Published On: 12/05/2022Categories: Financial Education

Project, different areas, elements and resources

Undoubtedly, on many occasions, teachers have thought about what the Classroom of the future could be like, for that reason for this occasion I have devised a model that occurred to me thinking about how to give dynamism to my online classes and that could be interesting for students and teachers.

I have started by making it visible through a face-to-face model but I am already thinking that it can also be applied to the online modality.

I share it here on my reflection and consultation website .

This project is intended for training institutions and companies, and as I mentioned, it can be done both in person and can be adapted to online training.

Design thought for:

  • Secondary school students as initiation/motivation for future entrepreneurs
  • Students of Higher Education in the area of Economics and Finance


This project revolves around a gamified process (Game-Based Learning) through which students will solve challenges with which they will get a bonus that will be reflected in a ranking.

Essential in this project

Division into activity zones, which are intended to favor and stimulate teaching and learning processes .

The Classroom that I propose in this challenge includes digital whiteboards, furniture with connection facilities, materials to facilitate research, interactive tables and a leisure corner.

interactive IMAGE

to access click on the image


Basic and fundamental: we are facing a challenge of today’s reality, marked by real guidelines that are those proposed by the company as a dynamic entity and that requires knowledge not only based on theory but also on experience.

An entrepreneur needs something more than teachers with theoretical knowledge about the company and in this Classroom for the Future project you will find it.

Multidisciplinary teams made up of teachers from various educational centers will be created where students and teachers will validate a new knowledge acquisition model.


– Reflect on the way in which new technologies can support the learning process.
– That students design content to “teach” others.
– Also work with various methodologies such as Collaborative Learning or Project-Based Learning.
– Assume that we can work with a fully digitized process in face-to-face mode or online mode (Classrooms and virtual spaces).


It is a space for experimentation to improve the learning processes of students.


This project is not just a physical space, the furniture or the technology used.


The evaluation is enriching because it is not limited to a single instrument.

As it is a gamified process, as the student overcomes the different challenges, they will earn badges.

Dynamics of this project

The dynamics of this project consists of creating content with resources and web tools supported by New Technologies , such as timelines, making presentations of topics, creating video tutorials, etc…

The students will complete by content modules the various topics that they will have previously chosen for their development.

These modules will have a duration of 15 days, during which the use of the different Classrooms designed for this project will be carried out.

The responsibility falls on the teaching team, which must change the concept of a traditional classroom and adapt planning based on the use of innovative methodologies.


Be part of a single space with different areas.

I propose to divide the classroom into 4 different but connected diaphanous spaces.


This space has a U-shaped distribution of tables, taking the teacher’s table as a reference.

It is a space to propose ideas and also where you can present those same ideas. It is about sharing creativity and proposing lines of action. The teacher is open to modifications by the students.

Brainstorming, mental maps, virtual whiteboards, walls and digital boards are used.

An organization space designed for debates, maximum 20 students in both face-to-face and online mode through the Virtual Classroom.

Necessary material in the Presentation and Creativity area

Training tables and teacher’s table must be adaptable and reusable, thus following a circular economy model.

Reusable Detachable Conference Chairs

Informatic team

Digital board

Digital platform (Virtual Classroom)

media materials

SPACE 2: Coworking space

This space is conducive to:

Share materials, tools, concerns and resources.

The students in this space have a mentoring area in which entrepreneurs are present who contribute their experience with the real and own difficulties of a company as well as former entrepreneurs who contribute the lesson already learned in the face of a failure in the past and how they have acted in the face of him and how they have applied what they have learned in the future.

Also in this space, agreements are reached with other work groups through scheduled meetings, in person in the Classroom or through the Virtual Classroom.

Necessary material in the coworking area

Training tables and tables for teachers/speakers must be adaptable and reusable, thus following a circular economy model.

Reusable Detachable Conference Chairs

Informatic team

Digital board

Digital platform (Virtual Classroom)

media materials

SPACE 3: Space for research, production and audiovisual dissemination

A space to create and shape content.

Within the area there is a place for audiovisual creation (recording videos, tutorials, etc…)

Tasks performed in this area

  • Search for information, webgraphy and bibliography, that task that is so important in any research process and that is also carried out in this project.
  • Prominence of collaborative tools such as Drive, Dropbox and others.
  • Content creation. It is carried out with the management of a blog, which acts as a digital notebook.
  • Evidence of the work carried out is obtained through the digital portfolio.

Necessary material in the area of research, creativity and audiovisual dissemination

Specific library in connection with the library of the center.

Training and teacher tables must be adaptable and reusable, thus following a circular economy model.

Reusable Detachable Conference Chairs

Informatic team

Digital board

Digital platform (Virtual Classroom)

Multimedia production materials.

SPACE 4: Space for disconnection-Break Time

A space dedicated to a very important aspect: moments of relaxation and disconnection, in order to return to work with renewed energy.

Necessary material in the area of research, creativity and audiovisual dissemination

Adaptable and reusable tables thus following a circular economy model.

Adaptable and reusable rest chairs

playful material

Relaxed environment open to the outside (exterior doors and/or windows)

Digital platform (Virtual Classroom-relaxation mode)


This project has great advantages:

-The student’s activity is carried out in specific spaces depending on the activity that is carried out.

-The organization is previously proposed by the students themselves.

-The approach focuses on learning outcomes.

-Soft skills are worked on.

-there is a real connection between business (the world of work) and university (the theoretical world).


I am aware that there are drawbacks to this learning process, including:

  • There is still a lack of knowledge of gamification as an activity in the classroom.
  • The student leaves his comfort zone in the classroom
  • Constant updating of computer equipment.


This Classroom model thinking about the future offers us greater participation on the part of the students as well as a greater rapprochement between the University and the labor-business reality. The empowerment of all fighting together for the same goal, and taking into account the possibilities that technology offers us, blockchain being a good example of them. New technologies offer us transparency and confidence that the result can only be good for both: University and Company.

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