Game it Away! - Entrepreneurship Education through Game Design & Maker-Centred Learning
▶Summary
The University of Aveiro and partners aim to address challenges in entrepreneurship education. Current teaching often relies on traditional methods, such as business plans, which fail to engage students or develop practical skills. Many students in science, engineering, technology, or the arts have limited access to entrepreneurship training, usually restricted to business programmes, creating barriers despite its relevance across all fields. UA has also identified the need to strengthen transversal skills such as creativity, initiative, problem-solving, and teamwork, which are valued in the labour market but not always taught at universities. “Game It Away” proposes game design and maker-based learning as innovative tools, fostering critical thinking, collaboration, and experimentation in real-world contexts. The project aligns with the European EntreComp framework, promotes micro-credentials, and invests in teacher training using modern, interactive methodologies. It also aims to bridge the gap between academia and the labour market, making entrepreneurship education inclusive and practice-oriented. Beyond technical skills, it promotes teamwork, social competences, and intercultural exchange, preparing students to be creative.
▶Objectives
As coordinators of the “Game It Away” project, the partnership aimed to transform how Entrepreneurship Education (EE) is designed and delivered in higher education. Partners recognised that existing models often fail to engage students from non-business fields and do not sufficiently foster transversal skills required by the labour market. The project’s main goal was to create and test an innovative, transdisciplinary, learner-centred model of EE based on game design and maker-based learning. This approach promoted experiential learning, creativity, collaboration, and problem-solving, making entrepreneurship more inclusive and relevant across disciplines.The partnership developed a modular programme, aligned with the European EntreComp framework, adaptable to different contexts and supported by micro-credentials to formally recognise entrepreneurial competences. Another priority was equipping educators with training and resources to adopt innovative pedagogies and strengthen their creative, digital, and teaching capacities. The project also fostered interdisciplinary collaboration, connecting students, staff, and makerspaces, while promoting an international dimension through joint activities and intercultural exchange.
▶Activities
The “Game It Away” project, developed a wide set of activities to innovate Entrepreneurship Education (EE). It was structured around four main intellectual outputs. First, research mapped existing EE practices, identifying gaps and opportunities for game-based and maker-centred learning. Second, partners co-created the Entrepreneurship Training Programme (ETP), a pedagogical model using physical game design to foster creativity, teamwork, and entrepreneurial skills. The ETP was piloted in five institutions with 175 students across disciplines, refined through feedback, and later tested in an “International Edition” intensive week. A Train-the-Trainer programme and national educator workshops equipped staff with tools to apply these methods, ensuring sustainability. Third, a Micro-Credentials Framework was created to formally recognise students’ skills, aligned with EntreComp and EU guidelines. Complementary activities included co-creation workshops, game kits, implementation guides, and collaboration with makerspaces. Finally, dissemination through local and international events, conferences, and digital platforms ensured broad impact. The project delivered a replicable, inclusive, and experiential model of EE.
▶Impact
The “Game It Away” project delivered tangible and intangible results, expanding the reach of Entrepreneurship Education (EE) in Higher Education. Partners produced a mapping report on current EE practices, highlighting gaps and good practices in game-based and maker-centred learning. Building on this, they co-created the Entrepreneurship Training Programme (ETP), a transdisciplinary course using physical game design to foster creativity, teamwork, initiative, and problem-solving. The ETP was piloted in five countries with 175 students from varied fields, later culminating in an International Edition and case study publication. Two digital guides and a playbook were published for replication. To ensure recognition, a Micro-Credentials Framework aligned with EntreComp and EU recommendations was developed and approved for 3 ECTS. Educator support included a Train-the-Trainer programme, facilitator materials, and national workshops. The project boosted student engagement, strengthened entrepreneurial mindsets, and influenced institutional strategies for curricular renewal. It also enhanced teacher competences, fostered intercultural exchange, and created a foundation for future collaboration and dissemination.