LaunchLeague

Educator toolkit

Run Launch League in 6 classes.

A practical plan that takes a class from a first idea to a submitted competition entry — lesson plans, slides, worksheets, marking, and every Ontario expectation in BEM1O, BEP2O and Career Studies marked covered, partly covered or not. Free, and yours to copy for classroom use.

Start here

Everything for Monday

Pick a class. You get the lesson plan — minute by minute, with a hook to read out, five minutes of prep and what to do when it goes sideways — and a set of slides to project. Nothing to write, nothing to build.

  1. Class 1

    Problems & business ideas

    Students find a real problem worth solving — before anyone talks about solutions.

  2. Class 2

    Customers & validation

    Students define one specific customer and test whether the problem is real.

  3. Class 3

    Offer, pricing & revenue

    Students build an offer and a reasoned price, not a guess.

  4. Class 4

    Marketing & sales

    Students choose how customers will find them and map the path to a sale.

  5. Class 5

    Business plan & numbers

    Students calculate the economics of one sale and pull everything into a one-page plan.

  6. Class 6

    Pitch & submission

    Students build and record their pitch and submit a complete competition entry.

Teaching a whole course?

Ontario put entrepreneurship in Grade 9 and Grade 10, revised Career Studies and added a financial literacy graduation requirement. The six classes don't reach every expectation in those courses, so these four do the rest: real entrepreneurs, how markets work, money in both directions, and being responsible for someone else. Each has the same lesson plan and slides as the others.

  1. Extension class 7

    Entrepreneurs around us

    Students research a real entrepreneur — ideally a local one — and name what made it hard and what helped.

  2. Extension class 8

    How markets work

    Students explain why prices move, who else is in their market, and which rules apply to them.

  3. Extension class 9

    Money: the business's and yours

    Students keep the business's money separate from their own, and understand borrowing, interest, tax and the scams aimed at new businesses.

  4. Extension class 10

    Leading and managing people

    Students can lead one other person clearly and fairly, and know what they owe anyone who works for them.

The paperwork

The plan

The six classes

Each class maps to Business 101 and ends with something students have made. Timings are yours — run it over six periods, or stretch it across a unit.

  1. Class 1: Problems & business ideas

    Business 101: Find Something Worth Solving

    Students find a real problem worth solving — before anyone talks about solutions.

    Before class

    Students read Business 101, Module 1.

    In class

    1. Warm-up: problems students noticed this week (home, school, part-time job, community).
    2. Teach: pain, frequency and what people already do about it.
    3. Practice: turn a solution ("an app for…") back into the problem underneath it.
    4. Plan interviews: who will each student talk to, and what will they ask? Approve each list: people students know or adults at school, in public or supervised settings, and no sharing of personal contact details.

    How to run it

    The lesson is the interview, not the idea. Run one interview live at the front: you play a parent, a student asks the two questions, and the class notices how much comes out of "tell me about the last time". Approve every interview list before students leave the room.

    Students leave with

    A draft problem statement and a list of five people to interview, approved by the teacher.

  2. Class 2: Customers & validation

    Business 101: Know Who You're Building For

    Students define one specific customer and test whether the problem is real.

    Before class

    Students complete at least five customer conversations (with the people you approved) and Module 2.

    In class

    1. Share-out: the most surprising thing a customer said.
    2. Teach: one primary customer, their alternatives, and positioning.
    3. Validate: sort evidence into 'confirms', 'challenges' and 'unclear'.
    4. Revise the problem statement based on what they heard.

    How to run it

    Run a "too big / just right" round: a student reads their customer description, and the class votes on whether you could go and find that person today. Two rounds of narrowing fixes most of the class.

    Students leave with

    A customer definition and a validation summary.

  3. Class 3: Offer, pricing & revenue

    Business 101: Build an Offer People Want to Buy

    Students build an offer and a reasoned price, not a guess.

