La Educación Digital
Navigate an EdTech startup through regulatory approval, pricing strategy, data privacy compliance, and crisis remediation in the Colombian education…
A game-first entrepreneurship simulation for ages 12-13. Run a pop-up market stall across twenty market days: choose a product, tune it with add-ons, set a price, and pick which customer you're selling to.
A game-first entrepreneurship simulation for ages 12-13. Run a pop-up market stall across twenty market days: choose a product, tune it with add-ons, set a price, and pick which customer you're selling to. A crowd of six customer types wanders by, each with a visible want and a price limit — every day you watch who buys, who walks, and why.
The pedagogy is product-market fit made visible: delight a customer type and they come back and bring friends (your line grows); try to please everyone and you please no one. Emphasises customer discovery and iteration over money math.
An introductory simulation that assumes no prior knowledge of the subject, designed for undergraduate courses. It also works in vocational and high-school programmes and in onboarding sessions.
What participants follow on screen as the rounds go by:
Designed for courses in New Venture Creation.
Contact us and we'll set you up with a free trial session.
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