Published on: 2026-08-12
Source: Peter the Great St. Petersburg Polytechnic University –
An important disclaimer is at the bottom of this article.
The VI Open Youth Entrepreneurship Ideas Competition The Blue Ocean Open Polytech Entrepreneurship Competition 2026 was held at the Polytechnic University — a competition for developing projects and startups that create competition-free markets based on the Blue Ocean strategy. The winner was the team “Oreo” with the project “Educational Game ‘Run for 5′”.
The team included fourth-year Management students from IPMEiT: Viktoria Chukurova, Kristina Vize, Kirill Tolstonozhenko, and Anastasia Chernova.
The development is dedicated to gamifying the education of schoolchildren. Its main task is to help children more easily absorb the knowledge gained in lessons. During a gaming session solving various tasks, the student receives a grade. According to team members, this development will help combine the educational process and relaxation for modern children.
The project offers a ready-made solution that can be integrated into the educational process within 12–18 months. According to the developers, the game “Run for 5” can replace traditional homework in some subjects and become an official tool for public and private schools, homeschooling, and additional education.
The implementation of an educational game in the learning process will increase children’s attention retention, speed up assignment checking, reduce student stress, and fill knowledge gaps.
The project is easily scalable to all regions of Russia, as well as CIS countries, thanks to technological integration with federal systems such as “Dnevnik.ru” and “Setevoy Gorod.”
The game “Run for 5” can synchronize with the student’s diary. Limit of attempts: 10 runs per day. Another novelty of the project is that it is a hybrid game genre: a runner (concentration) and a construction simulator (long-term motivation).
In the development process, the team used Blue Ocean tools: the As-Is strategic canvas and the To-Be strategic canvas, the ERRC matrix, the analysis of three tiers of non-customers, and the buyer utility map. The students learned all this during classes with HSE PM associate professors Anastasia Klimina and Anton Shaban. In working on the project, the students used technologies such as the Nano Banano 2 neural network for idea visualization and Veo 3 for creating video sequences.
Of course, there are program analogues, such as educational platforms “Uchi.ru”, “YaClass”, and various quiz games. But they are less interesting and detached from the actual school curriculum.
At the moment, the project is complete, and no further tasks are assigned to the team. However, the developed concept can serve as a basis for subsequent implementation if there is an interested team or client.
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