Innovation

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  1. The Internet of Things SI2-109-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. Machine Learning SI2-108-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
  5. Standtech Goes Public AJ-MCMI-114-I-M

    Standtech, S.L. is a technology company that decides to go public in Spain (Bolsas Españolas) and The Netherlands (Euronext Amsterdam) after a share capital increase. Each team of students works as a law firm that advises Standtech in the process of becoming a listed company. The multimedia case is a “journey” through the milestones of such process: (i) transformation of a limited company into an autonomous society; (ii) share registration in book-entry form; (iii) modification of the articles of association; (iv) prospectus approval; (v) attainment of sufficient share distribution.

    Academic Area:
    Others | Law
  6. 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
  7. Innovación disruptiva en BBVA SI1-147-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
  8. 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
  9. Una App que no podrás rechazar SI1-153-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
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