I've helped a lot of high schools build out their entrepreneurship curricula. Some were starting from scratch with no existing program. Others were trying to revamp programs that had drifted into pure case-study territory and lost the practical edge. Across all of them, the same recommendations keep emerging — and they're the recommendations I'd give to any high school teacher or administrator setting up an entrepreneurship class today.
I started Skypig my senior year of high school. The reason I had any chance of doing it traces back to specific experiences during my own education that gave me reps in entrepreneurial thinking before I needed them. The curriculum I'd build for a high school today is essentially a deliberate version of what I had to assemble informally for myself.
The Structure I'd Build
A strong high school entrepreneurship curriculum should be organized around four parallel threads that run through the whole semester or year, not a linear sequence of topics.
The first thread is regular pitch practice. Students should be pitching something at least once a week. The format can vary — sixty-second pitches, small-team Shark Tank rounds, longer formal pitches at the end of units. The point is that students develop pitching as a fluent skill rather than a one-time test. I've written about how to structure these in the Shark Tank lesson plan and how to host a pitch competition.
The second thread is customer discovery. At several points during the year, students should have to talk to real people about ideas they have. Not their friends. Real strangers, or at least strangers to the project. This is the most underrated skill in entrepreneurship education. Most students have never had a structured conversation with someone outside their immediate circle about an idea, and the first time they do, it changes everything. Programs built by groups like the Network for Teaching Entrepreneurship consistently emphasize customer discovery for this reason.
The third thread is mentor exposure. Bring in real founders — not just guest lecturers but ongoing mentors who develop relationships with student teams over time. This is one of the strongest predictors of student outcomes in entrepreneurship education, according to research from the Wharton Global Youth Program. Students who develop real relationships with working entrepreneurs tend to internalize the entrepreneurial mindset more deeply than students who only learn from teachers.
The fourth thread is an ongoing student venture. Each student or small team should be running some kind of real or simulated venture across the entire semester — a business plan they're refining, a product they're prototyping, a service they're testing. The continuity matters. Entrepreneurship is fundamentally about returning to the same problem week after week and making it better. A semester of one-off assignments doesn't simulate that. A semester of ongoing work does.
What Should Show Up Each Week
A typical week in this curriculum would look something like this. Open with a quick pitch warm-up (5-10 minutes). Run a short lesson on a specific entrepreneurship concept — pricing, customer segments, value propositions, competition (15-20 minutes). Apply the concept to the student ventures through small-team work (20-25 minutes). Close with a quick share-out where teams report progress and get feedback (10-15 minutes).
The lessons should be short and tightly focused. The applied work should be the bulk of the class time. This is the principle behind experiential learning and learning by doing — the concept lands when there's an immediate application to put it into.
I'd also build in at least three major events across the year. A mid-semester pitch competition. A customer discovery showcase where students present what they've learned from talking to potential customers. A final venture showcase at the end of the year, with outside judges. Events serve as natural punctuation that students push themselves toward.
Tools matter too. Products: The Card Game is something I built specifically for high school and college entrepreneurship classes — it gives teachers a reliable, ready-to-run format for the pitch practice and invention work that should happen regularly. Other tools like business model canvas templates, customer interview frameworks, and basic financial projection spreadsheets all have a place too. The right toolkit is whatever helps you run the four threads efficiently.
If you're a teacher or administrator setting up a high school entrepreneurship program for the first time, my honest recommendation is to start simple. The four threads are the foundation. Everything else is decoration. Get the threads running consistently for one semester before you worry about additional features. Once they're running, you'll quickly see what your specific students need and where to invest your effort. My pieces on how to teach entrepreneurship education and recommended entrepreneurship class activities go deeper into the practical decisions you'll face along the way.
The high school entrepreneurship classes that produce founders aren't the ones with the most polished curriculum. They're the ones where students get the most reps, the most real-world exposure, and the most chances to live with the consequences of their own decisions. Build a curriculum around that and you'll be amazed at what your students go on to do.
About the Author
Aaron Heienickle is the founder of Skypig and the creator of Products: The Card Game, a hands-on entrepreneurship game played in classrooms, family game nights, and corporate offsites across the country.
He started Skypig his senior year of high school and has been building it ever since. Aaron studied Marketing and Computer Science at the University of Missouri and is a regular at Missouri Startup Weekend, one of the largest pitch competitions in the state.
Through Skypig, Aaron has worked with educators, students, and corporate teams to bring entrepreneurship to life through doing — not just discussing. Learn more about Aaron.