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    For teachers, club leaders and youth workers

    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

    1. Age group
    2. Time you have
    Built and ready

    Pioneers Enterprise DayBuild it. Test it. Pitch it.

    09:00-15:15 Teams of 4-5

    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

    Innovators · ages 12-14 · Find a real problem. Test it. Pitch with proof.

    All about Innovators

    What 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.

    Every session on one page
    GuidePioneers Enterprise Day1 of 11

    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.

    1. 01Start here

      One page that gives an overview of what's needed, what's covered and how to get started.

    2. 02The guide

      Every session on one page: the words to say, timed steps and what to do if a team gets stuck.

    3. 03Slides

      Editable PowerPoint, so you can make it yours, plus a PDF that plays anywhere. Your script sits in the speaker notes.

    4. 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.

    Four 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.

    Enterprise kit formats compared
    FormatLengthWhat happensBest forPrice
    Free taster lesson60 minutesMeet real founders and find a problem worth solvingTrying it out, a cover lesson, form time or a club nightFree with an account
    Enterprise Day09:00-15:15From a problem to a pitch in one day, with a build and test, ending in a showcaseOff-timetable, enterprise and drop-down daysIncluded in the £49 licence
    Enterprise Week5 days15 sessions: a prototype and a pitch, plus a real market for ages 12-14Enterprise, careers and enrichment weeksIncluded in the £49 licence
    Enterprise Club9-12 weekly sessionsOne step a week: 9 weeks (with 6- and 12-week routes) for ages 9-11, or 12 weeks and a market day for 12-14After-school clubs, Scouts, Guides, libraries and youth groupsIncluded 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.

    1. Mission 1

      Meet the Founders

      Word: entrepreneur

      Board: Our team

    2. Mission 2

      Problem Detective

      Word: problem

      Board: The problem

    3. Mission 3

      Idea Lab

      Word: brainstorm

      Board: Our idea

    4. Mission 4

      Meet Your Customer

      Word: customer

      Board: Our customer

    5. Mission 5

      Build and Test

      Word: prototype

      Board: Build and test

    6. Mission 6

      Count the Costs

      Word: cost

      Board: The costs

    7. Mission 7

      Money Matters

      Word: budget

      Board: The money

    8. Mission 8

      Brand It

      Word: brand

      Board: Our brand

    9. Mission 9

      Pitch It

      Word: pitch

      Board: Our pitch

    10. Showcase

      Every team pitches and wins an award

    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.

    Sign in free to use it

    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.

    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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