CURIOO Campus · ages 13–17

Teach Future Skills through Entrepreneurship and Creative Design, without building the curriculum yourself.

Four years of ready-to-teach projects, lesson plans, student resources and assessment tools, so you can focus on teaching, not preparing. Start with one project on a free trial.

32projects
960lessons
4year groups, ages 13–17
A secondary student pitching her project to the class
What you get

Everything a teacher needs. Nothing to build.

  1. 01
    Ready to teach today

    Thirty-two projects, 960 lessons across four year groups. Every project comes with a full teacher guide, thirty lesson plans, slides and student resources. Download, read, teach. No planning from scratch.

  2. 02
    Assessment built in

    Criteria and rubrics in every guide, checkpoints across the ten weeks, and a tracker you download. Mapped to EntreComp, CEE, ACARA, Cambridge and IB, so the evidence is ready for your curriculum lead.

  3. 03
    Certified teaching & CPD

    The Certificate in Teaching Secondary Entrepreneurship: six self-paced modules, then one project run with your class. Awarded by CURIOO, independently accredited by The CPD Certification Service.

Curriculum

Find the project you’ll teach next.

Two subject areas, four years, one ten-week project each term. Every project ends in something real: a product sold, a campaign run, a venture pitched.

Browse all 32 projects →
01
Entrepreneur HubThe Entrepreneurship strand: 16 projects from a first digital product at 13 to a launch-ready venture at 17. Live now.Projects cover Generative AI · Sustainability · Consumer Tech · Creator Economy
02
Design FuturesThe Creative Design strand: 16 projects in design thinking, making and iteration, from tactile prototypes to digital products.Projects cover Brand Communications · Human-Centred Design · Digital Experiences · Spaces & Systems
Both subjects Entrepreneur Hub Design Futures
All years Year 8 · 13–14 Year 9 · 14–15 Year 10 · 15–16 Year 11 · 16–17
Y8 · 13–14 · Entrepreneur Hub

Digital Product Creation

Find an opportunity and create a simple, sellable digital product, launched and pitched at Demo Day.

10 weeks · 30 lessons · Consumer Tech
Y8 · 13–14 · Entrepreneur Hub

Entrepreneurial Storyboard

Tell a real young entrepreneur’s journey as a storyboard or comic, exploring resilience through the Hero’s Journey.

10 weeks · 30 lessons · Storytelling
Y8 · 13–14 · Entrepreneur Hub

Understanding Money

Design and build a playable money game teaching the five money moves: earn, spend, save, invest, manage risk.

10 weeks · 30 lessons · Financial literacy
Y8 · 13–14 · Entrepreneur Hub

Make an Impact

Research a real community problem and test a social-enterprise solution with real people.

10 weeks · 30 lessons · Social enterprise
Y9 · 14–15 · Entrepreneur Hub

AI for Innovation

Use AI tools responsibly to design and build an AI-powered solution, with critical thinking about accuracy, bias and ethics.

10 weeks · 30 lessons · Generative AI
Y9 · 14–15 · Entrepreneur Hub

Consumer Tech

Read emerging tech and market trends to design an innovative product or service concept, validated with real users.

10 weeks · 30 lessons · Consumer Tech
Y9 · 14–15 · Entrepreneur Hub

Sustainability

Design a sustainable, ethical business concept using triple-bottom-line thinking: planet, people, profit.

10 weeks · 30 lessons · Sustainability
Y9 · 14–15 · Entrepreneur Hub

Build Your Brand

Build an authentic personal brand and content portfolio in the creator economy, and grow a real audience.

10 weeks · 30 lessons · Creator Economy
Free sample
Y10 · 15–16 · Entrepreneur Hub

AI in the Community

Build a working AI-powered solution to a real local problem, pilot it with the community, and prove its impact.

10 weeks · 30 lessons · Generative AI
Y10 · 15–16 · Entrepreneur Hub

Open for Business

Run a real school business: market and sell to real customers, then analyse how it performed.

10 weeks · 30 lessons · Real trading
Y10 · 15–16 · Entrepreneur Hub

On the Pulse

Invent a wearable device and build an investable venture around it, pitched to an investor panel.

10 weeks · 30 lessons · Consumer Tech
Y10 · 15–16 · Entrepreneur Hub

Spread the Word

Plan, create and run a real social-media campaign for a healthy cause, then measure its reach.

