I've sat through plenty of entrepreneurship classes that didn't teach me how to be an entrepreneur. I sat through them at the University of Missouri while I was simultaneously running my own company, Skypig, and the disconnect was striking. The classes were full of frameworks, case studies, and theories about what entrepreneurs do. The actual work I was doing as an entrepreneur — talking to customers, making decisions with incomplete information, deciding what to build next — barely showed up in the curriculum.
That gap between entrepreneurship education and entrepreneurship itself is what most schools still get wrong.
What Entrepreneurship Education Should Actually Teach
Entrepreneurship education is the formal study and practice of starting and running new ventures. At its best, it teaches a specific set of skills: opportunity recognition, customer discovery, financial modeling, pitching, team-building, and resilience under uncertainty. At its worst, it teaches the vocabulary of entrepreneurship without any of the practice — the equivalent of teaching swimming through PowerPoint slides.
Programs that actually work tend to share a few characteristics. They put students in real decision-making situations. They use experienced founders as instructors and mentors, not just academics. They emphasize doing over discussing. Organizations like the Network for Teaching Entrepreneurship and academic programs like Babson College's entrepreneurship division have spent decades documenting what works and what doesn't in this space, and the findings are consistent: hands-on experience drives outcomes, theory alone doesn't.
The reason this matters is that entrepreneurship is unlike most academic subjects. You can't really know it until you've practiced it. The feedback loops are too long, the decisions too contextual, the trade-offs too case-by-case to fully capture in a textbook. Students who graduate from "entrepreneurship education" without ever having actually built anything haven't really studied entrepreneurship — they've studied a description of it.
What I've Learned About Teaching It
When I help teachers build entrepreneurship programs — including ones I've worked with in with educators I've coached and across the United States — the conversation almost always starts the same way. They want to know what curriculum to use, what textbook to assign, what frameworks to teach. My answer is usually the same: less curriculum, more reps. Students need to invent things, pitch things, sell things, and revise things. Everything else is supporting material.
This is why I built Products: The Card Game the way I did. It's not a textbook. It's not a lesson plan. It's a structured opportunity for students to practice the actual skills entrepreneurship demands — quick thinking, clear pitching, responding to feedback in real time. After a single session of play, students have done more entrepreneurial work than they typically do in a semester of traditional class.
I've written separately about the philosophical foundation of all this in my pieces on learning by doing, experiential learning, and why learning by doing matters specifically for entrepreneurship. They all point in the same direction. Entrepreneurship education works when students do entrepreneurship. It doesn't work when they only study it.
If you're a teacher, administrator, or curriculum designer thinking about how to build a stronger entrepreneurship education program, my honest advice is to start with structured practice activities and let theory follow as needed. A weekly pitch session, a quarterly Shark Tank–style competition, an ongoing student venture project — any of these will teach more than a semester of lectures. My pieces on the Shark Tank lesson plan and how to host a pitch competition are good starting points if you need concrete formats.
The single biggest mistake I see in entrepreneurship education is treating it like every other subject. It's not. Students don't pass entrepreneurship by knowing it. They pass by doing it. Build your program around that truth and you'll produce students who don't just understand entrepreneurship — they go out and do it.
That's the whole point.
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.