This study explores Game Over (GO!), an innovative educational model that integrates gamification, experientiallearning, and interdisciplinary collaboration to enhance entrepreneurship education. GO! transforms classrooms intodynamic innovation labs where students design and prototype physical games to solve real-world challenges, aligning withthe Sustainable Development Goals (SDGs). Adopting a mixed-methods approach, the research analyzed data from fiveeditions of GO!, involving 652 students who developed 117 game prototypes. Quantitative data include prototypeevaluations and participant surveys, while qualitative insights were obtained through interviews with judges and participantobservation. Results show that 80% of the prototypes aligned with the SDGs, and 80% of teams refined their designs multipletimes following feedback from users and early adopters. Judges highlighted the initiative’s creativity, depth, and real-worldimpact. This study demonstrates that gamification, beyond being a teaching tool, is a catalyst for developing critical thinking,creativity, and collaborative skills. The findings offer a scalable model for integrating game-based learning inentrepreneurship education across diverse contexts.
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Lina Marrugo-Salas (2025) studied this question.
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