Ground rules

Good practice for teachers, mentors

A good question counts more than a good answer. Learning and innovation start when the learner reaches an unknown territory. Creative problem solving requires a strong effort. Even if I know the solution I will not tell it to the students because I would rob them an opportunity to learn. I can guide them towards the solution by asking questions, sharing examples of my own practice, offering alternatives, etc. I will make sure that the final responsibility for finding solutions lies with the team.

The process is more important than the final result. I expect the students to make an effort and give their best to learn as much as possible about themselves, the startup world and the digital field of their interest. I understand that their knowledge and skills are not (yet!) on the level of a top expert. When the students get stuck I help them to look back, to analyse step-by-step where did the problem start and how to get over it.

It is not silly if it works. The most creative solutions are often hard to accept, and students ideas can fly pretty high. I will not let my accustomed patterns to get in the way. I will let the students experiment, help them to overcome failures and learn from them, and to further develop their awesome ideas.

I give feedback on the idea or product, and not on the person. Feedback and supporting questions are essential for progress. I will ask specifying and also critical questions about the idea, product or action plan, and I always stay benevolent towards the student. I avoid personal confrontation and criticizing personal characteristics.

I am responsible for my own learning. If I have a question or a problem it is my responsibility to find an answer or a solution. In DigiYouth student startup programme, we are all learners – both students, teachers, mentors, experts and project team members. We have the right to make mistakes and learn from them, and we have the responsibility to ask questions and offer solutions to problems.

Facing a challenge, getting stuck, making a mistake are the best ways to learn as long as we analyse it and learn from it. In the DigiYouth process, mistakes do not lower students´ scores. On the contrary, a good question or solution can give extra points. The more iterations and revisions, the better the product. I will draw students´ attention to little victories. I will remind them that creativity starts and new ideas emerge at the point where they have exhausted their old thoughts and patterns, face difficulties and have to solve problems.

Product development is creative problem-solving. It is an inspiring, but also an exhausting process which requires a lot of effort. When I notice that students are getting too tired I try to find an inspiring turn or activity, i.e I invite the students to my company, take them to an event etc.

Students are the owners of their ideas. I will support students to implement their ideas and to develop their products, and I understand that the intellectual property rights belong to them.

Do you agree with the above principles? What would you like to add or change?