Simulation Game: Crowd Innovation
Planspiel: Crowd Innovation
6 LPunregelmäßigEN
Voraussetzungen
Empfohlen, im Wortlaut
Basic knowledge in innovation or entrepreneurship, or the willingness to aquire such knowledge.
Inhalte
• Introduction to open innovation, crowdsourcing, crowdfunding, and crowd innovation challenges in entrepreneurial contexts • Collaboration with Fraunhofer ISI and introduction to the Fraunhofer Crowd Innovation Platform, www.crowdinnovation.net, as a real practice environment • Simulation game approach: group-based experiential learning through the development, implementation, evaluation, and reflection of a real innovation challenge • Crowd-based instruments for involving external stakeholders, users, and contributors in start-up and innovation processes • Development of students’ own innovation challenges, including challenge question, objectives, target groups, campaign framing, communication measures, and evaluation criteria • Practical preparation of campaign materials, activation strategies, and platform content for reaching and engaging the crowd • Implementation of the innovation challenges on the Fraunhofer Crowd Innovation Platform, including platform activity, idea generation, comments, feedback, and interaction with contributors • Monitoring, documentation, and evaluation of crowd contributions, platform activity, and campaign results • Reflection on the practical effectiveness of the innovation challenge, including target group accessibility, quality of ideas, achievement of objectives, limitations, and key learnings from the simulation game • Interim and final presentation of project progress, campaign implementation, results, and reflective insights from the practical simulation game
Lernziele
At the end of the module, students are able to explain key concepts of open innovation, crowdsourcing, crowdfunding, and crowd innovation challenges; assess the suitability of crowd-based instruments for entrepreneurial innovation problems; design and implement an innovation challenge in a team using a digital crowd innovation platform; collect, structure, and evaluate crowd-generated ideas and feedback; critically reflect on the effectiveness, limitations, and practical implications of their challenge; and present their project results in a structured, evidence-based, and reflective manner.
Prüfungsleistung
• Active participationin (in seminars and on the crowd innovation platform (1x ideas, 2 x comments, 1 x feedback; 20% in total) • Mid-term presentation, 10 min+ ca. 10 min Diskussion (40%) • Final presentation, 30 min + ca. 30 min Diskussion (40%)
Literatur (5)
- Cricelli, L., Grimaldi, M., & Vermicelli, S. (2022). Crowdsourcing and open innovation: A systematic literature review, an integrated framework and a research agenda. Review of Managerial Science, 16, 1269–1310. https://doi.org/10.1007/s11846-021-00482-9
- Diener, K., Piller, F., & Pollok, P. (2024). Intermediaries and platforms for open innovation. In H. Chesbrough, A. Radziwon, W. Vanhaverbeke, & J. West (Eds.), The Oxford Handbook of Open Innovation (pp. 371–386). Oxford University Press. https://doi.org/10.1093/oxfordhb/9780192899798.013.22
- Karachiwalla, R., & Pinkow, F. (2021). Understanding crowdsourcing projects: A review on the key design elements of a crowdsourcing initiative. Creativity and Innovation Management, 30(3), 563–584. https://doi.org/10.1111/caim.12454
- Leckel, A., Randhawa, K., & Piller, F. T. (2025). Interaction design for open innovation platforms: A social exchange perspective. Journal of Product Innovation Management, 42(4), 641–678. https://doi.org/10.1111/jpim.12787
- Osterwalder, A., & Pigneur, Y. (2010). Business model generation: A handbook for visionaries, game changers, and challengers. John Wiley & Sons.
Bemerkungen
When registering for the module, please also complete the following survey to apply for participation: https://www.b-tu.de/umfragen/index.php/574458?lang=en
Quelle: Modulbeschreibung der BTU · abgerufen 29.09.2026Original