Playing to start: EGIDEV and the power of simulation in entrepreneurial education


DOI:
https://doi.org/10.5281/zenodo.17142945Abstract
This article autoethnographically explores the development and implementation of EGIDEV- the Educational Game in Digital Entrepreneurship for VET Students - through the eyes of one of its partners. EGIDEV is not merely a game; it is a journey that empowers learners to test ideas, confront real-life business dilemmas, and build a foundation for entrepreneurial action. Grounded in experiential learning, the project encourages aspiring entrepreneurs to validate and verify their ideas before entering the marketplace. This reflection situates EGIDEV within the wider European context of the entrepreneurial intention-action gap and argues for a more immersive, skill-based approach to entrepreneurship education.
References
EGIDEV. (2025). EGIDEV project. Retrieved June 6, 2025, from https://egidev.eu
European Commission. (2020). Entrepreneurship education: A guide for educators. Publications Office of the European Union.
Eurostat. (2023). Youth and entrepreneurship in Europe. Luxembourg: Eurostat.
GEM. (2023). Global Entrepreneurship Monitor global report 2023. London: GEM Consortium.
GUESS. (2023). Global University Entrepreneurial Spirit Students’ Survey 2023 Global report. St. Gallen: University of St. Gallen.
Kolb, D. A. (1984). Experiential learning: Experience as the source of learning and development. Prentice-Hall.
OECD (2021). Entrepreneurship in the digital age. Paris: OECD Publishing.
Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Harvard University Press.
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