Our Guide to Teaching Entrepreneurship to Kids

I've worked with educators teaching entrepreneurship at every age level from elementary school through MBA programs, and the most underrated truth I've learned is this: kids are easier to teach entrepreneurship to than adults. They haven't yet developed the self-censorship that makes adults reluctant to share half-formed ideas. They haven't yet absorbed the cultural assumption that "real" business knowledge requires expensive credentials. They're naturally inventive. The job is mostly about not getting in their way.

That doesn't mean teaching entrepreneurship to kids is identical to teaching it to older students. The developmental considerations are real. After years of running Skypig and helping educators across the United States and overseas in Uzbekistan bring entrepreneurship into elementary and middle school programs, I've come to believe a few specific principles matter more for younger students.

What Changes for Younger Students

The biggest shift when teaching entrepreneurship to kids is leaning even harder into play. Adults will tolerate a certain amount of formal structure — slide decks, frameworks, defined deliverables — even if the structure isn't strictly necessary. Kids won't. A class that feels like work to a kid loses them quickly. A class that feels like play to a kid keeps them engaged for hours. The best entrepreneurship programs for kids don't try to make play educational. They make education playful.

The second shift is going slower on abstract concepts. Adults can grasp ideas like "value proposition" and "customer segments" relatively quickly because they have life experience to anchor the concepts to. Younger kids don't. They need many concrete experiences with the concept before they can usefully name it. A first grader who has run a lemonade stand and noticed that some kids will pay more than others is much closer to understanding price discrimination than a fourth grader who has been shown the term in a textbook. The order matters: experience first, vocabulary second.

The third shift is leaning more heavily on inventive play. Kids are natural inventors. The instinct is mostly intact in elementary school and starts to fade as they get older. Programs that take advantage of this natural inventiveness — by structuring activities around inventing products, services, or solutions to problems — get dramatically more engagement than programs that try to teach business concepts through case studies or business plans. This is the principle behind invention education and invention thinking, which I've written about more deeply elsewhere.

Programs run by groups like the Network for Teaching Entrepreneurship and Junior Achievement have consistently shown that early exposure to entrepreneurial thinking pays off long-term — not because young kids should be starting actual companies, but because the habits of opportunity recognition and bias toward action take root much more easily when introduced young.

What Actually Works in the Classroom

The activities I've seen consistently work with kids tend to share a few features. They involve inventing something concrete — a product, a service, a solution to a real problem. They include a low-stakes pitching component where kids share their ideas with peers. They allow for the inevitable absurdity that comes with kid-generated ideas (the candy that brushes your teeth as you eat it, the backpack that flies). They include some kind of iteration — kids get to revise their ideas based on the reactions they get.

This is exactly what Products: The Card Game was built to do. The game gives kids a structured invention experience with a built-in pitching round and iteration across multiple games. I've watched it work with kids as young as eight, and the dynamics are always the same. Kids who said they "weren't creative" produce more ideas than they can write down. Kids who never spoke up in regular class find their voice. The structure does the work that a teacher would otherwise have to engineer from scratch.

For more concrete starting points, my pieces on how to teach entrepreneurship to kids, how parents can help their kids be entrepreneurial, and lesson plans for teaching entrepreneurship in elementary school all cover specific activities and structures that work for younger learners.

The most important advice I can give to anyone teaching entrepreneurship to kids is to take their ideas seriously. The ideas will be ridiculous. They'll be unrealistic. They'll be contradictory. None of that matters. What matters is that the kids feel their ideas are welcomed, taken seriously, and built upon. That feeling — more than any specific curriculum or activity — is what produces the entrepreneurial mindset that will serve them years later, regardless of whether they ever start an actual company.

Kids are far more entrepreneurial than adults give them credit for. The job of a good teacher isn't to teach them to be entrepreneurs. It's to make sure school doesn't beat the entrepreneurial instincts out of them. That's the whole framework. Everything else is detail.


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.

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