Case study: Products

Capacity building

Case study: Products



Entrepreneurship can be a complex topic to teach. This 50-game card deck teaches about the topic through an interactive game. Trainers and educators use this experiential tool to draw out creative ideas, social and cognitive skills, and adaptive behaviors from anyone who wants to play.


What we did:

  • Learning model analysis
  • Benchmarking
  • Game design
  • Storytelling
  • Learning outcome identification




We approached this card deck by building on Bloom’s taxonomy of intellectual skills, as well as David Kolb’s “learn through play” model. The card deck covers all of Bloom’s categories, emphasizing critical thinking skills, as well as Kolb’s model, providing space for experiences, reflections, analysis, and applications to the real world.

The game focuses on building capacity around 14 key entrepreneurial skills, organized into four categories: personal characteristics and behavior, interpersonal skills, critical and creative thinking, and practical skills.

Regardless of whether participants aspire to become entrepreneurs or not, the card deck helps people develop skills like creativity, perseverance, and collaboration. Why? You don’t need to be an entrepreneur to be entrepreneurial – an adaptive and collaborative mindset is useful in a variety of sectors. Games help us break our biases and make learning more interesting and effective.

This card deck tackles realistic challenges, including decision making in work and in life, so participants can learn new skills in a fun and engaging way. Playing this game allows people to experience failure and success in a safe learning environment, so they can ultimately become better prepared to apply entrepreneurial skills in their work and their life.


itcilo gammification

What is gamification?

  • Use of game thinking in non-game contexts to inspire people to get engaged in the learning process.
  • Process of learning through game design and behavioral economics.
  • Training that incorporates achievement, competition, and socialization.
We build learning products.