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

A storyboard or comic that maps a real young entrepreneur’s journey as Problem → Idea → Action, using the Hero’s Journey.
A Story Showcase: teams present the founder’s journey as a storyboard or comic and explain what failure and persistence taught the founder.
Three 50-minute lessons a week. Checkpoints at weeks 2, 4, 6 and 8 keep every team on track; the teacher guide gives each lesson a starter, a main activity and a plenary.
Lesson-by-lesson sequence illustrative, from the programme arc, until the teacher guide is supplied.
Every lesson in the teacher guide follows the same shape: what students should be able to do by the end, a starter, a main activity, a plenary, and the resources to run it. This one is open to everyone.
Each part has its own criteria and rubric in the teacher guide. Judge students at each checkpoint and at the showcase on the tracker, so the evidence is complete when the project ends.
Students use educator-approved AI tools only. No identifiable personal data about participants is entered into AI tools; consent is obtained for research and publication; AI assistance is recorded alongside students’ own decisions. The teacher guide sets out the tool-approval and data rules for this project.
A 7-day free trial opens one full project for the year group you teach, on screen, and lets you browse the rest, including Entrepreneurial Storyboard. A Teacher licence unlocks the downloads: $179 a year for all four year groups, or $17.99 a month for the year group you teach. Next term’s project opens four weeks early so you can plan.
A school email address is required to register.

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

Where this leads in Year 9. Read emerging tech and market trends to design an innovative product/service concept, validated with real users.

The Design Futures project taught in the same term. Observe an everyday routine at home, school, a sports club or a local cafe. Redesign one object to make it easier to use, moving from interviews and sketches to a low-cost physical prototype.