10 weeks · 30 lessons · Creator Economy
Y11 · 16–17 · Entrepreneur Hub

Scalable Startup

Develop a scalable startup with a real business plan and a funding pitch to investors.

10 weeks · 30 lessons · Venture
Y11 · 16–17 · Entrepreneur Hub

Micro-Enterprise

Run a freelance or micro-enterprise that trades for actual income.

10 weeks · 30 lessons · Real trading
Y11 · 16–17 · Entrepreneur Hub

Data-Driven Venture

Use data and analytics to identify, design and test a solution to a real problem.

10 weeks · 30 lessons · Data & AI
Y11 · 16–17 · Entrepreneur Hub

Capstone Social Enterprise

Build and pitch a capstone social enterprise to genuine external stakeholders.

10 weeks · 30 lessons · Social enterprise
Y8 · 13–14 · Design Futures

Make Your Mark

Create a visual identity for a junior sports team, school club or neighbourhood event, then test whether it communicates the intended message.

10 weeks · 30 lessons · Brand Communications
Y8 · 13–14 · Design Futures

Everyday, Better

Observe an everyday routine and redesign one object to make it easier to use, from interviews and sketches to a low-cost physical prototype.

10 weeks · 30 lessons · Human-Centred Design
Y8 · 13–14 · Design Futures

Tap Into It

Design an app experience for finding local activities or joining a school event. Build and test a clickable prototype around one clear task; no coding required.

10 weeks · 30 lessons · Digital Experiences
Y8 · 13–14 · Design Futures

A Place to Belong

Reimagine a corner of a school, library, clubhouse or community centre as an inclusive place to meet or relax: movement, comfort, materials and sharing.

10 weeks · 30 lessons · Spaces & Systems
Y9 · 14–15 · Design Futures

Change the Message

Design a campaign for a local cause using visual storytelling and AI-assisted experimentation to develop a clear, responsible message.

10 weeks · 30 lessons · Brand Communications
Y9 · 14–15 · Design Futures

Designed for More

Redesign a product used in sport, shopping or learning for someone with a specific access need, working from their own feedback, not assumptions.

10 weeks · 30 lessons · Human-Centred Design
Y9 · 14–15 · Design Futures

Beyond the Screen

Create an interactive story for a local landmark, club, business or school exhibition, in the browser or with optional AR.

10 weeks · 30 lessons · Digital Experiences
Y9 · 14–15 · Design Futures

Nothing Wasted

Redesign how a local market, tournament or school fair handles materials and waste: layout alongside borrowing, reuse, return and collection.

10 weeks · 30 lessons · Spaces & Systems
Y10 · 15–16 · Design Futures

Brand in the Real World

Respond to a brief from a local business, club or community group. Refresh its visual identity and create a campaign that works within real constraints.

10 weeks · 30 lessons · Brand Communications
Y10 · 15–16 · Design Futures

Make the Service Work

Improve a service such as cafe collection, club registration or equipment borrowing, across people, processes and touchpoints.

10 weeks · 30 lessons · Human-Centred Design
Y10 · 15–16 · Design Futures

AI That Helps

Design an AI assistant experience for a low-risk task, designing for uncertainty, user control and recovery from mistakes.

10 weeks · 30 lessons · Digital Experiences
Y10 · 15–16 · Design Futures

Shared Space, Smarter

Work with users of a shared venue to redesign the space and how it operates, balancing inclusion, movement, maintenance and a stated budget.

10 weeks · 30 lessons · Spaces & Systems
Y11 · 16–17 · Design Futures

Creative Direction

Lead a campaign for a local launch, membership drive or festival to a real or externally reviewed brief, using AI selectively while retaining authorship.

10 weeks · 30 lessons · Brand Communications
Y11 · 16–17 · Design Futures

Designed for Real Life

Develop a product or service with a local partner: verify a need, narrow the brief to one achievable outcome, refine through repeated testing.

10 weeks · 30 lessons · Human-Centred Design
Y11 · 16–17 · Design Futures

The Next Interface

Design an AI, spatial or multimodal experience for a local retailer, attraction or club, with the core interaction made testable.

10 weeks · 30 lessons · Digital Experiences
Y11 · 16–17 · Design Futures

Future Neighbourhood

Design a proposal for a local high-street pocket, sports precinct or community hub, connecting the space to one supporting system.

10 weeks · 30 lessons · Spaces & Systems
How every project works

10 weeks. 2 or 3 lessons a week. Real outcomes.

