Innovation

Set Ascending Direction
View as
Grid
List
Showing 1 - 9 of 17 result(s)
Page
  1. The Internet of Things AH1-004-I-M

    This multimedia project aims to provide the student with an overview of the Internet of Things (IoT) so they can develop the ability to think critically and strategically about the opportunities and challenges that have emerge through the Internet of Things in our current digital era.

    The student will be able to develop the knowledge base for IoT in order to understand courses related to emerging technologies, digital transformation and impact of technology in different corporate departments and industries.

    The student is immersed in an interactive environment with 9 different sections, varying from virtual rooms of futuristic house to a Smart City and factory.They will always be guided and accompanied by Maria, the protagonist of our interactive case. The character of Maria contextualizes the learnings of the students and puts them into an entertaining and exciting story in the form of animations. This keeps the student engaged as well as teaching them in a learning-by-doing approach.

    This tutorial will cover the definition of the Internet of Things and the importance in today’s world; how it is changing every industry (health, manufacturing, urban planning etc.);  IoT partnerships and the IoT ecosystem necessary to make it reality, are some of the topics that will be covered. We will also examine how certain challenges such as privacy, cybersecurity, cultural, social or interoperability affect the way Internet of Things functions in today’s world.

    Animations, videos, pop-ups and other interactive features make the student´s journey an entertaining and practical experience in order to develop a full understanding of the Internet of Things in a multimedia format program with an approximate duration of 60 minutes. 

    Academic Area:
    Digital Technologies & Data Science
  2. Goiko Grill GE1-148-I-M

     The multimedia case study will tell the story of Goiko Grill; a casual dining restaurant in Spain, with roots from Venezuela. It looks at its exponential rise over a five year period and how keeping strong to a core culture has proved vital in its success.

    The story is told through exclusive interviews with Andoni Goicoechea, the owner and founder, and his journey over the last five years. We also speak to his staff on their experiences during this rapid growth – some moving from waiter to senior leadership in this short period of time.

    There will be separate sections, which will progress chronologically: Starting the company; Scaling and whether to franchise; To sell or not; International/future expansion.

    Academic Area:
    Economic Environment & Public Affairs | Strategy | Entrepreneurship | Innovation
  3. Machine Learning SI2-108-I-M

    This multimedia is in a template form with the goal of giving students a background on machine learning, its types, and examples of what it’s used for. It is a simple and straight-forward material that involves text, video, GIF and interactive tools (quizzes, etc.)

    The breakdown of sections is as follows:

    1) Home

    2) What is Machine Learning

    3) Why Now?

    4) Infrastructure Needed

    5) Types of Machine Learning

    6) Test Your ML IQ

    The tutorial is meant for students to do before they come into class, to give them a taste of the area of machine learning, without going too much in-depth (that will be the professor’s role).

    Academic Area:
    Strategy | Entrepreneurship | Digital Technologies & Data Science | Innovation
  4. Innovation Island DE1-223-I-M

    Innovation Island is an out-of-the-box interactive simulation created to facilitate a practical in-class learning journey for instructors focusing on various strategic and leadership themes, such as leadership intelligence, collaborative innovation, design thinking and scenario planning.

    After a plane crash, learners are stranded on a deserted island together with limited resources and an abundance of dangers. Using lessons from the professor himself, survivors must work in groups to develop a prototype that will assist them in confronting at least one particular uncertainty that jeopardizes their survival on this unforgiving island.

    This multimedia is unique in that it gives instructors the freedom to focus their session on the themes they choose (e.g. soft skills and leadership intelligence).

    The activity is also heavily based on collaboration and teamwork, encouraging learners to spend the majority of their time putting into practice the takeaways provided by the instructors in their class in a highly constructive way. Also, being put in a fictitious situation not typically used in higher-education/continuing-education settings, participants are 1) all able to connect and collaborate on a goal, regardless of their professional backgrounds, and 2) forced to think outside the box critically.

    This simulation can be used effectively in MBA, MIB and M.Sc.; Global or Executive programs at any level, particularly in courses focusing on: innovation,  leadership, strategy, strategy execution, complexity management and/or team dynamics

    Academic Area:
    Strategy | Innovation
  5. An app you can't refuse SI1-153-I-M

    This multimedia case describes the situation of BigBangBox, a startup that creates edutainment apps. It shows the strategy followed by them in the launch of previous products. It also offers the necessary information about the markets of apps, to understand the importance of selecting the right strategy, with the business model and the promotion as keys to success.

