Coaching-led learning
Guided questions, encouragement and feedback help students develop their own ideas.
Educators support independent thinking rather than simply providing ready-made solutions.

Innovation, Leadership & Entrepreneurship
Discover opportunities. Create value. Think like an entrepreneur. Explore how ideas become useful, sustainable ventures.
Program description
Entrepreneurship introduces students to the mindset and practical processes involved in identifying opportunities and developing ideas that create value for others.
Students explore how entrepreneurs recognise needs, understand customers, develop solutions and make decisions about limited resources.
Through practical activities, collaborative challenges and guided venture simulations, students investigate the relationship between problems, products, services and the people who may benefit from them.
The program introduces foundational concepts such as value propositions, customer discovery, business models, costs, pricing, sustainability and responsible business practices.
Students learn that entrepreneurship involves more than making money. They explore how organisations and ventures can create social, educational, environmental or economic value.
Through coaching, experimentation and reflection, students practise developing ideas and evaluating their assumptions.
They consider what makes an idea useful, whether people would want it and what resources may be needed to deliver it.
The program concludes with students developing and presenting an age-appropriate venture concept. Students are not required to establish an actual business or undertake commercial transactions.
What students will learn
The Forge difference
From curiosity to contribution—students develop ideas through guided inquiry, practical projects, feedback and reflection.
Guided questions, encouragement and feedback help students develop their own ideas.
Educators support independent thinking rather than simply providing ready-made solutions.
Students investigate meaningful challenges and explore practical ways to address them.
Learning connects to everyday experiences, communities and potential user needs.
Students generate ideas, experiment with solutions and learn through iteration.
Unsuccessful experiments can become useful sources of feedback and learning.
Collaborative challenges create opportunities to practise communication, initiative and responsibility.
Students may contribute through different strengths, personalities and roles.
Learning challenges are matched to students' age, interests and experience.
Younger learners may use guided activities while experienced learners tackle more complex projects.
Students work towards tangible projects that demonstrate their ideas and learning.
Projects may include prototypes, invention models, leadership projects, venture concepts and pitches; commercial outcomes are not promised.
Innovation inquiry cycle
This course-specific inquiry cycle connects curiosity, human-centred observation, creative problem-solving, practical application and reflection. The academy-wide Explore · Build · Apply · Master progression remains authoritative.
Curriculum
Each area is developed through guided explanation, practical work, testing and reflection.
Identifying problems, needs and opportunities.
Understanding customers and potential users.
Developing value propositions and solution ideas.
Exploring basic business models, costs and revenue.
Considering sustainability, ethics and responsible decision-making.
Developing, testing and communicating venture concepts.
Eight-session curriculum
An introductory term sequence. Register your interest to hear when classes open.
Students explore entrepreneurship through age-appropriate examples of products, services and community initiatives.
Students identify everyday problems and consider who experiences them.
Students practise appropriate customer-discovery activities and describe their intended audience.
Students develop a possible solution and explain why it may be useful.
Students explore how a venture might deliver value and what resources or activities it would require.
Students investigate simple cost and pricing concepts and consider economic, social and environmental sustainability.
Students seek appropriate feedback and improve their venture concepts.
Students present their proposed venture and explain what they learned.
Student project
Students develop a simulated venture concept addressing an identified need, such as a school product, digital learning resource, environmentally considerate service, community improvement concept or creative product. They prepare a problem statement, audience, product or service, value proposition, simple business model, illustrative cost and pricing assumptions, responsible practices and a short presentation. Students do not register a business, collect payments or enter binding agreements.
Core skills and outcomes
Your Credential Pathway
This course contributes towards the relevant Academy credential pathway. Students who complete the required learning and demonstrate the assessment standard may become eligible for certification.
Complete the Academy program.
Develop capability through challenges and guided activities.
Complete an applied project or performance.
Complete the relevant practical assessment and/or certification examination.
Earn the relevant Innovate Forge Academy credential when requirements are successfully demonstrated.
Credential opportunity
Assessment
Practical challenge + pitch
Demonstrate
Identify a problem, target user, solution, value and simple model — then explain it.
Next step
Future Founder Credential
Explore Certification PathwayGrowth & Care approach
Coaching can help learners test assumptions and develop their own venture ideas; appropriate mentoring can encourage initiative and responsible decisions; and pastoral care maintains an inclusive, child-safe environment without promising commercial success.
The exact coaching, mentoring and pastoral-care practices included are confirmed for each program. An individually assigned mentor is not promised.
