P. Psomos
Entrepreneurship is increasingly recognized as a key competence for the 21st century, empowering young people with the mindset and skills to navigate a rapidly changing world. However, traditional teaching methods often struggle to effectively engage students in understanding entrepreneurial concepts such as innovation, risk-taking, value creation, and business planning. Serious games offer an innovative approach to education, enabling students to learn through active participation, decision-making, and real-world simulation. Game-based learning environments can make abstract business principles more tangible and accessible, especially when presented in an engaging and interactive format. This paper presents the Entrepreneurship App, an Educational Serious Game designed to introduce secondary school students to the fundamentals of entrepreneurship in terms of the Erasmus+ Project "Building Community Resilience through Communication & Tecnology" (2020-1-IT02-KA204-079306). Through interactive scenarios, challenges, and simulations, the game guides learners through the entrepreneurial journey—from ideation and market research to business development and pitching. The game was piloted in a school setting with 30 students aged 13–15, who used the app over a three-week period. Following gameplay, students completed a questionnaire to assess the educational outcomes of the experience.
The results revealed strong positive feedback, highlighting the game's effectiveness in enhancing students’ understanding of:
(a) Entrepreneurial concepts and terminology,
(b) Creativity and innovation, and
(c) Engagement and motivation to explore entrepreneurship.
These findings demonstrate the potential of serious games like the Entrepreneurship App to transform entrepreneurship education by offering students an immersive and hands-on learning experience.
Keywords: Distance Learning, Serious Games, Mobile Learning, Entrepreneurship Education.