Gaming 4 Growth: Using Game-Based Learning to Drive Youth Opportunity

Our youth-centred initiative uses video games to bridge the gap between disengaged youth and the digital economy. Developed and implemented in partnership with NASEF SA.

why this Matters?

It addresses an urgent challenge:

The growing disconnect between young people and traditional education or work-readiness pathways.

Tiered Curriculum

Starting with Esports 101, progressing through digital literacy, coaching, team management, and culminating in entrepreneurship and career pathway mapping.

Edtech Tools

Game-based learning tools like CodeCombat and GameClass, assist with problem-solving, and collaboration in a gamified, culturally relevant context.

Career Pathways

Our clubs serve as learning labs for roles such as streamers, content creators, analysts, and event organizers, mirroring real-world gaming careers.

Start your game-based learning journey today.

A research proven pathway

To skills, jobs, and futures that young people in South Africa urgently deserve

G4G Crop

Level-Up with our growing library of courses

Free courses*

  • Teacher Guides for upskilling educators.
  • Esports Coaching content for potential coaches.
  • Subject specific courses to assist with plugging STEAM-based gaps.
  • Career Content on the growing video game related careers.
  • General Insight Content about fascinating aspects of the video game industry.

What people are saying

  • That games are not just for playing, it’s also for learning.
    Tiisetso
    Grade 10 Learner
  • They made sure that we understand what gaming can provide for us and that gaming can be a career!
    Wandile
    Grade 11 Learner
  • How to teach using esports and video games, this has opened my mind about teaching I didn’t think that esport games will be so useful to our learners.
    Nkululeko
    Educator
  • I loved learning about how I can use games to enhance effective and interesting learning.
    Xolani
    Educator

Supporting Digital Skills Development.

Game-based curricula / courses for use in primary and high schools, as well as for use in out-of-school / after-school programs.

Common Questions

The Club Model captures students where they are – playing video games / Esports.

With a growing, research-backed curriculum and a Club Model for extra curricular activities, we are bridging education gaps, attracting students to STE(A)M and potential workforce sectors.

Within the Club Model, learners get exposed to a variety of roles found within the Esports / video game industry. This early exposure can empower learners to develop new skills and improve current skills to better prepare themselves for the future workforce.

As a player, learners can get an opportunity at a professional career, whether it be at the scholastic, semi-pro, or professional level. In high school alone, learners can develop five years of experience in various roles to help support them – very different to traditional sports like rugby, soccer, or netball

Get your school or community set-up today.

Get in touch and we will come through to your school.