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Using the Business Model Canvas
and Gamestorming for Hybrid and
Online Course and Program Design
Christopher S. Rice, Ph.D.
Enterprise Architect
University of Kentucky
EDUCAUSE 2015, Indianapolis, IN
Business
Model
Canvas
Business Model Generation
Value Proposition Design
Designing Online & Hybrid Programs:
Using Business Model & Value Proposition
Canvases?
Value Proposition Canvas
Value Proposition Canvas
Gamestorming
What is Gamestorming?
Building an Online Program:
Use the Canvas as a basis for program design
• Plan a FULL DAY for this
• Dean, Chair, Senior Faculty, Instructional Support Staff should
go over the canvas in a 2-3 hour session before the main
workshop
• Primary workshop is about ratification and expansion of design
• You will want an impartial facilitator to run these workshops
• Workshop Design: Business Model Canvas + Gamestorming
Intro: Improv Comedy
• GOAL: Turn Dr. NO! into Dr. YES!
• Use improv comedy techniques to
get participants into an
additive/generative frame of mind
• Popular Examples:
• Trip to Bangkok
• Greetings
Greetings
Begin with basic greetings, then move on to
other types. Greet someone like:
• A long lost friend
• An ex-lover
• Someone you really hate
• A former one-night stand
• Your mentor
• The person who ran over your cat
• The President of the USA
Welcome to My World
• Gets faculty in a creative mood by having them draw out their
vision of how the program "works" goals, methods, students,
resources.
• Functions as a visual heuristic - easy to see very quickly if
everyone in the room shares the same vision, or if there are
critical differences.
• http://www.gamestorming.com/games-for-opening/welcome-
to-my-world/
Trading Cards (Persona Building)
• Helps you to become more
student-centered by coming up
with fictional students whose
you might serve.
• You want to come up with 5-7 of
these, so dig deep!
• http://gamestorming.com/game
s-for-opening/trading-cards/
Party Invitations
• Create invitations in order to discover the types of relationships
you want to build with these students.
• Ask questions like:
• Who is invited?
• What’s the party theme?
• What refreshments will be served?
• What will we be doing during the party?
• Why is this a “can’t miss” course/program?
• http://gamestorming.com/games-for-design/party-invitations/
An alternative
here is Mind-
Heart-Hand, which
we'll discuss later.
I like Party
Invitations
because it forces
you to think about
marketing as well.
Stakeholder Analysis
• Map the Personas on a
2x2 quadrant: Impact
(hi/lo), resources/design
(hi/lo)
• http://gamestorming.com
/games-for-
design/stakeholder-
analysis/
IMPACT
RESOURCES
Card Sort/Challenge Cards
• You can print these out using a Word or
PowerPoint Template and (colored) Index
Cards.
• I also like Artefact cards.
Card Sort/Challenge Cards
• Participants are provided 3 decks, each suit should be color
coded:
• Value Provided Cards
• Key Activities and Resources
• Channels
• Cards are identified by type on back (and color of card), with
pre-filled cards + blanks
• Participants review the card suits in small groups, filling in
things that have been missed.
How to Play
• Small Groups will be directed to begin playing a Card
Challenge game to better understand how Value is provided by
the course/program through Key Activities, Resources and
Challenges.
• Groups will be directed to play a Values card from their deck,
and then identify Key Activities & Resources and Channels to
deliver those values. The group must also then play a Persona
card (see Trading Cards earlier in the day) to validate their
choice of a Value – Activities – Channel Suit.
How to Play
• Groups will record their play outcomes on a Wall Chart and
report these back out to the facilitator at the end of the activity.
• http://gamestorming.com/core-games/card-sort/
• http://gamestorming.com/games-for-design/challenge-cards/
http://gamestorming.com/games-for-decision-making/impact-effort-matrix-2/
Evaluation & Ratification of Day's Work:
Impact-Effort Matrix
Next Steps
• Visual Storyboard - http://gamestorming.com/core-
games/storyboard/
• Timeline
• RACI matrix
Designing
Hybrid/Online Courses:
Course Redesign Institute
Innovation + Design Lab
ASCRDI
Workshop
Agenda
Road to Bangkok
12:00 - 12:15
Generative opening exercise, should be done
before beginning workshop exercises.
Generative, "Yes, and..." exercise to put
participants in a positive frame of mind.
Technology Dinner Theater
12:15 - 1:00
Kathi, Jeff and Chris to present on the basics of a
number of technologies while group eats lunch.
