ENtrepreneurial GAmes for Growing Europeans – EN.GA.G.E


The Erasmus+ project ENtrepreneurial GAmes for Growing Europeans – EN.GA.G.E contributes to rethinking education by fostering entrepreneurial transversal skills and entrepreneurial culture with the help of digital games.

Entrepreneurship education is considered nowadays an important tool to address the challenges of the 21st century. Developing the entrepreneurial skills of citizens became the main priority for EU policies regarding economic development in the knowledge society. It is increasingly clear that entrepreneurial skills, knowledge and attitudes can be learned and are of a great importance for EU strategic aims and values.

EN.GA.G.E. aims to rethink education by fostering entrepreneurial transversal skills and entrepreneurial culture with the help of digital games and by involving the educational communities of the partner countries to foster entrepreneurial transversal skills through the use of digital games.

EN.GA.G.E focuses on the implementation of the following project activities:

  • Study/research on game-based entrepreneurial learning methodologies across Europe
  • Workshops for teachers (not only addressed to the teachers of the schools directly involved in the project, but also to beneficiaries (Primary/secondary teachers) of ERASMUS+ KA1 grants for school staff mobility
  • Organisation of an international conference-contest to identify and reward the most adaptable entrepreneurial game-based practice in primary/secondary education
  • Multiplier events in partner countries (Italy, Greece, France, Romania)
  • Design, realisation and testing of two EN.GA.G.E. digital games for entrepreneurial education (primary/secondary schools)

Basic information

Country: France, Greece, Italy, Romania

Coordinator: Istituto Comprensivo Panicale Piegaro Paciano, https://www.icvalnestore.edu.it/

Programme: Erasmus+

Project Acronym:

Target groups: education authorities, general public, industry, parents, policy makers, primary school students, researchers, secondary school students, teachers, trainee teachers, university lecturers

Topic: Environmental sciences, Information technology, Technology, Education

Start year: 2017

End year: 2019

Url: http://www.engagegame.eu/

Contact person: Irene Morici, irenemorici (at) egina.eu

The EN.GA.G.E. Guidelines summarises the findings from the different research activities both at national and European level carried out by project partners from September 2017 to September 2018. The research paper is based on the findings of the research activities for the study/research on game-based entrepreneurial learning methodologies in Europe.

For more reference materials on important subjects for enhancing creativity and innovation, including entrepreneurship, at all levels of education, you can visit EN.GA.G.E LIBRARY

The partnership designed, tested and reviewed two digital games aimed at supporting students to acquire the skills and competencies needed for “turning ideas into action”. Recyclock Party and MyTop, the digital educational games designed throughout the EN.GA.G.E. Project, aim to motivate young learners for entrepreneurship, making them understand that entrepreneurial competencies and skills can be acquired and that entrepreneurship as a competence is individual and collective; it applies to all spheres of life (e.g. personal development, entering the job market, etc.).

  1. EN.GA.G.E. Guidelines aim to support teachers to become more entrepreneurial with the support of digital games. The Guidelines contain a glossary for entrepreneurial education in primary and secondary Schools.

  2. EN.GA.G.E. digital games for the promotion of entrepreneurial competencies.
  3. The Manual addressed to teachers interested in using EN.GA.G.E. digital games in the classroom. It was designed to help teachers of primary and secondary Schools support the development of entrepreneurial education and its integration into school curricula, encouraging them to become entrepreneurial teachers who support students’ individual learning process and development of personal competencies.

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