A gamified high school challenge to inspire entrepreneurship
Sea Monster created an accessible resource management game to teach key business skills.
Players from across Southern Africa must pick from five different shop types to begin their entrepreneurship journey and compete to be the best.
Build a game to make entrepreneurship learning engaging, creative, and enjoyable.
The Allan Gray Orbis Foundation (AGOF) wanted to revise, refresh and reinvent their existing Allan Gray Entrepreneurship Challenge (AGEC) game. Aimed at high school learners across Southern Africa, it was crucial that this new version of the game strike the right balance between challenging and fun - ie. easy to play but difficult to master.
In addition, it was necessary to make the game accessible so that learners with limited resources such as internet connectivity or low-end devices, could also actively participate in the challenge.
Unlocking inclusive entrepreneurship education.
We designed a game to facilitate emergent learning around business skills, aligned to CAPS Curriculum learning objectives. To encourage experimentation and strategic thinking, players are tasked with balancing various decisions, such as hiring staff, expanding product ranges, and adjusting prices to optimise their business sales and explore different approaches to achieve success.
With each play of the game, users achieve a score which is tracked on a national leaderboard, with top performing players and schools eligible for amazing prizes during the competition time frame (April-July 2024).
Built to be lightweight and seamlessly running within a web browser, which negates the need for app downloads, the game was designed to be playable on a wide range of Android devices and also available offline in order to facilitate inclusive engagement with the game for students from different economic backgrounds.