Technologies to Explore
Card Sort
1:00 - 2:00
CELT will supply two types of decks
Divide into 3-4 affinity groups based on course problems/needs. Take turns
drawing Challenges cards. Go through the solutions deck to find appropriate
and creative responses to challenges.
NOTE: Challenges in deck will be based on problems
presented in CRDI applications.
BREAK 2:00 - 2:15
Mission: Impossible
2:15 - 3:00
Design a course without using _______.
We will pre-prepare missions for groups based on their proposals and goals.
This is to get them thinking directly about how to apply technologies and
teaching ideas to solve the problems from their applications.
Groups use wall charts and sharpies to visualize
what this course will look like. No long text.
Group 1: Online Environment
King
Kraemer
Young
Maki
Group 2: In-Class Activities
Hutson
Davis
Wilson
Monroe
Group 3: Tech-Enhancement of
Existing Activities
Badagliacco
Francisco
Luo
Beaulieu
How-Now-Wow
3:00 - 3:15
Last 10-15 minutes of exercise.
CELT will prepare a How-Now-Wow
matrix to use during exercise.
Groups will present their mission results to larger group and rate
strategies for achieving the mission using the HNW matrix.
Small Group Consulting
3:15 - 4:15
Divide participants up into affinity groups based on challenges, desires
identified in proposal. See map.
CELT consultants + Jeff and Peter circulate among groups to help apply
material from the day's exercises to designing an activity or syllabus component.
Remember: we're just getting started here. Development will be ongoing
during the semester.
Poster Session
4:15 - 5:00
If you had to advertise your new-and-
improved course, what would it look like?
Use flip charts, markers, pens, crayons
End with a brief 1-2 minute presentation
about your advertisement.
Larger group will be able to give
feedback on process at end
&{MAP_NAME} - 2/3/12 - Mindjet
The Road to Bangkok:
Learning the Power of “Yes, and…”
• Split participants into groups of 3, stand up and “circle up.”
• Player group determines who goes first (rock-paper-scissors or
finger-to-side-of-nose technique always works).
• First player begins with, “Hey, remember that time we took a
trip to Bangkok? And we [insert activity here]?
• Player to speakers left MUST answer with “Yes, and we [insert
activity here]!”
• Play continues in a similar manner to player’s left until you’ve
gone several times around the circle.
Technology Dinner Theater
Card Sort
• Two Custom Decks:
• Small groups of 5 each get a
Challenge Deck and a Solution
Deck.
• Cards are shuffled, each participant
is dealt 5-7 cards from Solutions
Deck.
• One card from Challenge Deck is
drawn, players play appropriate
Solutions Card.
• Discussion among participants
about combo solutions
Mission: Impossible
IMPOSSIBLE MISSION FORCE
TOP
SECRET
GROUP #
1
IMPOSSIBLE MISSION FORCE
MISSION:
YOUR MISSION, SHOULD YOU DECIDE TO ACCEPT IT, IS TO DESIGN
A SET OF COURSE ACTIVITIES FOR A CLASS OF BETWEEN 50 AND
100 STUDENTS THAT:
• MEETS FACE-TO-FACE LESS THAN 50% OF THE TOTAL COURSE
CONTACT HOURS FOR THE SEMESTER.
• USES ACTIVE LEARNING TECHNIQUES IN FACE-TO-FACE
AND/OR VIRTUAL SETTINGS. LECTURES ARE ALLOWED BUT
MUST BE INTERACTIVE (I.E., MUST INVOLVE MORE THAN
THE INSTRUCTOR SPEAKING FOR THE ENTIRE PERIOD).
• INVOLVES BRINGING OUTSIDE SPEAKERS INTO YOUR
CLASSROOM OR COURSE ACTIVITIES OR BRINGS YOUR CLASS
OUT INTO THE WORLD. HOWEVER, U.K. BUDGETS BEING
WHAT THEY ARE, YOU HAVE NO TRAVEL MONEY TO DO THIS
IN A FACE-TO-FACE FASHION.
• STUDENTS SHOULD HAVE THE OPPORTUNITY TO PRACTICE
MULTI-MEDIA PRODUCTION AS PART OF THEIR WORK. MAKE
CERTAIN THAT YOU HAVE AT LEAST ONE ASSIGNMENT THAT
IS NOT TERM-PAPER OR WRITTEN EXAM ORIENTED, BUT
WHICH STILL REQUIRES STUDENTS TO DEMONSTRATE
THEIR MASTERY OF COURSE LEARNING OBJECTIVES.
• STUDENTS SHOULD HAVE AT LEAST ONE WRITING
ASSIGNMENT. HOWEVER, DUE TO BUDGET CUTS, THEY CAN’T
PRINT THESE OUT TO HAND IN TO YOU. FURTHERMORE, YOU
CAN’T RELY UPON THE AVAILABILITY OF BLACKBOARD.