    After analyzing the new app, Mafia Business School, the student can decide the strategy for its launch. The student will have the opportunity of selecting an adequate business model and levels of promotion through the use of a simulator.

    The case includes the participation of the founders, who tell the story of BigBangBox as a startup and confront the students with the dilemma of the launch of Mafia Business School. It is narrated through a comic, also known as a graphic story. It has a modern and functional design, including resources provided by the company to make the case more entertaining and fun.

    The case study is mainly geared towards MBA and Master in International Management students. It can work in courses like Information Systems and IT & Innovation but also in Marketing and Strategy to show specific cases having to do with the world of apps, games and mobile devices. It can also be useful for students who are taking electives that have to do with digital marketing, mobile, digital business models, digital products or something similar as well as professionals in information systems and technology, marketing and digital communication programs.

    Academic Area:
    Strategy | Entrepreneurship | Digital Technologies & Data Science
  6. Disruptive Innovation at BBVA SI1-147-I-M

    What happens when a multinational from another sector launches an innovative service which competes directly with your offerings? This material explains how BBVA reacted to the disruption of its micro-payment business caused by the entrance of large multinationals from outside the banking industry.

    The rapid acceptance of technologies by consumers offers an opportunity to meet a growing demand for new services. Many companies attracted by these business opportunities are placing greater importance on innovation pushing it to the forefront of their structure.

    Most commonly it is companies within the same sector that compete amongst one another to launch new services however sometimes the disruptive came from another sector which launches an innovative service which competes directly with your offerings. 

    This case has been designed for use in undergraduate, graduate (MBA programs and Masters in Management programs), Executive MBA, and executive education programs, and in courses such as Information Systems and Technology, Technology and Information Management, Digital Transformation, and Digital Innovation.

    Academic Area:
    Digital Technologies & Data Science | Innovation
  7. [Russian Version] Disruptive Innovation at BBVA SI1-147-R-M

    [Russian Version] 

    What happens when a multinational from another sector launches an innovative service which competes directly with your offerings? This material explains how BBVA reacted to the disruption of its micro-payment business caused by the entrance of large multinationals from outside the banking industry.

    The rapid acceptance of technologies by consumers offers an opportunity to meet a growing demand for new services. Many companies attracted by these business opportunities are placing greater importance on innovation pushing it to the forefront of their structure.

    Most commonly it is companies within the same sector that compete amongst one another to launch new services however sometimes the disruptive came from another sector which launches an innovative service which competes directly with your offerings. 

    This case has been designed for use in undergraduate, graduate (MBA programs and Masters in Management programs), Executive MBA, and executive education programs, and in courses such as Information Systems and Technology, Technology and Information Management, Digital Transformation, and Digital Innovation.

    Academic Area:
    Digital Technologies & Data Science | Innovation
  8. Digital Transformation in Vocento SI1-146-I-M

    The trend of people reading on paper is decreasing whilst the trend for reading online is increasing. This multimedia case explains how Vocento reacted to the shift of consumers from traditional media to online media and the significant reduction in income that this initially brought about. It discusses how the company was able to solve this issue by analysing data from its users in order to better understand their habits. With this information Vocento was able to make business decisions that have positioned the company as a leader in the field of online communication. The multimedia case separates the analysis of this experience into five stages from the initial detection of the problem through to finding a solution and measuring the impact on the business.

    This case has been designed to be used in undergraduate, graduate (MBA programs and Master in Management programs), Executive MBA and executive education, in courses such as Information Systems and Technology, Technology and Information Management, Digital Transformation, and Digital Innovation.

    Academic Area:
    Digital Technologies & Data Science | Innovation
  9. Big Data SI2-107-I-M

    This tutorial is aimed at introducing students to the main concepts of Big Data. The material includes videos interactive exercises supplementary material and elements of gamification. Students will learn about the origins of the Big Data concept its definition and characteristics the technologies used and when Big Data is suitable for business.

    In addition students will have a chance at putting into practice their knowledge and to consider the latest trends surrounding this technology. All of this intertwined with elements that will keep students entertained throughout their learning. For example badges can be won along the way recognizing the knowledge acquired while helping to increase engagement with content.

    This material can be used in undergraduate and graduate programs (especially MBA and other management programs) as well as in executive education courses where topics such as technology management and digital business are incorporated.

    Academic Area:
    Digital Technologies & Data Science
Set Ascending Direction
View as
Grid
List
Showing 1 - 9 of 17 result(s)
Page
Document type
Document format
Language