The project, designed by a Hungarian school teacher, engages students in year 5 in the creation of a fictitious startup focused on designing and marketing smart homes. Through cooperative group work, students develop entrepreneurial skills by simulating the foundation and operation of a startup, embracing roles from technical director to marketing specialist, and addressing contemporary challenges such as environmental responsibility and technological innovation.
Key Activities and Student Experience
Students embarked on the project by brainstorming business ideas inspired by real-life startup stories and the rise of smart home technologies. They formed teams, defined roles, and used collaborative digital tools like Linoit and TeamUp to organise their workflow. Key activities included stakeholder analysis, SWOT assessments, and the creation of business plans. Students designed smart homes using Minecraft, created a slogan, developed marketing materials with Canva, and produced multimedia content such as websites, radio and TV spots, and augmented reality experiences via the Aurasma app. Throughout, they engaged in debates, peer evaluations, and reflective exercises, receiving feedback and "shares" as motivational rewards. The project culminated in public presentations and collective reflection, reinforcing both individual and group learning.
Program Features and Pedagogical Principles
The project can be integrated into various subjects such as languages, Science, ICT, Civic knowledge, or Visual culture art, while fostering core competencies such as communication, digital skills, critical thinking, and creativity. Pedagogically, it is grounded in experiential learning, gamification, and collaboration. The use of formative assessment, self- and peer-evaluation, and digital portfolios ensures ongoing feedback and personal growth. The project is inclusive, adaptable for students with varied ICT experience, and supports differentiated learning through individual, pair, and group tasks. The focus on sustainability and active citizenship aligns with contemporary educational goals and European Union recommendations for entrepreneurship education.
Methodology and Structure
The project is structured as a multi-phase, extracurricular module, spanning seven 45-minute sessions. It begins with idea generation and team formation, followed by research and planning using digital mind maps and collaborative documents. Students then move to design and production, leveraging digital tools to create tangible business assets and smart home prototypes. Evaluation is continuous, utilising Google Docs for progress tracking and Microsoft Teams for resource sharing and communication. The methodology emphasises active participation, iterative design, and reflective practice. The final phase includes public presentations and collective assessment, ensuring that students not only acquire entrepreneurial knowledge but also develop the confidence and skills necessary for future innovation.