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Here is a brief description of EduNext and its core components.


EduNext is a global oasis of educational innovation. It is a groundbreaking international association focused on the innovative creation of cutting-edge forms of training for leaders of progress.
 

EduNext - international educational association containing these components: Innompirsity, ChEduFuntion, EduTech, Innompiology.

 


Innompirsity (Innompic University) – a virtual-real international university without borders, preparing Promethean innovators (Innotheans), leaders of exponential growth and harmonious progress, creators of breakthrough innovations
and trends.

ChEduFuntion – an innovative form of accelerated business training: game techniques (InnoBall, Innompic Games), accelerating and fun teaching of innovative overcoming creative challenges and the art of creating innovations A-Z/360. Tools also include such KoRe thinking innovations as 10 KoRe Innovative Thinking Tools (10KITT), educational InnoBall tests, and RIEL (Rapid, Inspirational, Entertaining Learning video-courses).

Newdutech – a business incubator of new educational know-how and technologies.

Innompiology – the practtical science of creating mega-breakthroughs
 

 

Newdutek - business incubation of educational innovations and tools

 

 

EduNext is an international association whose members collaboratively develop groundbreaking, practical methods for training innovators, leveraging the competitive advantages, ingenuity, and entrepreneurial spirit of each participant.



Newdutek is a business incubator where groundbreaking solutions, innovations, and startups – including those driven by virtual international teams—are conceived, created, and nurtured.



The multiplication sign between EduNext and Newdutek symbolizes the amplification of their effectiveness resulting from synergistic integration. Together, EduNext and Newdutek foster both accelerated innovation and the rapid, systemic strengthening of international cooperation in this field.



The "International Startup as a Thesis" program, implemented at partner universities, enables students to form virtual international startup teams and ensures a seamless transition from university education to international innovation and entrepreneurial activities.
 

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Business-Game-style Exam (BGsE)

 

Groundbreaking Education Innovation: Exam in the Form of a Business Game

*** Prompt ***
A Breakthrough Innovation in Business Education For the first time in human history, the exam was conducted in the form of a business game, during which students not only demonstrated their knowledge but also their ability to apply it in innovative ways. The creative challenge posed by the examiners was: Invent and create a business design for innovative forms of business cooperation with Asian countries.

*** Intro ***

How Students Amazed Their Teachers

Date of the first business game exam: June 6, 2026
Pioneer University: Foreign Trade Academy
Breakthrough Innovation Leaders: Vadim Kotelnikov and Elena Rogatnyh
For the first time in human history, the exam was conducted in the form of a business game, during which students not only demonstrated their knowledge but also their ability to apply it innovatively in practice.
The creative challenge posed by the examiners to the Sinology students was: Invent and create a business design for innovative forms of business cooperation with seven Asian countries: Vietnam, India, Indonesia, Singapore, Thailand, South Korea, and Japan.
70 first-year students were divided into seven groups and... amazed not only the faculty but also experienced international business professionals with their brilliantly presented innovative solutions, their ability to ask challenging questions about the essence of a business problem, and their ability to answer them effectively and promptly. The simulation of real business challenges, like a magical kiss from a sleeping beauty, awakened the "sleeping geniuses" within the students and helped them unleash their full talents.
A Simple Solution to Three Big Problems of Classical University Education
The three big problems of classical global university business education have long been well-known:


Students are given a lot of theory but very little practice, resulting in them graduating as strong theorists but weak practitioners.
In today's rapidly changing global economy, driven by continuous innovation, theoretical business knowledge quickly becomes outdated, leaving graduates stranded in a reality for which they were not prepared.
Students are taught to be managers operating within the existing "red ocean" of monotonous practices, not breakthrough innovators who break outdated rules, create new "blue oceans" in the global market, and move the world forward by changing the rules of the game to which everyone else has to hastily and clumsily adapt.

A simple solution to these three major problems is based on a partial paradigm shift in classical business education: we need to train not so much strong theorists for yesterday's realities, but flexible and enterprising innovative leaders capable of both quickly adapting to rapidly changing realities and proactively creating new realities, "skimming the cream" of the new market niches they create.

Simulation business games like InnoBall offer a simple solution that helps effectively and quickly address all three major problems of traditional business education.

From theory to practice – in a team and creative way!

In business education, team-based gamification replaces traditional lectures and exams with engaging, competitive business games that simulate realistic situations typical of a rapidly changing, turbulent, and competitive business environment. Students work in teams, managing simulated projects or companies, addressing real-world business challenges such as new product development, rapid growth strategy design, market penetration, and customer engagement, while competing against other teams for awards for the best solutions.

*** ARTICLE ***

A Breakthrough Innovation in Business Education
The benefits of gamified learning are well known. Research shows that in corporations, gamified learning increases employee engagement by over 60% and material retention by over 40%. However, gamified learning has been relatively under-implemented in university education to date. And then...

