Game Over (GO!): A Transformative Model for Entrepreneurship Education through Game-Based Experiential Learning

Authors

DOI:

https://doi.org/10.34190/ecgbl.19.2.4063

Keywords:

Gamification, Experiental learning, Entrepreneurship Education, Innovation, Sustainable Development Goals

Abstract

This study explores Game Over (GO!), an innovative educational model that integrates gamification, experiential
learning, and interdisciplinary collaboration to enhance entrepreneurship education. GO! transforms classrooms into
dynamic innovation labs where students design and prototype physical games to solve real-world challenges, aligning with
the Sustainable Development Goals (SDGs). Adopting a mixed-methods approach, the research analyzed data from five
editions of GO!, involving 652 students who developed 117 game prototypes. Quantitative data include prototype
evaluations and participant surveys, while qualitative insights were obtained through interviews with judges and participant
observation. Results show that 80% of the prototypes aligned with the SDGs, and 80% of teams refined their designs multiple
times following feedback from users and early adopters. Judges highlighted the initiative’s creativity, depth, and real-world
impact. This study demonstrates that gamification, beyond being a teaching tool, is a catalyst for developing critical thinking,
creativity, and collaborative skills. The findings offer a scalable model for integrating game-based learning in
entrepreneurship education across diverse contexts.

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Published

2025-09-26