Curriculum: Grades 9-12

Curriculum: Grades 9-12


Through fun, hands-on activities, students learn about the entrepreneurial process, while gaining valuable skills and building a courageous, creative, can-do attitude. Our curriculum is incredibly simple to use, can be taught in all kinds of settings (in-school, after school, with community groups such as the Girl Scouts, or even at home!) and introduces students to the core entrepreneurial mindsets and skillsets needed to take on the challenges of our evolving world. This way, we’re igniting the entrepreneurial spirit in our youth by empowering you to become a champion for their learning. (Passion: mandatory. Teaching experience: not necessary!)


Creativity A: Play

Encourage students to learn about play as a tool for creativity, idea generation, and innovation.


Creativity B: Observation

Encourage students to learn about observation as a tool for creativity through active observation and practicing the techniques entrepreneurs use to analyze and solve problems they have observed.


Intro to Entrepreneurship A

Give students an opportunity to experience what it is like to be an entrepreneur and actively learn and develop both their entrepreneurial mindset and skills over time.


Intro to Entrepreneurship B

Encourage students to learn more about entrepreneurship and entrepreneurial thinking.


Idea Generation A

Explore a range of methods that will help students generate new ideas.


Idea Generation B

Deepen students' understanding of idea generation as something that can be learned and practiced to develop solutions.


Opportunity Analysis A

Use a case study to show students the process of opportunity analysis (the process of deciding which ideas represent a market opportunity).


Opportunity Analysis B

Students experience the process of applying an opportunity analysis to a product or service idea they’ve thought up.


Market Research A

Teach students how to identify target markets and perform their own market research.


Market Research B

Guide students in conducting their own market research with a focus group and survey.


Design Thinking and Prototyping A

Explore the process of designing a prototype, from low resolution version to a 3D model.


Design Thinking and Prototyping B

Lead students in making prototypes for their own arcade games, from sketching ideas to building games they can play.


Business Models A

Guide students in developing an understanding of business models and then analyzing and applying those models.


Business Models B

Explore how business models make it possible for entrepreneurs to make money.


Pitching A

Introduce students to two of the most important background pieces to pitching: Public Speaking Skills and Persuasion.


Pitching B

Learn the elements of excellent persuasive and public speaking so students can create their own pitch videos and present them to get feedback.

You are able to access, modify, and use the VentureLab content at no charge, providing you are doing so for your own usage in a non-commercial manner, and you comply with the license agreement. While we encourage you to tell others about VentureLab, you are not able to grant others access to, nor share your modified version of, the VentureLab curriculum. All users must access the curriculum through the VentureLab website. If you intend to use the VentureLab curriculum in a commercial manner, please contact VentureLab for a commercial license. This is a summary of, not a substitute for, the full license agreement.