Game of Business: Simulation Environment for Entrepreneurial Education Erasmus Project
General information for the Game of Business: Simulation Environment for Entrepreneurial Education Erasmus Project
Project Title
Game of Business: Simulation Environment for Entrepreneurial Education
Project Key Action
This project related with these key action: Cooperation for innovation and the exchange of good practices
Project Action Type
This project related with this action type : Strategic Partnerships for school education
Project Call Year
This project’s Call Year is 2020
Project Topics
This project is related with these Project Topics: Entrepreneurial learning – entrepreneurship education; New innovative curricula/educational methods/development of training courses; Open and distance learning
Project Summary
One of the main challenges facing our economies is relaunching productivity growth and it is crucial to invest in knowledge, skills and abilities. Actions should be taken towards more open learning environments to deliver education of higher quality and efficacy and thus contributing to the Europe 2020 goals of boosting EU competitiveness and growth through better skilled workforce. This is including the efforts of the stakeholders to help learning institutions, teachers and learners to acquire digital skills and learning methods. It is crucial to support the development and availability of technology resources – simulating environments and deploying digital technologies and content at education institutions. The Game of Business project general objective is to introduce an innovative method in entrepreneurship training in school OERs, based on the newest technological solutions. Specific objectives will focus on: (1) Developing integrated instruments to support school students and more intensively those with innovative ideas and the greatest chances to succeed; (2) Empowering teachers in schools through providing them instruments for digital simulation in teaching entrepreneurship, business & economy; (3) Enhancing the entrepreneurship initiative and opening up the schools for innovative ways of learning and teaching through new technologies and digital content. The project partners are a mix of public and private education, non-governmental, business and training organizations from Bulgaria, Slovenia, Slovakia, Bulgaria and Greece. The partnership will apply specific methodology for the implementation of the project establishing a Steering Group and maintaining active dialogue with the stakeholders through focus groups, forums and results validation activities. The three primary target groups of the project are (1) students from all grades in schools, (2) teachers and trainers in schools; (3) potential entrepreneurs among high-school students and NEETs. The project implementation methodology will anchor in the possible interaction across economic, social and geographical boundaries, making it possible to diminish inequalities within and between societies that are based on economic, socio- demographic and geographic differences. Approximately 125 participants with fewer opportunities are expected to take part during the project implementation. The main project activities will be the development of a total of six intellectual outputs, as well as organization of trainings and events for introduction of the project modules, as well as dissemination of the results. The intellectual outputs will include development of training materials and methodologies, as well as development of software simulator. The entrepreneurship training simulator will consist of four main modules: initiation of a business idea (pre-accelerator), human resources and expertise attraction (in search for partners), development of business plan and the art of presentation (deep business analysis and training in presenting your business idea, accelerator), fundraising (crowdfunding and attraction of venture capitals). The expected results will be validated by the teachers and students multidisciplinary educational materials and software modules of the simulation platform. The multidisciplinary educational materials will follow the same structure as the software modules structure. The project will contribute to the students’ practical knowledge and skills during the process of entrepreneurship training, and at the same time it will ground their ideas, making them more successful. The Game of Business will support the teachers and trainers in their efforts to ignite the education endeavor, and yet making it challenging and cool for their students. The teachers will receive an invaluable instrument for teaching business, economy and entrepreneurship, and validate the students skills through intelligent and innovative tool. The impact on the potential entrepreneurs will be focused on those students, who will potentially take their chances in self-employment, rather than being employees. The will be armed with tested business models in schools and this will further affect their raising confidence, esteem and success rate. In a long term view the project will influence the policy and decision makers. They will get use of the already piloted innovation instrument for simulation of educational approaches. This will affect the direction of their efforts to make the education close to the students, upgrading the teachers digital skills and approaches, as well as making use of technologies in the educational curriculum. The project will also support their arguments in terms of updating and upgrading the school education in business, economy and entrepreneurship.
EU Grant (Eur)
Funding of the project from EU: 323171 Eur
Project Coordinator
Interactive Bulgaria Foundation & Country: BG
Project Partners
- European School of Brussels IV (Laeken)
- Europool Consulting OOD
- 56th High-School “Prof. Konstantin Irechek”
- SLOVAK BUSINESS AGENCY
- Innovation Frontiers IKE
- ZAVOD AMBITIA, ZAVOD ZA RAZVOJ MLADINSKEGA DELA

