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    Innovating entrepreneurship education with playful learning: Game4Change Next Generation Entrepreneurship.

    An Erasmus+ project for the next generation

    The Erasmus+ project Game4Change – Next Generation Entrepreneurship (G4C NGE) explores how games and playful learning can strengthen entrepreneurship education. Instead of only using lectures or theory, this project introduces interactive methods that invite students to experiment, collaborate, and take initiative. By doing so, students build skills such as creativity, problem-solving and leadership – skills that are essential for the entrepreneurs of tomorrow.

    Project overview

    Project website G4C NGE

    Collaboration 

    The project is coordinated by  Fachhochshule Dresden, University of Applied Sciences (Germany) and involves a strong consortium of partners: 

    Together, these institutions form a European learning community dedicated to innovation in business education. 

    Run time

    1 November 2022 – 31 October 2025

    Mobility types

    • Teacher training bootcamps 
    • Student bootcamps 
    • Multiplier events and international conferences 
    • Transnational project meetings 
    • Online training modules and resources 

    Game4Change – Next Generation Entrepreneurship

    The Erasmus+ project Game4Change – Next Generation Entrepreneurship (G4C NGE) brings playful learning into business education

    Why did we develop this project?

    Main outcomes

    • Next Generation Entrepreneurship (NGE) study programme consisting of three modules – Creating the Idea, Design a Sustainable and Impactful Business Model, and Impactful Leadership. Each module is worth 3 ECTS, making a total of 9 ECTS. The programme combines theory and practice and explores how gamification can be applied in everyday business education. 
    • A Methodology of Gamification (MoG), including guidelines for playful learning design in business and entrepreneurship education. The methodology shows how to integrate game elements into academic teaching, tailored to different learning objectives and with a strong focus on digital tools. 
    • An online platform with methods, guidelines and examples of game-based teaching practices. The platform enables teachers to find inspiration, share experiences, and design their own gamification scenarios. It also serves as the central hub for disseminating project results. 
    • A Teacher Training Programme (Next Generation Business Education, NGBE), offering in-depth information and step-by-step guidance on gamifying learning scenarios. The programme is developed and validated during the project, and all teaching material is made openly available so that other institutions and educators can benefit. 

    Highlights

    • Rotterdam Business School Multiplier Event, March 25–26, 2024: brought together 65 participants from 17 institutions across 11 countries, featuring workshops, keynotes, and World Café sessions. 
    • Bootcamp at FHD (Dresden), June 6–8, 2024: hosted 44 students from over 20 countries to collaborate on sustainable business models.  
    • Maribor Multiplier Event, December 2, 2024: included a keynote by Dr. Martin Ebner (TU Graz) and panel discussions on learning analytics and gamification 
    • G4C Wars Bootcamp, April 14–16, 2025 in Dąbrowa Górnicza, Poland: 60 students and 10 teachers collaborated in hands-on learning focused on sustainability and entrepreneurship, ending in a pitch battle.  
    • Final Conference “GameChangers”, scheduled for September 17, 2025 in Dresden, Germany 

    Contacts

    For questions regarding this project, you can contact:

    • Ria Slingerland, Head of International Academic Relations - International Education Centre a.a.slingerland@hr.nl  

     

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