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Manual

VG4G - Guide for educators on video game creation and social entrepreneurship

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This guide for educators serves as an introduction to the concept of social entrepreneurship in the video game sector. Read it to find out more about these topics!

Aims of the tool

To improve digital and entrepreneurship skills, and to discover digital jobs opportunities.

Description of the tool

Tool is available here: https://www.videogames4good.eu/?page_id=92

This educator’s guide offers a comprehensive way of integrating game creation into learning activities. This integration will equip learners with digital skills, social entrepreneurial abilities and an understanding of the importance of inclusivity. With the world’s increasing focus and dependence on technology, game creation can offer a new learning experience in which we learn creatively and hands-on. Game design and development allows learners to dive deeper into the theoretical concepts, focusing on coding, storytelling and design. Moreover, critical thinking skills are also at the core of this learning, requiring problem-solving, teamwork and innovative thinking to increase learners’ sense of responsibility and engagement with the world.

For game creation to succeed in education, educators must actively embrace digitality, collaboration and creating inclusive and creative learning environments. This guide includes practical strategies to help educators navigate this new projectbased and interdisciplinary learning terrain. It provides information on teaching social entrepreneurship and focuses on ensuring an accessible learning experience for every learner. The ultimate goal of creating an innovative and welcoming learning environment is reached through combining game creation, social entrepreneurship and inclusive, hands-on learning. Through this learning, learners will gather technical competencies and contribute to the world in meaningful and long-lasting ways.

This guide is divided into two parts, each designed to support educators in different ways. The first part offers a framework for integrating game creation into educational settings, focusing on developing digital and social entrepreneurial skills. Building on this foundation, the second part provides practical worksheets and workshop scenarios that help turn theory into practice. This combination of theory and practice helps foster a dynamic and interactive learning environment where participants can apply their skills in real-world contexts.

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Disclaimer

SALTO cannot be held responsible for the inappropriate use of these training tools. Always adapt training tools to your aims, context, target group and to your own skills! These tools have been used in a variety of formats and situations. Please notify SALTO should you know about the origin of or copyright on this tool.

Tool overview

http://toolbox.salto-youth.net/5845

This tool is for

Trainers, educators

and addresses

Personal Development

Behind the tool

The tool was created by

YuzuPulse, LogoPsyCom, Visas Iespējas, Materahub, EPPAS

The tool was published to the Toolbox by

Visas Iespējas (on 2 July 2026)

and last modified

2 July 2026

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