Turn any room into a start-up studio.
In short
We Can Be kits are ready-to-teach enterprise programmes for ages 6-18. In teams, children spot a real problem, invent a way to fix it, test it, cost it, brand it and pitch it. You get the slides, a word-for-word guide and low-ink printables, so you can run it with no business background and very little prep.
- free taster lesson
- 60 minfree taster lesson
- missions, idea to pitch
- 8missions, idea to pitch
- ways to run it
- 4ways to run it
- once, whole setting
- £49once, whole setting
Kit finder
Find your kit in two taps
Pioneers Enterprise DayBuild it. Test it. Pitch it.
Built and ready
Ready-to-teach kits, by age
One story, four lengths. Start with the free hour, then carry on into a day, a week or a club with the same teams, so nothing is wasted.
Pioneers · ages 9-11 · Build it. Test it. Pitch it.
All about Pioneers
60 minutes
Free taster lesson
Real founders' stories, a Problem Safari, and a class that starts noticing problems everywhere.
Best for trying it out, a cover lesson, form time or a club night.
See inside and download
09:00-15:15
Enterprise Day
From 'what's an entrepreneur?' at nine o'clock to a pitch and an award for every team by the afternoon.
Best for off-timetable, enterprise and drop-down days.
See inside and download
5 days
Enterprise Week
A founder panel on Monday, a prototype by Wednesday and families watching the pitches on Friday.
Best for enterprise, careers and enrichment weeks.
See inside and download
9 x 60 minutes
Enterprise Club
One mission a week, a Founder Passport to fill with stamps and a Pitch Night to finish.
Best for after-school clubs, scouts, guides, libraries and youth groups.
See inside and downloadInnovators · ages 12-14 · Find a real problem. Test it. Pitch with proof.
All about Innovators
60 minutes
Free taster lesson
Real founders who started small, a sticky-note wall of what pupils bring, and one real problem to take further.
Best for trying it out, a cover lesson, form time or a club night.
See inside and download
09:00-15:15
Enterprise Day
A real problem by break, a tested prototype by lunch and an evidence-based pitch by quarter past three.
Best for off-timetable, enterprise and drop-down days.
See inside and download
5 days
Enterprise Week
Interviews on Monday, a tested product by Wednesday, pre-orders on Thursday and a real market on Friday.
Best for enterprise, careers and enrichment weeks.
See inside and download
12 x 55-60 minutes
Enterprise Club
Twelve weeks from a problem to a real market day, with a catch-up card for anyone who misses a week.
Best for after-school clubs, scouts, guides, libraries and youth groups.
See inside and downloadWhat children gain
They come in with ideas. They leave as founders.
Enterprise gives children a real reason to use the skills school reports try to measure: confidence, teamwork, resilience and ideas. Here they use them on something they care about, with an audience at the end.
The confidence to speak up
Every child has a part in the pitch. For some, it's the first time they've stood up and presented an idea of their own, and they find out they can.
Imagination with a purpose
They start with a problem they noticed and the things they love, not a blank page. Every idea goes into the mix, then the team talks it through and votes on the one to build.
Money that makes sense
They work out what one cookie or keyring really costs, then set a price and work out the profit for their own idea. Maths stops being a worksheet and starts being useful.
Teamwork that works
Small teams where everyone finds their strength and everyone helps. They learn to disagree and still decide together, and older pupils take turns leading.
Bouncing back
First ideas are never perfect. They test, listen to their customer and make it better. That's resilience, practised on something they care about.
Seeing themselves as founders
They learn about real UK founders they have likely never heard of before. Whether they go on to be an employee, an entrepreneur or both, they'll know it's open to them.
All eight essential
skills, in one project
- Listening
- Speaking
- Problem Solving
- Creativity
- Adapting
- Planning
- Leadership
- Teamwork
Look inside
Real pages from the kits. Have a flick through.
Bold slides children can read from the back row, a guide with every word you need, and printables that look great in black and white. Pick a type, then open any page full size.
Facilitator guide: the day at a glance
The whole day on one page: every mission, its minutes and its page, plus the three things to protect if you run late.
01Start here
One page that gives an overview of what's needed, what's covered and how to get started.
