I've run interactive lessons for almost every type of business audience you can imagine. High school marketing classes at the University of Missouri. College entrepreneurship courses. MBA programs at name-brand business schools. Corporate teams at companies I won't name. The settings differ in obvious ways, but the underlying principles of what makes a lesson actually land are surprisingly consistent across them.
Adults aren't immune to bad teaching. They're just better at hiding the boredom. Years of running Skypig and watching what works across these audiences has taught me that interactive lessons outperform lecture-based ones for business content at every level — including the most "sophisticated" ones.
What Makes a Business Lesson Interactive
A genuinely interactive business lesson has the same defining features as any other interactive lesson. Students or participants spend the majority of the time producing, responding, and revising rather than just listening. The instructor's job is to set up situations where business concepts come alive through use, not to explain them in the abstract.
The specific activities that work for business audiences tend to be different from what works in, say, a literature classroom. Business lessons benefit from frequent small-team exercises that simulate real business decisions — pricing exercises, customer interview role-plays, mock negotiations, rapid prototyping sessions, pitch rounds. The closer the activity gets to actual business work, the more engaged the audience becomes. This is the principle I've written about in experiential learning and learning by doing — adults learn the same way kids do, just with less patience for being condescended to.
The research on adult learning supports the interactive approach strongly. Adult learners come into any session with significant prior experience and strong opinions about how their time should be used. They engage with content that lets them apply what they already know and disengage from content that just informs them. The Association for Experiential Education has documented this pattern extensively across professional development contexts.
What I've Learned Running Them
The single biggest mistake I see in business education — at every level — is overestimating how much content can be effectively delivered in a single session. Instructors often pack their slide decks with material, deliver it at speed, and assume that the volume of information correlates with the value of the session. It doesn't. Audiences walk away with at most three or four ideas they remember, regardless of how much was covered. The interactive approach embraces this constraint by covering less and letting participants actually work with what they cover.
The other mistake is treating "interactive" as a question break in the middle of a lecture. Five minutes of Q&A in a 60-minute lecture is not an interactive lesson. It's a lecture with a brief pause. Real interactive lessons have students or participants doing structured work for at least half the session — and ideally more.
I've found Products: The Card Game works particularly well in corporate and MBA settings precisely because it forces interaction in a way participants can't opt out of. Players have to invent, pitch, defend, and respond throughout the session. There's no spectating. The structure does the interactive work for you, which is part of why I built the game in the first place — most facilitators don't have time to design rigorous interactive exercises from scratch every session.
For instructors building business curricula from the ground up, my pieces on how to make business class fun, how to create an active lesson, and the Shark Tank lesson plan are all good starting points for the kinds of structural choices that produce genuinely interactive business education.
The other piece of advice I'd offer: bring in real business voices whenever possible. Even the most engaging instructor can't fully replicate the impact of a working founder telling stories about decisions they actually made. Outside speakers don't replace interactive structure, but they amplify it. Some of the most memorable business sessions I've ever attended were ones that combined hands-on activities with brief appearances from real practitioners. The combination is hard to beat.
If you teach business at any level — high school, college, MBA, or corporate — and your sessions feel flat, the fix usually isn't better content. It's a more interactive structure. Audiences come alive when they're given real work to do. They flatten when they're talked at. That's been the pattern in every business audience I've ever worked with, and it's the principle I'd organize any business curriculum around.
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, where he co-founded the 4impact social entrepreneurship pitch competition, 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.