For the first time in the history of university education, an academic exam was transformed into a real‑time business game — a dynamic challenge in which students demonstrated not only what they knew, but what they could create with it, innovatively and systematically. Knowledge alone was no longer enough. What mattered was the ability to apply theory in innovative, entrepreneurial, and culturally intelligent ways.

The examiners presented a creative challenge worthy of the moment:

Invent and design a breakthrough business model for innovative forms of cooperation with Asian countries.

This was not a test of memorization. It was a test of imagination, strategic thinking, cross‑cultural empathy, and entrepreneurial agility. Students had to think like innovators, negotiate like diplomats, and act like startup founders navigating a complex global landscape.

Instead of answering questions, students designed solutions.
Instead of repeating theories, students built business designs.
Instead of competing for grades, students competed for impact.

Instead of answering questions, students developed solutions and presented them, while the student audience learned both innovative approaches from their fellow developers and the art of asking business questions (which is typically not taught at universities, despite being a crucial skill for innovators).
Instead of repeating theories, they created business projects based on their acquired knowledge, expanding this knowledge through the process of innovative creation.
Instead of striving for a desired grade, the examinees sought to create maximum value for the imaginary participants of their conceptual projects.
This exam marked the birth of a new educational format — one where learning becomes a meta‑game of innovation, and students become creators of the future, not consumers of the past.

7 Benefits of an Exam in the Form of a Business Game
Summary
A business‑game exam transforms assessment from a passive test of memory into an active arena of creativity, collaboration, and entrepreneurial performance.

Instead of demonstrating their knowledge, students demonstrate their ability to apply it in practice. They design projects, create business designs, simulate the innovation process, present their solutions, and answer challenging questions from the audience - all under real-time pressure that mirrors the dynamics of modern business. This format elevates learning from theory to practice, from individual recall to team-based value creation, and from stress to playful mastery.

1. Challenge‑Based Learning
A business‑game exam begins with a creative challenge rather than a list of questions. Students must acquire the knowledge necessary to develop a solution, conduct a SWOT analysis, select the most promising direction, devise a comprehensive solution and a business design for its implementation in practice. This approach activates curiosity, strategic thinking, and intrinsic motivation. Instead of “studying for the test,” students engage with the challenge, explore possibilities, and learn through action.

2. Meta‑Game of Innovation
Innovation, being a journey into the unknown, typically does not develop according to a business plan or roadmap - it is usually a jazz-like improvisation within a given structure, an interplay of ideas, constraints, opportunities, trials, errors, and breakthroughs. A business‑game exam mirrors this reality. Students navigate ambiguity, improvise, adapt, and iterate. They learn to treat innovation as a meta‑game: a structured yet flexible process where creativity, insight, and strategic foresight combine to produce systemic breakthrough solutions.

3. Implementation‑Oriented Business Creativity
Ideas alone are not enough. An exam in the form of a business simulation game requires students to design implementable solutions. They must consider the full range of diverse aspects of the business, including customer value, competitiveness, feasibility, risk, flexibility, and dynamic relationships with all stakeholders. This shifts creativity from abstract ideation to entrepreneurial creativity — the kind that builds bridges between vision, business strategies and their execution.

4. Business‑Design Thinking
Students learn to think like business designers:

mapping stakeholders,

identifying value flows,

crafting cooperation models,

and shaping win‑win strategies.

This design‑thinking mindset helps them create business architectures that are innovative, coherent, harmonious, and strategically aligned with real-world needs.

5. Inventive Teamwork
The business-game-style exam transforms teams into engines of creativity and innovation. Students collaborate on inventing, brainstorming, discussing ideas, modeling their implementation, and refining the overall business design of the solution as they go. They learn to combine diverse perspectives, distribute roles, and co‑create solutions. This builds collaboration skills that traditional exams cannot measure — and modern employers desperately need.

6. Team‑Based Presentation Skills
Student teams must present their complex business solutions in a clear, concise, compelling, and professional manner. This is a team performance. Students learn to make impressive business presentations and effectively answer challenging questions from the audience, including "What if...?" questions. This develops teamwork skills, communication skills, and the ability to quickly and effectively respond to challenges, essential for business leaders, entrepreneurs, salespeople, and negotiators.

7. Fun
Yes — fun matters. A business‑game exam replaces anxiety with engagement, fear with curiosity, and pressure with playful competition. When students enjoy the process, they learn faster, remember more, and perform better. Fun is not a distraction; it is a catalyst for deep learning.

Three Takeaway KoRe Proverbs
“A game reveals the truth of your skills faster than a test of your memory.”

“When students design value, they learn what no textbook can teach.”

“Turn exams into games, and learners become innovators.”




*** GLOSSARY ***

Business Meta-Game is a strategic, overarching system of business design, decision-making and long-term planning that transcends day-to-day operations. It involves leveraging highersight, foresight, patterns, platform algorithms, market trends, feedback loops, and systemic thinking to gain competitive advantage - such as mastering strategic innovation, customer acquisition funnels, scaling models, or building ecosystems. It means playing the game of business with a focus on evolving strategies rather than just executing tasks. It is a higher-level perspective, where strategic achievement comes from understanding not just what to do now, but how business systems evolve and interact across time.