02The guide
Every session on one page: the words to say, timed steps and what to do if a team gets stuck.
03Slides
Editable PowerPoint, so you can make it yours, plus a PDF that plays anywhere. Your script sits in the speaker notes.
04Print
Team Boards, cards, certificates and letters home, designed to look great in black and white.
Cross-curricular
One project. Lessons across the whole curriculum.
An enterprise project is the rare thing that ticks maths, English, D&T, art and PSHE in one go, and children don't notice they're doing any of them.
Maths
Costs, budgets, price and profit, plus survey tallies and bar charts in the Week.
English and oracy
Persuasive speaking, slogans, an advert and a 90-second pitch to a real audience.
Design and technology
Spot a need, design for a user, then build, test and improve a prototype in the Week and Club.
Art and design
Logos, colour palettes and a magazine mood board that turns taste into a brand.
PSHE and citizenship
Money choices (spend, save, share, invest), teamwork and the world of work.
Computing
Planning a homepage, using AI for research and checking whether what it says is true.
Careers
Real founders, a local entrepreneur in the room and links to Gatsby Benchmarks 4 and 5.
Every guide names its links
So you can show exactly where it fits in your plan.
- England
- D&T, maths, English, computing and PSHE; citizenship becomes statutory in primary from September 2028
- Wales
- Enterprising, creative contributors; Careers and Work-Related Experiences
- Scotland
- Effective contributors and the Career Education Standard 3-18
- Northern Ireland
- Thinking Skills and Personal Capabilities; Using Mathematics
Four age tracks
One story, told four ways, from age 6 to 18
Every age follows the same journey, from a problem to a pitch, at the right depth. Younger children draw and talk; older students interview customers, test prototypes, work out break-even and, from 12, sell at a real school market. Run a whole-school enterprise week and every year group can share one showcase.
Explorers
Ages 6-8
KS1 and lower KS2 · Years 1-3 (P2-P4 in Scotland)
Spot a problem, dream up a fix and share it with pride.
A lemonade stand: what goes into one cup, make some or make lots. Screen-free, with optional games on the class screen.
What's comingPioneers
Ages 9-11
KS2 · Years 5-6 (P6-P7 in Scotland)
Build it. Test it. Pitch it.
The Cookie Crew: ingredients, packaging, marketing, economies of scale and waste. Paper first, with optional tools on one screen and a homepage the class builds together.
See the Pioneers kitsInnovators
Ages 12-14
KS3 · Years 7-9 (S1-S3 in Scotland)
Find a real problem. Test it. Pitch with proof.
A worked keyring business, then their own product, service or event. Paper first. The teacher runs any AI tool, and social media is planned on paper, never posted from pupils' own accounts.
See the Innovators kitsTrailblazers
Ages 15-18
KS4 and KS5 · Years 10-13 (S4-S6 in Scotland)
Learn the method, or launch the real thing.
An online shop: unit economics, stock risk and break-even. AI tools for research, branding and content, a real online shop and social media growth.
What's comingFour formats
Fits the time you've got
Same story, four lengths. The free hour is the opening of the Day, so teams can carry straight on with the same board.
| Format | Length | What happens | Best for | Price |
|---|---|---|---|---|
| Free taster lesson | 60 minutes | Meet real founders and find a problem worth solving | Trying it out, a cover lesson, form time or a club night | Free with an account |
| Enterprise Day | 09:00-15:15 | From a problem to a pitch in one day, with a build and test, ending in a showcase | Off-timetable, enterprise and drop-down days | Included in the £49 licence |
| Enterprise Week | 5 days | 15 sessions: a prototype and a pitch, plus a real market for ages 12-14 | Enterprise, careers and enrichment weeks | Included in the £49 licence |
| Enterprise Club | 9-12 weekly sessions | One step a week: 9 weeks (with 6- and 12-week routes) for ages 9-11, or 12 weeks and a market day for 12-14 | After-school clubs, Scouts, Guides, libraries and youth groups | Included in the £49 licence |
Nine missions, one big finish
Each mission adds a panel to the Team Board and a new word to the wall, so the story of the business builds up as they go.
New · AI-powered
Need something the kit doesn't have? Ask for it.
