Value proposition design for digitized gamified social learning : positioning a gamified project management application to potential users
Kangaslampi, Christine (2018)
Kangaslampi, Christine
Tampereen ammattikorkeakoulu
2018
Creative Commons Attribution-NonCommercial-NoDerivs 1.0 Suomi
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2018100915829
https://urn.fi/URN:NBN:fi:amk-2018100915829
Tiivistelmä
In modern institutions of higher education, team assignments are a major contribution to the workload of students. For example, in the degree programmes offered at Tampere University of Applied Sciences, the majority of courses require the completion of several group assignments during the semester as part of a normal curriculum. Therefore it can be assumed that students acquire a large portion of their skills and knowledge through collaborative learning with other students.
Although collaborative learning has many proven benefits, there are many practical is-sues that are usually overlooked that can cause significant stress to students and also impact the results of the collaboration negatively. This study aimed at uncovering both the experienced benefits and disadvantages of collaboration in order to gain clarity on the reality of the very current and relevant topic of peer-to-peer collaborative learning. Qualitative research study in the form of in-depth interviews and a literature review was performed.
In addition, an idea for a digital gamified collaborative learning application was devel-oped as well as a value proposition that could be useful for potential future business development around it. The value proposition was designed around current findings on the states of the areas surrounding gamification in learning and social media. It was also based on the theories of customer value, value propositions, value proposition design and positioning.
Although collaborative learning has many proven benefits, there are many practical is-sues that are usually overlooked that can cause significant stress to students and also impact the results of the collaboration negatively. This study aimed at uncovering both the experienced benefits and disadvantages of collaboration in order to gain clarity on the reality of the very current and relevant topic of peer-to-peer collaborative learning. Qualitative research study in the form of in-depth interviews and a literature review was performed.
In addition, an idea for a digital gamified collaborative learning application was devel-oped as well as a value proposition that could be useful for potential future business development around it. The value proposition was designed around current findings on the states of the areas surrounding gamification in learning and social media. It was also based on the theories of customer value, value propositions, value proposition design and positioning.