Glossary
EntreComp the entrepreneurship competence framework, compiles all especific competences that are assumed for an entrepreneur
DigiComp the digital competence framework, compiles all especific digital competences that all citizens should have
Netiquette all the rules for correct behaviour on the internet
Copyright legal rights over a creation, such as music, film, or book among others
Self-efficacy the belief of one person that they will be able to sucess in the task they are doing
Entrepreneurial mindset the mode of thinking that helps people achieve their goals (in terms of creating, developing, and running their business).
Entrepreneurship is a way of thinking, reasoning and acting that is opportunity obsessed, holistic in approach and leadership balanced.
Business model "A business model describes the rationale of how an organisation creates value, delivers value and captures value."
Business model canvas A canvas designed by Osterwalder and Pigneur which allows any existing and/or future entrepreneur to have/develop a clear overview of his business (idea) using the following 9 building blocks: Key partnerships, Key activities, Key resources, Value proposition, Customer segments, Customer relationships, Channels, Revenue streams, Cost structure.
Competitive advantage Competitive advantage refers to factors that allow a company to produce goods or services better or more cheaply than its rivals. These factors allow the productive entity to generate more sales or superior margins compared to its market rivals. Competitive advantages are attributed to a variety of factors including cost structure, branding, the quality of product offerings, the distribution network, intellectual property, and customer service.
Creatività La creatività è il risultato dell'interazione di un sistema composto da tre elementi: 1) una cultura che contiene regole simboliche, 2) una persona che porta la novità nel campo simbolico e 3) un campo di esperti che riconosce e convalida l'innovazione.
Tecniche creative Le tecniche di creatività sono metodi che promuovono il pensiero creativo e le abilità ad esso associate, come la generazione di idee, l'apertura mentale e la risoluzione dei problemi. Sul posto di lavoro, queste tecniche possono essere utilizzate sia per attività collaborative che indipendenti. Ad esempio, un team che sviluppa un nuovo prodotto, servizio o iniziativa può utilizzare le tecniche di creatività per generare idee innovative da perseguire.
Pensiero creativo la capacità di generare molti tipi di idee diverse, di manipolare le idee in modo insolito e di creare connessioni non convenzionali per delineare nuove possibilità che hanno il potenziale di soddisfare elegantemente un determinato scopo.
Chindogu È la pratica di inventare ingegnosi dispositivi di uso quotidiano che sembrano essere la soluzione ideale a determinati problemi, ma che possono causare più problemi di quanti ne risolvano. Il termine è di origine giapponese.
World cafe è "più di un metodo, un processo o una tecnica: è un modo di pensare e stare insieme originato da una filosofia di leadership colloquiale".
Idea canvas uno strumento progettuale che aiuta i partecipanti al workshop ad esprimere la propria storia (la storia da raccontare non è necessariamente quella di un utente finale dello specifico servizio).
"Experimental Learning " Process of learning through practice = learning by doing the work
Experiential Learning Process of learning through experience = "learning through reflection on doing“.
Business Simulation A computer-based model of business processes and dynamic games that are created to model some aspects of reality in a risk-free, repeatable and controllable environment.
"Action learning "Process based on the idea that theory needs to be merged with practice."
Cognitivism Cognitivism focuses on the inner mental activities and is valuable and necessary for understanding how people learn
Constructivism based on the idea that people actively construct or make their own knowledge, and that reality is determined by your experiences as a learner
Pradigmatic relating to the way different words or language items can be chosen to play a particular part in a language structure
Digitalisation is the process of converting something physical into a digital representation that will be used by computer systems and automate processes or workflows.
Digitalisation is the use of digital technologies to change a business model and provide new revenue and value-producing opportunities
CMS (Content Management System) A content management system (CMS) is a program that allows you to create a website, a blog or an online store
Web Host In a nutshell, web hosting is the process of renting or buying space to house a website on the World Wide Web
BRAND A name given to a product and/or service such that it takes on an identity by itself.
NETWORK Two or more computers that are linked in order to share resources, exchange files, or allow electronic communications. The computers on a network may be linked through cables, telephone lines, radio waves, satellites...
SOCIAL MEDIA A computer-based technology that facilitates the sharing of ideas, thoughts, and information through virtual networks and communities. Facebook and Twitter are examples of social networks.
SEARCH ENGINE a service that allows Internet users to search for content via the World Wide Web (www). A user enters keywords or key phrases into a search engine and receives a list of Web content results in the form of websites, images, videos or other online data that semantically match with the search query.
INFLUENCER A person or thing that influences: someone who has established credibility in a specific industry, has access to a huge audience and can persuade others to act based on their recommendations.
COMPETITIVE ADVANTAGE The ability of a company to outperform another company (or other companies) in the same industry or sector using techniques that are not necessarily defined. This enables the production entity to generate more sales or higher margins compared to its market rivals.
MISSION A concise explanation of the organization's reason for existence. It describes the organization's purpose and its overall intention.
END-OF-LIFE PROCESS In the context of manufacturing and product lifecycles, is the final stages of a product's existence. A product that does not receive continuing support, either because existing marketing, support and other processes are terminated, or it is at the end of its useful life.
PROFIT MARGINS The amount by which revenue from sales exceeds costs in a business. Expressed as a percentage, profit margin indicates how many cents of profit has been generated for each dollar of sale.
POSITIONING The development of strategy that helps to influence how a particular market segment perceives a brand, good, or service. Positioning is all about defining a space in the mind of the customer — something that your customer thinks of and associates with your product.
PRODUCT LINE A range of similar products or services that are sold by the same company, with different features and different prices
MARKETING MIX Tools or variables available to the marketing manager to meet the company's objectives. The term often refers to a common classification that began as the four Ps: product, price, placement, and promotion.
TRADE SHOW An exhibition at which businesses in a particular industry promote their products and services.
ROTARY CLUB An international organization of business people who raise money to help the sick or poor in their local area.