Implementation-oriented business creativity focuses on transforming innovative ideas into practical, actionable solutions that deliver tangible business value. Unlike abstract ideation, it emphasizes execution, adaptability, and alignment with organizational goals. Success hinges on integrating creative thinking with structured processes, resource management, and a culture that supports risk-taking and iterative improvement. This approach bridges the gap between imagination and impact, ensuring that creative initiatives lead to sustainable growth and competitive advantage.

Inventive Teamwork combines creativity, collaboration, and structured learning to drive innovation. It emphasizes building strong relationships, sharing ideas effectively, and developing skills in product knowledge, sales, service standards, and leadership—key components seen in corporate universities like Inventive. This approach enhances project outcomes by fostering high-quality teamwork in innovative environments, where trust and continuous development. Measuring teamwork quality helps identify its impact on project success, make investment decisions, and reinforce the need for intentional collaboration.

Managing the "bigger picture" mens continuously zooming out from daily tasks to align actions with macro-level objectives and overarching goals, ultimately enabling strategic alignment. macro-innovation and proactive decision-making across initiatives.

Team-based gamification in business education enhances engagement, collaboration, and skill retention by turning learning into interactive, competitive, and cooperative experiences. Research shows it can increase employee engagement by up to 60% and improve knowledge retention by 40%. By simulating real-world business challenges through games, students develop critical thinking, decision-making, and teamwork skills in a low-risk environment. This approach is particularly effective in higher education and corporate training, where active participation drives deeper learning and long-term application.

Effective team-based presentation skills rely on clear roles, a unified narrative, and strong collaboration. Assigning a team captain, defining individual responsibilities, and aligning on goals ensure cohesion. A well-structured story with smooth transitions enhances audience engagement. Prepare for Q&A collectively to maintain consistency. Choose teammates with compatible work styles and commitment levels to foster productivity. Practice together to refine timing and delivery. Success hinges on preparation, communication, and mutual accountability.

Team‑Based Presentation Skills (KoRe‑Style Definition)
A team that presents as one mind speaks with many voices but a single rhythm.

Team‑Based Presentation Skills – the collective ability to transform multiple speakers into one coherent narrative flow. It is the discipline of replacing isolated mini‑lectures with a shared storyline shaped, carried, and protected by the whole team.

Core elements:

Unified Visual Language – choosing and sustaining one aesthetic so every slide feels like part of the same mind.

Seamless Speaker Transitions – crafting handoffs that feel like passing a living idea, not a microphone.

Mutual Q&A Support – teammates reinforcing one another with clarifications, expansions, and strategic silence.

Active Off‑Mic Presence – maintaining engagement, attention, and energy even when not speaking, signaling that the team is always "on" together.




*** Glossary ***

The startup "Valley of Death" (or death valley curve) is the critical early phase when a new company has spent its initial money but does not yet make enough sales to pay for itself.

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A "startup as a diploma" program allows students to submit a real business venture or commercial product as their final graduation thesis or capstone project instead of a traditional academic paper.

How It Works
Real-World Focus: Students build an actual business, prototype, or digital product rather than writing theoretical research. [1, 2]
Milestones: Deliverables typically include a verified business plan, customer discovery metrics, financial projections, and a functional MVP (Minimum Viable Product).
Pitch Defense: The final defense replaces an academic panel with a "Dragon's Den" or investor-style pitch in front of industry mentors and experts. [1, 2]
Benefits & Challenges
Dual Progress: You advance your career and business while simultaneously fulfilling university graduation requirements. [1]
Mentorship: Many institutions tie these programs into university incubators, providing access to legal, technical, and financial advisors. [1, 2]
Mixed Opinions: While some entrepreneurs on platforms like Reddit argue that traditional academic structures slow down fast-moving ventures, structured capstones help student founders maintain accountability and public portfolios.


The "Startup as a Diploma" model (where students present a fully functioning startup or business project as their final thesis instead of a traditional theoretical paper) has been officially adopted and driven by government-backed national initiatives primarily in two countries:

Russia: Launched at universities like FEFU in 2017, this initiative was integrated into the national "Digital Economy" program and the Ministry of Science and Higher Education's "Priority 2030" program. It has scaled across hundreds of Russian universities.

Australia: In 2023, the Australian Government officially backed a national initiative called "Startup Year." Supported by federal STARTUP-HELP loans, this enables students or recent graduates to enroll in a dedicated Graduate Diploma program (like the one offered at Swinburne University) where the entire year is spent building and receiving mentorship for their startup.

Regional Adoption & Pilot Programs Beyond those two countries, other nations in Central Asia are beginning to adopt this exact framework from Russia's educational ecosystem:

Kyrgyzstan: In 2025, the Kyrgyz-Russian Slavic University (KRSU) officially began adopting these best practices into its own curriculum.