Innovate ForgeAcademy
Students learning together

Innovation, Leadership & Entrepreneurship

Entrepreneurship

Discover opportunities. Create value. Think like an entrepreneur. Explore how ideas become useful, sustainable ventures.

Proposed curriculumEntrepreneurship & Future Readiness · Apply
Register Your Interest

Programme description

Discover opportunities. Create value. Think like an entrepreneur.

Entrepreneurship introduces students to the mindset and practical processes involved in identifying opportunities and developing ideas that create value for others.

Students explore how entrepreneurs recognise needs, understand customers, develop solutions and make decisions about limited resources.

Through practical activities, collaborative challenges and guided venture simulations, students investigate the relationship between problems, products, services and the people who may benefit from them.

The programme introduces foundational concepts such as value propositions, customer discovery, business models, costs, pricing, sustainability and responsible business practices.

Students learn that entrepreneurship involves more than making money. They explore how organisations and ventures can create social, educational, environmental or economic value.

Through coaching, experimentation and reflection, students practise developing ideas and evaluating their assumptions.

They consider what makes an idea useful, whether people would want it and what resources may be needed to deliver it.

The programme concludes with students developing and presenting an age-appropriate venture concept. Students are not required to establish an actual business or undertake commercial transactions.

What students will learn

Purposeful skills, built through practice.

Recognise entrepreneurial opportunities
Understand customer needs
Develop a value proposition
Explore basic business models
Consider costs and sustainability
Evaluate assumptions
Refine and present a venture concept

The Forge difference

Why Families Choose Forge Innovation & Entrepreneurship

From curiosity to contribution—students develop ideas through guided inquiry, practical projects, feedback and reflection.

Coaching-led learning

Guided questions, encouragement and feedback help students develop their own ideas.

Educators support independent thinking rather than simply providing ready-made solutions.

Real-world problem-solving

Students investigate meaningful challenges and explore practical ways to address them.

Learning connects to everyday experiences, communities and potential user needs.

Creativity & experimentation

Students generate ideas, experiment with solutions and learn through iteration.

Unsuccessful experiments can become useful sources of feedback and learning.

Teamwork & leadership

Collaborative challenges create opportunities to practise communication, initiative and responsibility.

Students may contribute through different strengths, personalities and roles.

Age-appropriate development

Learning challenges are matched to students' age, interests and experience.

Younger learners may use guided activities while experienced learners tackle more complex projects.

Meaningful project outcomes

Students work towards tangible projects that demonstrate their ideas and learning.

Projects may include prototypes, invention models, leadership projects, venture concepts and pitches; commercial outcomes are not promised.

Proposed innovation inquiry cycle

Find. Observe. Reimagine. Generate. Evaluate.

This course-specific inquiry cycle connects curiosity, human-centred observation, creative problem-solving, practical application and reflection. The academy-wide Explore · Build · Apply · Master progression remains authoritative.

01

Find

02

Observe

03

Reimagine

04

Generate

05

Evaluate

Curriculum

Core learning, clearly connected.

Each area is developed through guided explanation, practical work, testing and reflection.

01

Learning area 1

Identifying problems, needs and opportunities.

02

Learning area 2

Understanding customers and potential users.

03

Learning area 3

Developing value propositions and solution ideas.

04

Learning area 4

Exploring basic business models, costs and revenue.

05

Learning area 5

Considering sustainability, ethics and responsible decision-making.

06

Learning area 6

Developing, testing and communicating venture concepts.

Proposed eight-session curriculum

A clear journey from first practice to final reflection.

This introductory term sequence is proposed and pending founder curriculum approval.

  1. Session 1

    Thinking Like an Entrepreneur

    Students explore entrepreneurship through age-appropriate examples of products, services and community initiatives.

  2. Session 2

    Discovering Opportunities

    Students identify everyday problems and consider who experiences them.

  3. Session 3

    Understanding Customers

    Students practise appropriate customer-discovery activities and describe their intended audience.

  4. Session 4

    Creating a Value Proposition

    Students develop a possible solution and explain why it may be useful.

  5. Session 5

    Understanding Business Models

    Students explore how a venture might deliver value and what resources or activities it would require.

  6. Session 6

    Costs, Pricing and Sustainability

    Students investigate simple cost and pricing concepts and consider economic, social and environmental sustainability.

  7. Session 7

    Testing and Refining the Idea

    Students seek appropriate feedback and improve their venture concepts.

  8. Session 8

    Entrepreneurship Showcase

    Students present their proposed venture and explain what they learned.

Student project

The Young Entrepreneur Challenge

Students develop a simulated venture concept addressing an identified need, such as a school product, digital learning resource, environmentally considerate service, community improvement concept or creative product. They prepare a problem statement, audience, product or service, value proposition, simple business model, illustrative cost and pricing assumptions, responsible practices and a short presentation. Students do not register a business, collect payments or enter binding agreements.

Core skills and outcomes

Learning students can explain and apply.

Recognise entrepreneurial opportunities
Understand customer needs
Develop a value proposition
Explore basic business models
Consider costs and sustainability
Evaluate assumptions
Refine and present a venture concept

Proposed Growth & Care approach

More than a course. A supported learning journey.

Coaching can help learners test assumptions and develop their own venture ideas; appropriate mentoring can encourage initiative and responsible decisions; and pastoral care maintains an inclusive, child-safe environment without promising commercial success.

