By implementing the EGIDEV project we wanted to help VET-teachers teach and VET-students learn entrepreneurship by playing. To achieve the main goal, we set two more objectives. To develop: - An Educational Game in Digital Entrepreneurship for VET-Students (EGIDEV), based on the formal training requirements in entrepreneurship and EntreComp framework, that will enable them LEARN and TEST business ideas in the area of digital technologies. - Digital resources: game boards, business tools, tutorials and scenarios for digital startups to play out by the game. Through EGIDEV, we want to help VET-students become digital entrepreneurs by monetizing the knowledge and skills acquired at school. We want to provide VET-teachers with a learning game that they could embed in their school's specific curricula. Through EGIDEV, we want to help VET students and teachers to play out realistic process and scenarios for developing an entrepreneurial venture, as well as to cope with events that may strengthen or hinder their venture. We want EGIDEV to demonstrate how the process of preparing and pitching an investment proposal works in practice, for example in front of a Venture Capital Fund.
We wanted to facilitate VET-students and teachers to learn and teach entrepreneurship through playing. We wanted to provide the VET-community with a learning game, that allows for a better understanding of digital entrepreneurship. We focused on digital entrepreneurship because most of the startups in the EU are in sectors such as Fintech, HLS, AI, Blockchain, Robotics, Cybersecurity, IoT, etc. that intensively use digital technologies. We also considered the requirements of the EQF and the EntreComp model. We addressed the needs of 4 groups: VET-students| To see how entrepreneurship works. To be sure that skills acquired at their schools are suitable for starting their own business. To learn how they can start business with small or no capital. To play out realistic entrepreneurial scenarios or to test their own business ideas. Partners| To make their entrepreneurship curricula more attractive, useful, usable, complete, realistic and funny. Teachers| To be able to use and implement gamification in teaching entrepreneurship. To have educational game, scenarios and tools covering the whole lifecycle of an entrepreneurship venture. At EU-level| VET-organizations, students and teachers to become agents of the digital entrepreneurship