
Teaching Critical Thinking and Innovation
June 13, 2025Digital Serious Games for Entrepreneurial Education in Secondary Education
Duration
5 to 7 days (delivered online and/or face-to-face)
Target audience
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Secondary school teachers, ICT educators, entrepreneurship trainers, curriculum designers, and educational professionals interested in using game-based learning to foster entrepreneurial mindsets.
Summary
This course explores how digital serious games can be effectively used to support entrepreneurial education in secondary schools. Participants will discover how game mechanics can enhance student engagement, critical thinking, decision-making, and business creativity. Through hands-on workshops and real examples, the course demonstrates how educators can integrate digital games into the classroom to simulate real-world entrepreneurial challenges and inspire young learners to develop initiative, resilience, and innovation.
We offer
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An introduction to serious games and their relevance to entrepreneurship education
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Insights into how digital games foster entrepreneurial competencies in students
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Access to tested educational games and platforms for secondary education
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Practical sessions on designing game-based learning activities
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Tools for assessing entrepreneurial learning through gameplay
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Opportunities to collaborate and exchange ideas with peers and practitioners