The exact coaching, mentoring and pastoral-care practices included are confirmed for each program. An individually assigned mentor is not promised.

Explore our learning approach

Responsible entrepreneurship

Educational simulation, not commercial pressure.

These courses develop thinking, communication and project capability. They do not promise profitable ventures, investment, guaranteed leadership outcomes or implemented solutions.

Forge Learning App

Potential support between sessions.

Where included in an approved intake, Forge may support opportunity exploration, value propositions, venture-planning resources. These are potential course supports until implemented access is confirmed. No new module, student record, authentication or AI capability is created by this website update.

Opportunity exploration
Value propositions
Venture-planning resources

Suggested learning journey

From curiosity to contribution.

This journey is flexible, not a mandatory prerequisite chain. Students may enter at an appropriate point based on age, interests and experience.

Enrolment Open

Young Leaders

Young Leaders supports teamwork, initiative and responsible leadership across the journey. It is not a mandatory prerequisite.

Explore Young Leaders

Forge learning support

Where included in an approved intake, Forge may support opportunity exploration, value propositions, venture-planning resources. These are potential course supports until implemented access is confirmed. No new module, student record, authentication or AI capability is created by this website update.

Available sessions

No Entrepreneurship session is currently confirmed. Register your interest for approved dates, locations and delivery details.

View proposed Term 1 catalogue

Fees and enrolment

Fees, available places and enrolment arrangements have not been approved. Register your interest to receive confirmed information.

Register Your Interest

Frequently asked

Course questions.

Who is this programme suitable for?

Years 6–10. The suggested year range is provisional and requires curriculum approval. Beginners welcome. Guidance is matched to learner age and experience. Educators can help families identify an appropriate entry point.

How are students grouped by age and experience?

Grouping is confirmed for each approved intake. Educators consider age, interests, previous experience and the complexity of the proposed project.

What happens during a typical session?

The proposed programme combines guided inquiry, practical challenges, individual or team work, constructive feedback and reflection. Exact activities are adapted to the learner group.

Do students work individually or in teams?

The curriculum may include both individual and collaborative activities. Roles and expectations are adapted to age, strengths and the approved project.

What project will my child develop?

The Young Entrepreneur Challenge: Students develop a simulated venture concept addressing an identified need, such as a school product, digital learning resource, environmentally considerate service, community improvement concept or creative product. They prepare a problem statement, audience, product or service, value proposition, simple business model, illustrative cost and pricing assumptions, responsible practices and a short presentation. Students do not register a business, collect payments or enter binding agreements.

How does coaching support individual learning?

Educators use questions, encouragement, appropriate challenge and constructive feedback to support independent thinking rather than provide ready-made solutions. An individually assigned mentor is not promised.

Does the programme require expensive equipment?

No equipment requirement is confirmed on this page. Approved materials, tools, device needs and safety arrangements are communicated for each intake before enrolment.

Do students need to establish a real business?

No. Venture work is an educational simulation. Students are not required to register a business, accept payments, make financial commitments or enter binding agreements.

Will students use AI?

AI is not promised. Any future use requires separate approval and age, privacy, authorship and safeguarding controls.

How are student projects and personal information protected?

Public sharing, fundraising, external engagement and identifiable student material require appropriate adult approval, supervision and permission. Student intellectual property and authorship are respected.

Does completing this course guarantee confidence or business success?

No. Students receive opportunities to practise and reflect, but no confidence, leadership, commercial, investment or profitability outcome is guaranteed.

What programme should my child take next?

Suggested next steps include Future Founders and Design Thinking. Digital Entrepreneurship and Student Venture Mastery remain enquiry-only possibilities.

Where and when are classes available?

No date, time, venue, trainer, capacity or commencement date is confirmed on this page. Register your interest to receive approved details.

Related courses

Continue the learning journey.

These are suggested routes, not mandatory prerequisites. Existing experience can support a different entry point.

Students collaborating on an age-appropriate innovation project

Innovation, Leadership & Entrepreneurship

Future Founders

Develop a concept, understand its audience and deliver a persuasive pitch.

Years 7–9 for the existing curriculum specification. This guidance requires curriculum approval. Developing entrepreneurial learners. Guidance is matched to learner age and experience.

Explore program
Students collaborating on a guided future-readiness learning activity

Innovation, Leadership & Entrepreneurship

Future Readiness

Build adaptable skills for changing study, work and community contexts.

Years 7–12. This suggested year range is provisional and requires founder approval.

Explore program
Students collaborating on an age-appropriate innovation project

Innovation, Leadership & Entrepreneurship

Design Thinking

Understand people, define challenges and prototype thoughtful solutions.

Years 3–9. The suggested year range is provisional and requires curriculum approval. Beginners welcome. Guidance is matched to learner age and experience.

Explore program
Students participating in a guided communication activity

Communication & Leadership

Presentation Skills

Plan and deliver clear, engaging presentations.

Years 5–12. Guidance is matched to learner age and experience. Beginner to advanced.

Explore program

Draft review notes

  • Course curriculum, year guidance and pathway positioning require founder approval before unrestricted publication.
  • Confirm delivery, educators, Forge Learning App access, dates, locations, fees, capacity and safeguarding arrangements for each intake.

Interested in this program?

Tell us what your learner is curious about and we’ll help identify an appropriate next step.

Register Your Interest