Explore our learning approachResponsible entrepreneurship
These courses develop thinking, communication and project capability. They do not promise profitable ventures, investment, guaranteed leadership outcomes or implemented solutions.
The Forge App
Forge supports opportunity exploration, value propositions, venture-planning resources. Parents can follow progress from the parent portal.
Suggested learning journey
This journey is flexible, not a mandatory prerequisite chain. Students may enter at an appropriate point based on age, interests and experience.
Young Leaders supports teamwork, initiative and responsible leadership across the journey. It is not a mandatory prerequisite.
Explore Young LeadersForge supports opportunity exploration, value propositions, venture-planning resources. Parents can follow progress from the parent portal.
No Entrepreneurship session is currently confirmed. Register your interest for approved dates, locations and delivery details.
View Term 1 2027 catalogueFees, available places and enrolment arrangements have not been approved. Register your interest to receive confirmed information.
Register Your InterestFrequently asked
Years 6–10. The suggested year range is provisional and requires curriculum approval. Beginners welcome. Guidance is matched to learner age and experience. Educators can help families identify an appropriate entry point.
Grouping is confirmed for each approved intake. Educators consider age, interests, previous experience and the complexity of the project.
The program combines guided inquiry, practical challenges, individual or team work, constructive feedback and reflection. Exact activities are adapted to the learner group.
The curriculum may include both individual and collaborative activities. Roles and expectations are adapted to age, strengths and the approved project.
The Young Entrepreneur Challenge: Students develop a simulated venture concept addressing an identified need, such as a school product, digital learning resource, environmentally considerate service, community improvement concept or creative product. They prepare a problem statement, audience, product or service, value proposition, simple business model, illustrative cost and pricing assumptions, responsible practices and a short presentation. Students do not register a business, collect payments or enter binding agreements.
Educators use questions, encouragement, appropriate challenge and constructive feedback to support independent thinking rather than provide ready-made solutions. An individually assigned mentor is not promised.
No equipment requirement is confirmed on this page. Approved materials, tools, device needs and safety arrangements are communicated for each intake before enrolment.
No. Venture work is an educational simulation. Students are not required to register a business, accept payments, make financial commitments or enter binding agreements.
AI is not promised. Any future use requires separate approval and age, privacy, authorship and safeguarding controls.
Public sharing, fundraising, external engagement and identifiable student material require appropriate adult approval, supervision and permission. Student intellectual property and authorship are respected.
No. Students receive opportunities to practise and reflect, but no confidence, leadership, commercial, investment or profitability outcome is guaranteed.
Suggested next steps include Future Founders and Design Thinking. Digital Entrepreneurship and Student Venture Mastery remain enquiry-only possibilities.
No date, time, venue, trainer, capacity or commencement date is confirmed on this page. Register your interest to receive approved details.
Related courses
These are suggested routes, not mandatory prerequisites. Existing experience can support a different entry point.

Innovation, Leadership & Entrepreneurship
Develop a concept, understand its audience and deliver a persuasive pitch.
Years 7–9 for the existing curriculum specification. This guidance requires curriculum approval. Developing entrepreneurial learners. Guidance is matched to learner age and experience.
Explore program
Innovation, Leadership & Entrepreneurship
Build adaptable skills for changing study, work and community contexts.
Years 7–12. This suggested year range is provisional and requires founder approval.
Explore program
Innovation, Leadership & Entrepreneurship
Understand people, define challenges and prototype thoughtful solutions.
Years 3–9. The suggested year range is provisional and requires curriculum approval. Beginners welcome. Guidance is matched to learner age and experience.
Explore program
Communication & Leadership
Plan and deliver clear, engaging presentations.
Years 5–12. Guidance is matched to learner age and experience. Beginner to advanced.
Explore programCurriculum-connected
Entrepreneurship links with economics and business ideas in Humanities — understanding customers, value and simple planning.
Australian Curriculum v9
Victorian Curriculum
International references
These connections show how the program complements school learning. They are not accreditation or endorsement by any curriculum authority, and participation does not replace school assessment. Schools can request a program-level mapping summary.
Developing capability, confidence, character and direction
Coaching, mentoring and future-pathway conversations can help students turn interests into goals, projects and informed next steps.
Forge Discovery Starter Session
Not sure whether this program is the right starting point for your child? Explore our Forge Discovery Starter Session and discover an introductory learning experience relevant to your child's interests.
Tell us what your learner is curious about and we’ll help identify an appropriate next step.