What is DEGSE?
Introducing a new way to learn about social entrepreneurship
DEGSE (Digital Escape Rooms for Social Entrepreneurship) is a creative Erasmus+ project that combines the power of storytelling, game-based learning, and digital innovation to inspire young people to think and act like social entrepreneurs.
In a world facing significant and complex challenges such as climate change, inequality, mental health crises, and social disconnection, young people are not only deeply affected, but also uniquely positioned to be part of the solution. However, they often struggle to see how their skills, interests, and experiences can translate into meaningful social action. That’s where DEGSE comes in.
We believe that education should be more than just informative. It should be immersive, participatory, and transformative. Today’s young people need opportunities to explore their creativity, develop critical thinking skills, and gain the confidence necessary to have a positive impact on their communities. Learning environments must shift from passive knowledge transfer to active, learner-centered experiences that reflect the complexity of the world in which young people are growing up.
At the heart of DEGSE is a seemingly simple idea: Learning can be fun and meaningful. Our approach uses digital escape rooms: interactive and engaging online games in which players solve puzzles to advance a narrative, thereby developing core competencies in social entrepreneurship. In these games, players not only answer questions, but also step into the shoes of change agents, face real-world challenges, and make decisions that determine the outcomes.
Through this format, DEGSE introduces young people to essential ideas such as:
- Identifying and understanding the needs of society.
- Designing inclusive and sustainable solutions.
- Working collaboratively across disciplines and perspectives.
- Recognizing the value of empathy, resilience, and ethical leadership.
But DEGSE is more than just a set of games. It is a complete educational ecosystem designed with and for youth workers and educators. The project includes:
- A brochure on digital gamification for youth work that explores the theoretical and practical foundations of game-based learning.
- A report on best practices in the use of escape games for entrepreneurship education.
- A creation kit and a five-part tutorial that allow anyone to design their own digital escape rooms, without the need for programming knowledge.
- A guide for youth workers that facilitates implementation, with tips on accessibility, facilitation, and reflection.
- A multimedia library full of free and adaptable resources: templates, images, sounds, and design tools.
- A collection of 10 fully developed digital escape rooms, each focusing on a key aspect of social entrepreneurship, designed to be inclusive, multilingual, and accessible to all types of learners.
The project places special emphasis on non-formal education, accessibility, and inclusion. We are particularly committed to reaching youth with fewer opportunities, including those with specific learning needs or from disadvantaged backgrounds. The digital nature of the games ensures wide reach and flexibility, allowing educators and youth organizations to use them in both online and offline settings.
Most importantly, DEGSE is based on the belief that young people are not just students, but potential leaders, creators, and innovators. By combining fun with purpose, storytelling with strategy, and curiosity with action, DEGSE aims to spark that transformative moment when one realizes that they can be part of the solution.
Whether you are someone who works with young people and is looking to revitalize your methods, an educator exploring new teaching tools, or a young person who wants to understand how to turn your passion into impact, DEGSE offers a dynamic, supportive, and creative space to explore the world of social entrepreneurship.
Because we believe that the best way to learn how to build a better world is by playing.
Korenyak , Egle , Escape4Change , Rinova , EST
Funded by the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or the European Education and Culture Executive Agency (EACEA). Neither the European Union nor EACEA can be held responsible for them. (Project code: 2024-2-BG01-KA220-YOU-000292991)