Gamification for learning in social entrepreneurship
In the evolving landscape of education there is a need for innovative approaches in both formal and non-formal education to make learning more engaging, effective and enjoyable. Especially teaching social entrepreneurship, which involves creating solutions to societal challenges through entrepreneurial principles, requires a unique blend of creativity, critical thinking and practical skills. Traditional classroom methods may not always resonate with learners or offer engaging experiences, while game based learning offers a fresh and interactive way to teach complex subjects, to actively engage with the subject and to inspire learners.
Within the framework of the “ImpactED – Gamified Social Entrepreneurship Educational Approach” project, research was conducted in four countries—Latvia, Hungary, Portugal, and Georgia – to explore the use of gamification in social entrepreneurship education and to gain a comprehensive understanding of the current challenges and good practices in the field.
In-depth interviews with teachers, youth workers, and field experts provided deeper insights into the experiences, challenges, and needs of key stakeholders involved in social entrepreneurship education and training. Additionally, surveys with young people and students offered quantitative data, revealing valuable insights from the learners’ perspective.
Key research findings
The research revealed a strong preference for interactive, game-based learning methods and dynamic approaches over traditional methods. Watching videos, project-based learning, learning in a team, teaching others and gamification were among the most favoured methods. Common tools such as Kahoot, Slido, and Quizizz were frequently cited, although there is a growing demand for more immersive and innovative experiences, including AI and AR-based platforms.
Gamified learning utilises elements like points, badges, and leaderboards to boost motivation. The results indicated that the business simulations and strategic games are valuable in reinforcing concepts, offering learners a real-world understanding of business and entrepreneurial challenges.
The survey also discussed the benefits of game-based learning in social entrepreneurship education, such as promoting transdisciplinary approaches, providing access to engaging educational materials and fostering collaboration and teamwork. It suggested that simulation games, storytelling, problem-solving and the use of quizzes and point systems can motivate young people to learn about social entrepreneurship.
The research also emphasised the need to differentiate social entrepreneurship from traditional business models. It highlighted the importance of understanding how profit and social impact coexist in social entrepreneurship. The development of entrepreneurial competences, particularly those leading to impactful social ventures, is also stressed.
The survey results conclude by highlighting the need for innovative education methods and the importance of keeping educational content up-to-date and relevant. It suggests that educators should adapt their methods to the specific needs of young people.
Educational gaps & needs
The research highlighted several challenges:
Integration into formal education: Gamification is often viewed as a supplementary tool rather than a core component of the curriculum. Greater efforts are needed to integrate game-based learning into formal education systems while maintaining a balance between formal and non-formal learning.
Quality of content: As social entrepreneurship evolves, so must the scenarios and challenges presented in educational games. Regular updates to educational content are essential for keeping these tools relevant.
Conclusion
Gamified learning presents a significant opportunity to enrich both formal and non-formal education by transforming learning into an engaging and interactive experience. It empowers learners with the skills and knowledge needed to address societal challenges. However, to fully realise the potential of game-based learning, there is a critical need for new, accessible educational materials. As the field of social entrepreneurship continues to evolve, there will be increasing opportunities to enhance and expand gamified educational strategies, ultimately fostering a generation of innovative and socially conscious entrepreneurs.
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The project “ImpactED – Gamified Social Entrepreneurship Educational Approach” is co-funded by the European Union. Views and opinions expressed in this article are however those of the author(s) only and do not necessarily reflect those of the European Union, European Commission or Agency of International Programs for Youth in Latvia. Neither the European Union nor the granting authority can be held responsible for them.