Entrepreneurship Teaching Tools for High School Educators

Research-based, interactive modules designed for flexible classroom use

EIX provides free, research-based teaching modules that educators can use to enhance instruction in entrepreneurship, business, marketing, economics, and STEM classes. These lessons were originally developed for college-level coursework and adapted for secondary classrooms, with an emphasis on entrepreneurial mindset and design thinking.

Most modules can be used in a single class period, a 2–3 day mini-unit, or an extended project, allowing educators to integrate them easily into existing courses and units.

How to Use This Resource Hub

To reflect how educators plan and teach, modules are organized by instructional purpose. This structure makes it easier to identify lessons that align with unit goals, pacing needs, and classroom activities.

Educators might, for example:

  • Start with Entrepreneurship Foundations when launching a unit or introducing core concepts
  • Select Innovation or Leadership lessons to build engagement, mindset, or creative thinking
  • Choose Applied Projects when students are ready to create, test ideas, or work through hands-on mini-units
  • Use Pitching and Communication modules to support presentations, showcases, or culminating assessments

Each module appears once in the category that best reflects its primary instructional focus, though many lessons can be adapted for multiple uses. Brief descriptions highlight common secondary uses to support flexible integration into different courses or pacing guides.

A time-based planning guide is included further down the page to support lesson and unit scheduling.

Find Modules That Support Lesson Goals

Instructional category map for high school entrepreneurship modules showing Foundations, Innovation & Creativity, Leadership & Mindset, Applied Projects, and Pitching & Communication and how each supports lesson planning.

What’s Included in Each Module

Modules include three core components. Specific materials may vary slightly by lesson.

  • Educator Resource Guide

    Pacing options, facilitation steps, discussion prompts, teaching tips, and common challenges and solutions.

  • Student Packet

    Clear learning objectives, project flow, reflection questions, and simple assessment guidance.

  • Printable and Shareable Handouts

    Student-facing pages designed for quick printing or digital sharing.

Entrepreneurship Foundations and Business Models

Core concepts and frameworks that fit naturally into introductory units.

These modules support instruction on how businesses create value, test ideas, and operate under real constraints such as uncertainty, resources, and market conditions.

Introduction to Business Models

A foundational lesson that complements introductory coursework on how businesses create, deliver, and capture value.

Common secondary use: extends into multi-day business analysis activities.

View Module

Introduction to the Business Model Canvas

A structured tool-based lesson that reinforces strategy, value creation, and basic venture planning.

Common secondary use: works well as a multi-class sequence or recurring framework across a unit.

View Module

Invention vs. Innovation in Business

A concept lesson that supports units on innovation, product development, and competitive advantage.

Common secondary use: effective as a one-class discussion and analysis lesson.

View Module

Coin Toss Game: Luck, Skill, and Structural Constraints

A high-engagement activity that supports discussion of uncertainty, opportunity, and the role of structure in outcomes.

Common secondary use: a strong opener for mindset, ethics, or decision-making lessons.

View Module

Innovation, Creativity, and Opportunity Recognition

Lesson options that strengthen ideation, creative thinking, and opportunity recognition.

These modules support students in generating ideas, connecting concepts, and exploring innovative approaches to problem solving. They work well as stand-alone creativity lessons or as enhancements to broader innovation units.

Customer Discovery for High School Entrepreneurs

A practical introduction to identifying customers, understanding needs, and testing assumptions.

Common secondary use: expands into a short applied project within marketing or entrepreneurship units.

View Module

Bisociation (Mixing Ideas)

A creativity lesson that complements ideation and innovation instruction through structured idea-combination.

Common secondary use: quick warm-up before product, marketing, or venture projects.

View Module

LEGO® Serious Play for Ideation

A hands-on method that strengthens collaboration, communication, and creative problem solving through building and storytelling.

Common secondary use: works well as a 2–3 day mini-unit or as a project kickoff.

View Module

SNL Viable Business Models

A memorable and rigorous activity in which students redesign an improbable idea into a viable business model.

Common secondary use: adaptable as a short lesson, mini-unit, or project launch activity.

View Module

Leadership, Mindset, and Entrepreneurial Thinking

Resources that support leadership development, reflection, and entrepreneurial habits of mind.

These lessons complement instruction focused on leadership, resilience, creativity, and decision-making, and can be integrated into advisory, career readiness, or entrepreneurship units.

Taylor Swift: Fearless Leadership and Creative Expression

A culturally relevant lesson that supports leadership, creativity, and reflective thinking.

Common secondary use: engagement hook, advisory lesson, or unit opener.

View Module

Applied Entrepreneurship Projects

Project-based modules that support performance tasks and applied learning.

These modules are designed for extended student work and can serve as central projects or as enhancements within existing project-based courses and CTE pathways.

$5 Seed Money Challenge

A structured mini-venture project that supports ideation, planning, execution, and reflection with minimal resources.

Common secondary use: works well for entrepreneurship clubs, intensives, or capstone experiences.

View Module

Introduction to Social Entrepreneurship

A module that supports units on mission-driven ventures, impact models, and ethical decision-making.

Common secondary use: cross-curricular connections to civics, environmental topics, and community-based learning.

View Module

Pitching, Communication, and Storytelling

Resources that support presentations, showcases, and student communication skills.

These modules complement project work by providing structure for student pitches, presentations, and public communication.

Pitching Your Business Idea

A practical lesson that supports clear communication, audience awareness, and presentation structure.

Common secondary use: final presentation support for multiple project types.

View Module

How to Host an Innovation Challenge

Planning guidance and facilitation tools for pitch events, showcases, and judging.

Common secondary use: capstone event support across entrepreneurship and CTE programs.

View Module

Planning by Time Commitment

Each module includes pacing guidance. The examples below provide a general planning reference when selecting lessons to match scheduling needs.

One Class Period

2–3 Day Mini-Unit

Extended Project

Articles and Insights for Educators

EIX also publishes research-based articles and case studies that can support course planning, professional learning, and instructional enrichment.

Empowering Students for Tomorrow: Expanding Entrepreneurship in High School Education

Today’s fast-changing job market brings new challenges—and high school is the perfect time to help students build skills for navigating it. This article explores how entrepreneurship education can empower students with critical thinking, adaptability, and an entrepreneurial mindset to thrive in a world where career paths are shifting.

Read Article

Should Cell Phones Be Banned in Classrooms?

Join UNC-Chapel Hill’s Professor Howard Aldrich as he shares with Kimberly Eddleston what happened when he decided to ban phones in class—and why he believes more schools should consider it.

Read Article

Could IMSA’s TALENT Program Be the Model for High School Entrepreneurship Education?

Discover how IMSA’s TALENT program equips high school students with real-world skills in entrepreneurship, problem-solving, and innovation. This hands-on program serves as a blueprint for how entrepreneurship education can transform students’ futures—before college.

Read Article

Scaling Success: How a Class Project Became a Franchise Triumph

Learn how Joe Keeley turned a class project into College Nannies and Tutors, a thriving franchise. This case study offers students a hands-on look at essential business concepts like market strategy, franchise growth, and entrepreneurial problem-solving, showcasing real-world skills in action.

Read Article

About These Resources

These modules are adapted from research and instructional materials originally developed for university-level entrepreneurship courses and published on EIX. They are offered through the collaboration of EIX and the Richard M. Schulze Family Foundation.

Educators are encouraged to use, adapt, share, and revisit this hub as new modules and to receive updates when new modules are released, subscribe to the EIX newsletter.