Our Guide to Teaching Entrepreneurship

Teaching entrepreneurship is fundamentally different from teaching most other subjects, and the people who do it well have figured out how to lean into that difference rather than fight it. I've spent years through Skypig working with educators from high school classrooms to corporate offsites I've led, and the patterns of what works are remarkably consistent across very different settings. This guide is what I'd hand a teacher who's about to take on the subject for the first time.

The Fundamental Shift

The most important thing to understand about teaching entrepreneurship is that you're not really teaching content. You're teaching habits — habits of noticing problems, generating possibilities, taking action under uncertainty, and responding to feedback. The content of entrepreneurship education matters, but it's secondary to the habits. A student who memorizes the definition of "value proposition" but has never created one hasn't learned entrepreneurship. A student who has built and pitched several ideas but couldn't define "value proposition" cleanly is much closer to what we're trying to produce.

This is the principle behind learning by doing and experiential learning, both of which I've written about more deeply elsewhere. Entrepreneurship is fundamentally an experiential discipline. The skills it requires can be described in books, but they can only be developed through practice. Programs run by groups like the Network for Teaching Entrepreneurship and academic centers like Babson College's entrepreneurship division have spent decades documenting this finding across age groups and contexts.

Once you accept this premise, a lot of decisions become easier. You spend less time on lectures and more time on activities. You build in frequent pitching opportunities. You bring real founders into the classroom. You design ongoing projects that students live with across the semester. You treat the messiness of student-led work as a feature rather than a bug.

The Practical Setup

If I were designing an entrepreneurship class from scratch — at any age level — I'd build it around four parallel components.

First, regular pitch practice. Students should be pitching something at least once a week. The format can vary, but the cadence is non-negotiable. Pitching is the most underrated skill in entrepreneurship and the one that benefits most from frequent low-stakes reps. Products: The Card Game is something I built specifically to give teachers a reliable way to run these sessions without designing them from scratch every week.

Second, real-world contact. At several points in the semester, students should have to interact with actual people outside the classroom about ideas they have. Customer interviews. Pitch sessions in front of outside judges. Conversations with working founders. This is the component most teachers shortcut, and the one that produces the biggest difference in student outcomes.

Third, an ongoing project. Students 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. My piece on a full curriculum for high school entrepreneurship class covers this in more detail.

Fourth, events. Build in at least two or three major moments during the year — a pitch competition, a customer discovery showcase, a final venture presentation. Events serve as natural punctuation that students push themselves toward. They also create opportunities to bring outside people into the program, which strengthens both the individual learning and the broader community around the class.

If you teach younger students, the structure adjusts but the principles don't. My pieces on how to teach entrepreneurship to kids and our guide to teaching entrepreneurship to kids go deeper into the developmental considerations for younger learners. The fundamentals — pitching, real-world contact, ongoing projects, events — apply across age groups.

If you teach older students or adults, the same structure works with the activities scaled up in complexity. Interactive lessons for business covers what changes when you're working with adult audiences, but the underlying commitment to active practice over passive content delivery doesn't.

The teachers who consistently produce strong entrepreneurial students aren't the ones with the best slides or the most impressive credentials. They're the ones who understand that entrepreneurship is taught through practice, who design their courses around that understanding, and who have the patience to let their students do the actual entrepreneurial work — even when it's messier than a lecture-based class would be. That's the bar. The teachers who clear it get results that the conventional approaches simply can't match.


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.

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