    Before class

    Students read Module 3.

    In class

    1. Teach: an offer is more than a product — packaging, speed, risk, what happens next.
    2. Compare: one-time vs recurring revenue for their idea.
    3. Price it: cost to deliver, what the alternative costs, what the result is worth.
    4. Peer review: would you say yes? Why not?

    How to run it

    Do a price defence round. Each student says their price and one sentence for why. The class can only ask one question: "compared to what?" Students who can't answer it go back to alternatives from Module 2.

    Students leave with

    A one-page offer with a price and the reasoning behind it.

  4. Class 4: Marketing & sales

    Business 101: Get Attention & Find Your First Customers, Sell, Deliver & Earn Trust

    Students choose how customers will find them and map the path to a sale.

    Before class

    Students read Modules 4 and 5.

    In class

    1. Teach: channels — outreach, partnerships, referrals, content, search.
    2. Choose two channels and justify them for their customer.
    3. Map the journey: attention → lead → conversation → sale → delivery → review → referral.
    4. Role-play: asking for the business.

    How to run it

    Make the real action happen in class: 10 minutes to write the message or poster, then send or post it before they leave (with your approval on who it goes to). Results in the next class are far more interesting than plans.

    Role-play in pairs, three minutes each way: one is the customer with a real objection ("it's too much"), the other has to listen first and then ask for the sale. Most students discover they've never said the asking sentence out loud before.

    Students leave with

    A customer-acquisition plan and a customer journey map.

  5. Class 5: Business plan & numbers

    Business 101: Know Your Numbers, Build a Business That Can Grow

    Students calculate the economics of one sale and pull everything into a one-page plan.

    Before class

    Students read Modules 6 and 7.

    In class

    1. Worked example: price, variable costs, gross profit, margin, break-even.
    2. Students run the numbers for their own business.
    3. Set a 90-day priority and three numbers to track.
    4. Draft the one-page business plan (the free builder prefills from Business 101 answers).

    How to run it

    Do the phone-case example on the board first, then have students do theirs on paper before typing. The most common fix is missing costs: go around the room and have the class add one forgotten cost to each other's lists.

    Checklist swap: students trade written processes and try to follow someone else's without asking questions. Every missing step gets found in about four minutes, and the point about writing things down lands on its own.

  6. Class 6: Pitch & submission

    Business 101: Tell the Story & Pitch It

    Students build and record their pitch and submit a complete competition entry.

    Before class

    Students read Module 8 and draft a 60-second pitch.

    In class

    1. Teach: customer-first story — problem, solution, evidence, how it works, numbers, the ask.
    2. Rehearse in pairs; each listener names the one unclear part.
    3. Record the three videos (a phone is fine).
    4. Check every entry against the submission checklist before submitting.

    How to run it

    Two rounds of 30 seconds with a timer. After round one, the listener may only say what they didn't understand. Students rewrite for five minutes, then go again. The improvement between rounds is the lesson.

    Students leave with

    A recorded pitch and a submitted competition entry.

Printables

Worksheets and guides

For you

Free with a free account. Sign in to open or print anything below.

A pack for every module

One printable sheet per Business 101 module: the lesson in plain words, the words to define, how to run the class, what students go and do, examples to read out, what usually goes wrong, the writing prompts and an exit ticket.

All 8 teacher packsEvery module, in order, ready to print as one booklet.

After the plan: the Launch Sprint

For students who keep going and actually start the business. One sheet per stage, including plain-English help for registration, HST, insurance and the rest of the paperwork.

Entering the competition

What a pitch competition is in plain words, a recording plan for each of the three videos, and Summer Company — the Ontario grant your students can apply to on their own.

For students

Print these for your class. A free account opens them.

Complete student workbookEvery worksheet, in class order, ready to print.

Slides included

Every class has a projectable deck, built from the same lesson — no deck to make. Want Launch League to visit your class? Become a School Champion or get in touch.