The approach is based on the following ingredients: 
  • Team-based projects that focus on real-world problems.
  • Definition of project ideas made with the contributions of practicing engineers from several companies that are invited to present some of their real-work challenges in a series of seminars.
  • Projects designed around a situation where teams play the role of competing companies in a market place.
  • Faced with a specific challenge (as will be outlined ahead in the paper) each team tries to identify possible solutions and must make its evaluation, both in technical and economical terms.
  • Chosen solutions must be converted into a business case, with different teams playing the roles of competing companies in a marketplace.
  • A didactic market simulator, STIMULEARNING©®, is used to create condition similar to those found in real markets and to convey experimental lessons transferable to the real world.
 This leads to an atmosphere of project-based active learning combined with an interactive entrepreneurial atmosphere in the area of telecommunications engineering.
 
The critical factors for success in this game are team work, the dynamic features of a collaborative digital environment and a sound command of networking fundamentals: enabling technologies and services, business models, market structure, relevant players, consumer trends, environmental constraints, etc.
The results obtained so far are encouraging and have attracted a major international prize: HP Innovations on Education.