum includes a variety of elements to keep students engaged. We have found that incorporating multiple channels for learning and creativity has proven beneficial to increased student engagement and comprehension of the coursework. They will be presented with:
CLASSROOM INSTRUCTION
Teacher-driven lectures and conversations

  • VIDEOS

Includes recommendations for content such as “Shark Tank” and interviews with entrepreneurs

  • HANDOUTS

Quizzes, interviews and more

  • IN-CLASS PITCH SESSIONS

Get comfortable with being uncomfortable

  • CREATING MARKETING MATERIALS

Learn why presentation matters

Curriculum

 

Session 1

  • Go to Session 1 Page
  • Download Week 1
  • Download Week