Ecoverse

Ecoverse

From learning to experience, from ideas to market — ages 7–17

Ecoverse introduces children and teenagers aged 7–17 to business, entrepreneurship, economics, production, trade and financial management through learning and experience.

04Connected departments
07Experience steps
12Learning objectives

From learning to experience, from ideas to market

At Ecoverse, learning goes beyond the classroom. Learners explore economic and business concepts, develop ideas, create products, take part in production and events, and ultimately encounter real markets and sales.

The goal is to turn theory into real, supervised, age-appropriate experiences.

  1. Classroom learning
  2. Ideation
  3. Production
  4. Events
  5. Market

The four parts of Ecoverse

Business and Finance

Learning business and financial literacy

Theory and practice in:

Financial literacy, money and financial management, business and entrepreneurship, buying and selling, pricing, banking and payment methods, international business relations, imports and exports, capital markets, gold and coins, cryptocurrencies, investing and an introduction to property markets.

Content and activities are designed around each learner’s age and developmental stage, from basic ideas about money and value to more complex economic and market systems.

Product and Production

From idea to product

Here, learners experience the process of turning an idea into a product.

Practical production workshops, in collaboration with Nikooverse Art and Fashion, begin with ideation and design. They may include prototyping, production, redesign, creatively reusing materials, packaging and preparing a product for market.

Along the way, learners encounter a fundamental question:

How can an idea become a product that creates value for others?

Events and Experiences

Learning in the real world

Business learning becomes deeper when learners can experience part of it in a real setting.

By organizing or participating in:

  • Exhibitions
  • Markets
  • Educational and specialist visits
  • Business and cultural events
  • Product introductions and launches
  • Pop-up shops
  • Experiential events

Ecoverse creates opportunities to encounter products, customers, prices, supply, demand, presentation and sales firsthand.

Ecoverse Online Store

The final link in the cycle

The Ecoverse online store connects learning and experience with the market.

It can provide a platform for learners’ products as well as work and products by Nikooverse artists.

In this setting, learners can explore concepts such as:

Product, brand, price, customer, presentation, sales and market

In a more tangible, realistic way.

Learning can therefore begin in the classroom and workshop and continue through bringing a product to market.

Ecoverse

The Ecoverse experience cycle

At Ecoverse, learners do more than study business;

they experience part of a real business process.

From understanding money and markets to developing an idea;

from designing and producing a product to taking part in an event;

and from offering a product to receiving feedback and reconsidering the approach.

Every activity belongs to a connected chain of learning and experience, designed around the learner’s age, ability, interests and developmental stage.

  1. Learn
  2. Create
  3. Produce
  4. Experience
  5. Offer
  6. Reflect
  7. Grow

Ecoverse objectives

  1. Build financial and economic literacy from an early age

  2. Develop a practical understanding of how businesses and markets work

  3. Nurture entrepreneurial thinking and the ability to turn ideas into action

  4. Strengthen creativity, problem-solving and decision-making

  5. Develop responsibility and an understanding of the consequences of decisions

  6. Introduce production, purchasing, sales and trade processes

  7. Create real but appropriate, supervised experiences with markets and customers

  8. Connect creativity, art and fashion with entrepreneurship and business

  9. Introduce the digital economy and emerging forms of business

  10. Create opportunities to discover individual interests and talents across business fields

  11. Develop the ability to recognize opportunities and turn them into workable ideas

  12. Build a responsible attitude toward money, resources, value and consumption

Vision

Ecoverse aims to nurture a generation who do more than consume within the future economy: they can understand it, participate in it and create new value for themselves and others.

Our vision is a setting where children and teenagers learn about and experience real business, connecting education, creativity, production, trade and technology in one continuous cycle.

Business becomes more than a subject to study. It becomes a setting for developing thinking, creativity, responsibility, decision-making, problem-solving and value creation.

Learn. Create value. Experience the market.

The Ecoverse learning and experience pathway

Ecoverse is designed as a staged pathway for ages 7–17. At each stage, learners move from understanding and play toward creation, experience, decision-making and real execution, in line with their age and abilities.

Ages 7–9

Discovering money, value and business

The main goal at this stage is to build an initial, positive understanding of money, value, creativity and business.

Learning happens mainly through games, stories, hands-on activities and short projects.

Learning areas

  • Money and the meaning of value
  • Needs and wants
  • Saving and spending
  • Choices and decision-making
  • Simple buying and selling
  • An introduction to customers
  • Ideation and creativity
  • Making and presenting simple products
  • An introduction to branding and packaging
  • Economic games and market simulations

Practical experience

Learners can design or make a simple product, choose its name and packaging, and present and offer it in a small educational market.

Stage goal

Discover, play and understand the meaning of value.

The Ecoverse growth pathway

  1. Ages 7–9Discover

    Explore money, production and a first market experience, choices, buying, selling and creativity.

  2. Ages 10–12Create

    Develop ideas, design, explore value, sell and negotiate.

  3. Ages 13–15Experience

    Market analysis, business, management, sales and decision-making.

  4. Ages 16–17Execute

    Develop ideas, deliver projects, bring products to market, analyze and create value.

The philosophy of the Ecoverse pathway

Ecoverse is not a fixed course for every age.

As learners grow, so do their responsibility, independence, the complexity of their decisions and the realism of their experiences.

  1. In the early years:Play and discovery
  2. In the middle years:Creation and experience
  3. In the later years:Decision-making and execution

Over a multi-year journey, learners can move from understanding value to being able to create it.

Ecoverse

Discover. Create. Experience. Execute.

Talk about the Ecoverse pathway