A wet-play warm-up, a Christmas fair version, a stretch task for your speedy finishers, an adaptation for a child who can't use scissors. Describe it and the Kit Add-on Studio writes it to fit the kit, ready to print.
AI · Kit Add-on Studio
Ask for exactly what your group needs
A warm-up, an adaptation, a themed version or an extension. It's drafted inside the kit's rules: teams of 4-5, no pretend money, low-ink printables, UK English.
Free account: 3 a day. Never include pupils' names.
What you'll get
- Where it fits in the kit, and how long it takes
- Timed steps with words to say
- What to gather, and a low-ink printable if it helps
- Ways to support and stretch, and what success looks like
Print it, or copy it straight into your plan.
Pricing
Start free. Then £49 once for your whole setting.
No subscription and no per-pupil fees. One licence covers every teacher and leader in your school, club or group, for good.
Start here
Free
Taster lesson, with a free account
- A complete one-hour lesson, not a cut-down sample
- Slides, a word-for-word guide and every printable
- Founder Match cards and a Problem Safari
- A certificate for every child
Educator licence
£49 once
Every teacher and leader in your school, club or group. No subscription.
- Every kit, in every format, for every age group as it's released
- Editable slides, word-for-word guides and every printable
- Unlimited Kit Add-on Studio
- Everything in the £29 plan too: every course, every tool with unlimited AI, the role models and all the resources
- Yours for good, with free updates
Answers
Questions educators ask
A complete, ready-to-teach programme in which young people work in teams to spot a real problem, invent an idea, test it with customers, work out the costs, build a brand and pitch it. Each We Can Be kit has slides, a facilitator guide with a full script and timings, and low-ink printables.
Confidence and speaking up, teamwork, problem solving, creativity, resilience and money skills. The kits give children chances to practise all eight Skills Builder essential skills (Universal Framework 2.0): Listening, Speaking, Problem Solving, Creativity, Adapting, Planning, Leadership and Teamwork.
Maths (costs, budgets, price, profit and survey data), English and oracy (persuasive speaking, slogans and the pitch), D&T (design, make and evaluate), art and design (logos and mood boards), PSHE (money choices and teamwork), computing and careers education.
Four age tracks (Explorers 6-8, Pioneers 9-11, Innovators 12-14, Trailblazers 15-18), each with the same four formats: a free one-hour taster, an Enterprise Day, an Enterprise Week and an Enterprise Club. The Pioneers (9-11) and Innovators (12-14) kits are built; the other ages are in development.
The taster lesson is free with a free account. Everything else is £49 once, for your whole setting: every kit, plus everything in the £29 plan, so every course, every interactive tool with unlimited AI, the role models and all the resources. Lifetime access, free updates and no subscription. The library isn't on sale yet: join the list to hear first.
No. Every session has the words to say, timed steps, what to watch for and what to do if a team gets stuck. If you can read a story aloud, you can run it: teachers, teaching assistants, club leaders and volunteers all do.
Up to age 11, neither: money is taught through talk and each team's own idea, from a worked example business to a budget, price and profit. From 12, the Enterprise Week and the club add a real school market on a start-up loan an adult holds, so nobody uses their own money. Every kit with a market also has a no-trading route.
No. Every kit works fully on paper, and the club has Mission Cards that replace the slides. The interactive tools are an optional extra on one screen, and older age groups use AI and social media as part of the project.
Each kit names its links for England, Wales, Scotland and Northern Ireland, from D&T, maths, English and PSHE to the Curriculum for Wales and the Career Education Standard, plus the Skills Builder framework and Gatsby Benchmarks 4 and 5.
Real UK founders, every fact checked against a published source and shown with a photo. Most are women and the sets mix women and men. Every guide also shows you how to invite a local entrepreneur.
Yes. Every PowerPoint is editable, and the Kit Add-on Studio uses AI to draft an extra activity, adaptation or variation that fits a kit's rules, ready to print.
Get started
Be first through the door
The free taster and £49 licence are ready now. Join the list for first looks at the Explorers, Innovators and Trailblazers kits.
Want us in the room?
We design and run enterprise days, workshops and bootcamps for schools, councils, charities and employers.
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See external programmes →Contact Us
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