When I was studying computer science at the University of Missouri, the most useful classes weren't the ones where I learned to write code. They were the ones where I had to invent something — a tool, a script, a new way of solving a problem nobody had asked me to solve. That's the part of school I remember. The rest is mostly fog.
That's the basic case for invention education. It's the difference between teaching students what's already known and teaching them how to make new things.
What Invention Education Actually Looks Like
Invention education is a hands-on, design-focused approach to learning where students identify real problems and build prototype solutions. It draws heavily from the maker movement, engineering education, and entrepreneurship — but it has its own distinct flavor. The emphasis isn't just on building. It's on identifying something worth building in the first place.
Programs like the Lemelson-MIT InvenTeams program have done some of the best work documenting what this looks like in practice. Students form teams, identify a problem in their community, and spend a year building, testing, and refining a real invention. The skills they develop — problem-finding, prototyping, iteration, presenting to stakeholders — overlap heavily with what entrepreneurship demands.
The reason invention education matters more than it gets credit for is that it teaches a kind of thinking traditional schooling actively suppresses. Most curricula reward students for getting the right answer to a problem someone else defined. Invention education asks students to define their own problems and live with the messy, ambiguous process of figuring out what to do about them. That muscle is rare. It's also the one entrepreneurs use every day.
Why I Built Skypig Around This Idea
When I built Products: The Card Game, I wasn't trying to make an "entrepreneurship game." I was trying to make an invention game. The cards force players to invent products on the spot — combinations of features and use cases that don't exist anywhere else — and then defend them to the table. The output is usually ridiculous. A self-stirring soup ladle for cats. A subscription box for forgotten passwords. The point isn't the quality of the inventions. The point is the act of inventing.
I've watched this work in classrooms In classrooms ranging from elementary schools to mba programs. The patterns I see are remarkably consistent across very different settings. The pattern is the same everywhere. Students who would never raise their hand in a normal class come alive when they're asked to invent something. There's no "right answer" to be wrong about. There's just whatever they can come up with, and the table's response to it.
This connects to what I've written elsewhere about learning by doing and experiential learning — invention education is one of the cleanest applications of those broader philosophies. You can't teach invention by lecturing about it. You can only teach it by getting students inventing.
If you're a teacher or curriculum designer interested in bringing invention education into your classroom, the entry point doesn't have to be elaborate. It can be as simple as giving students a problem from their own lives and asking them to prototype a solution out of paper, cardboard, or a sketch on the board. The materials don't matter. The act of inventing does. For more concrete starting points, my list of recommended creative thinking activities is built around exactly this principle.
The most important shift invention education asks for isn't a curriculum change. It's a mindset change in the teacher. Students need to feel that their ideas — even the bad ones, especially the bad ones — are taken seriously. That's the work. The rest follows. The minute students believe their inventions matter, you'll see thinking from them you didn't know they were capable of.
That's what's kept me building things in this space for years. And it's why I'll keep doing it.
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.