Every project follows the same progression, so students go deeper each time as the challenges increase. Checkpoints at key weeks keep every team on track, and each project ends in a public showcase with a real audience and deliverables.

  1. DiscoverSpot and frame a real opportunity, problem or audience.
  2. DesignTurn it into a concept and a plan; develop and compare alternatives.
  3. MakeCreate the real deliverable: product, venture, campaign or prototype.
  4. Test & refineTrial it with real people, gather evidence, improve it.
  5. PitchCraft and rehearse a persuasive pitch with Q&A.
  6. ShowcasePresent to an audience or panel, then reflect. In Design Futures, every project also becomes a portfolio case study.
Assessment

Evidence of real work and mastery.

Students are assessed on what they produce and how they think. Every project uses the same four-part assessment framework, so skills compound predictably year on year. The criteria, rubrics and checkpoint tracker come with every project, so the evidence a curriculum lead needs is built up as you teach.

35%
Real deliverable
The product, venture, solution or campaign itself. The largest share, because the real work matters most.
25%
Pitch + Q&A
A live pitch or demo to an audience or panel, including handling questions with composure.
20%
Real-world evidence
Proof it works with real people: user validation, pilot results, trading figures, reach and impact data.
20%
Project journal
Reflection and process across the project: how students thought, adapted and grew.
Authentic and applied. Checkpoint-based, so feedback arrives while it still counts. Standards-mapped to EntreComp, CEE and ACARA v9. How assessment works → Get a sample assessment pack →
Teacher certification & CPD

Certificate in Teaching Secondary Entrepreneurship

Awarded by CURIOO. Independently accredited by The CPD Certification Service.

How it’s assessedRun a project with a real class, submit student outcomes and a reflective commentary.
Human judgementAssessed and given feedback by a qualified CPD Trainer, not an algorithm.
Your credentialVerifiable and shareable. Recognised for CPD.
About certification
Standards & streams

Benchmarked to the frameworks you report against. Delivered in three streams.

Every lesson references the frameworks your school reports against, and the curriculum team adapts content for the stream you teach in.

See the full curriculum alignment →

Secondary SubjectEntrepreneur Hub mapped to EntreComp (EU), CEE (US) and ACARA v9 (Australia). Design Futures mapped to NCAS Visual and Media Arts (US), ACARA v9 Design and Technologies and Visual and Media Arts (Australia), and KS3 and GCSE Design & Technology and Art & Design (UK).
CambridgeEntrepreneur Hub adapted to Cambridge Global Perspectives. Design Futures adapted to IGCSE Design & Technology and Art & Design.
IBEntrepreneur Hub and Design Futures adapted to IB MYP Design, ages 13–16.
Pricing

Future Skills learning accessible to Teachers and Schools.

Pricing for Teachers and Schools of any size. Teacher Certification is also available and priced separately from the subscription. Assessment rubrics and trackers are included in every tier.

School

Seats for your school

$899 up to 6 teachers, per year
Additional seats $129 each a year · whole school and school groups by quote · launch pricing

Everything in Teacher for every seat, plus the administration and reporting a school needs. Invoice or purchase order.

  • Named seats you reassign as staff change, so access ends when a teacher leaves
  • Seat management for the licence holder: who has a seat, usage, renewal
  • Curriculum-lead pack: framework mapping and moderation guidance across all four years
  • Invoice or purchase order, one renewal date for the school
  • Onboarding session and priority support
  • Whole school and school groups: quoted on your teacher count, multi-year terms available
Certification · optional

Certificate in Teaching Secondary Entrepreneurship

$649 per teacher, one-off
Schools certifying 3 or more teachers: $549 a seat · launch pricing · first intake opens January 2027

Optional, and separate from your licence. For teachers who want a recognised credential; not required to use Campus. Self-paced video modules, then run one project with a real class and submit the outcomes with a reflective commentary. Assessed by a qualified CPD Trainer. Recognised for CPD.

  • Self-paced online modules, start any time
  • Run a project with a real class to qualify
  • Assessor feedback on your submission
  • Verifiable, shareable credential
  • Requires an active Campus licence; complete within 12 months
Free sample project

Teach AI in the Community, free, in full.

The complete Year 10 project: ten weeks, thirty lessons, the teacher guides, student materials and the assessment rubric. No card required. Use it with a real class and assess how the learning framework works for you.

  • Full teacher guide and lesson-by-lesson plan
  • Student materials and checkpoint tasks
  • Assessment rubric and checkpoint tracker

A school email address is required. We never share your details.