STUDENTS WILL NEED TO DO SOME FORM OF WRITING THAT
IS ON THE WEB AND ACCESSIBLE PUBLICLY OR SEMI-
PUBLICLY.
• SERVES TO BUILD PERSISTENT (I.E., NOT A ONE-TIME
EVENT) STUDENT-TO-STUDENT CONNECTION INSIDE AND/OR
OUTSIDE OF CLASS AROUND COURSE TOPICS OR LEARNING
OBJECTIVES.
USE YOUR WORKSHOP TRAINING PRESENTATION AND THE
AVAILABLE SUPPLIES IN YOUR CACHE TO DESIGN THIS COURSE
AND PRESENT YOUR IDEAS USING FLIP CHARTS. MIXING AND
MATCHING IDEAS AND TECHNIQUES WILL ENSURE THE SUCCESS
OF YOUR MISSION.
YOU HAVE 25 MINUTES TO COMPLETE THIS MISSION.
Mission: Impossible
Design the Box
Design the
Box
How-Now-Wow
Historic Preservation
(online master’s program
Mind
Heart
Hand
Questions?
christopher.rice@uky.edu
Twitter: @ricetopher

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Using the Business Model Canvas and Gamestorming for Hybrid and Online Course and Program Design

  • 1. Using the Business Model Canvas and Gamestorming for Hybrid and Online Course and Program Design Christopher S. Rice, Ph.D. Enterprise Architect University of Kentucky EDUCAUSE 2015, Indianapolis, IN
  • 3. Business Model Generation Value Proposition Design
  • 4. Designing Online & Hybrid Programs: Using Business Model & Value Proposition Canvases?
  • 5.
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  • 15. Building an Online Program: Use the Canvas as a basis for program design • Plan a FULL DAY for this • Dean, Chair, Senior Faculty, Instructional Support Staff should go over the canvas in a 2-3 hour session before the main workshop • Primary workshop is about ratification and expansion of design • You will want an impartial facilitator to run these workshops • Workshop Design: Business Model Canvas + Gamestorming
  • 16. Intro: Improv Comedy • GOAL: Turn Dr. NO! into Dr. YES! • Use improv comedy techniques to get participants into an additive/generative frame of mind • Popular Examples: • Trip to Bangkok • Greetings
  • 17. Greetings Begin with basic greetings, then move on to other types. Greet someone like: • A long lost friend • An ex-lover • Someone you really hate • A former one-night stand • Your mentor • The person who ran over your cat • The President of the USA
  • 18. Welcome to My World • Gets faculty in a creative mood by having them draw out their vision of how the program "works" goals, methods, students, resources. • Functions as a visual heuristic - easy to see very quickly if everyone in the room shares the same vision, or if there are critical differences. • http://www.gamestorming.com/games-for-opening/welcome- to-my-world/
  • 19. Trading Cards (Persona Building) • Helps you to become more student-centered by coming up with fictional students whose you might serve. • You want to come up with 5-7 of these, so dig deep! • http://gamestorming.com/game s-for-opening/trading-cards/
  • 20. Party Invitations • Create invitations in order to discover the types of relationships you want to build with these students. • Ask questions like: • Who is invited? • What’s the party theme? • What refreshments will be served? • What will we be doing during the party? • Why is this a “can’t miss” course/program? • http://gamestorming.com/games-for-design/party-invitations/
  • 21. An alternative here is Mind- Heart-Hand, which we'll discuss later. I like Party Invitations because it forces you to think about marketing as well.
  • 22. Stakeholder Analysis • Map the Personas on a 2x2 quadrant: Impact (hi/lo), resources/design (hi/lo) • http://gamestorming.com /games-for- design/stakeholder- analysis/ IMPACT RESOURCES
  • 23. Card Sort/Challenge Cards • You can print these out using a Word or PowerPoint Template and (colored) Index Cards. • I also like Artefact cards.
  • 24. Card Sort/Challenge Cards • Participants are provided 3 decks, each suit should be color coded: • Value Provided Cards • Key Activities and Resources • Channels • Cards are identified by type on back (and color of card), with pre-filled cards + blanks • Participants review the card suits in small groups, filling in things that have been missed.
  • 25.
  • 26. How to Play • Small Groups will be directed to begin playing a Card Challenge game to better understand how Value is provided by the course/program through Key Activities, Resources and Challenges. • Groups will be directed to play a Values card from their deck, and then identify Key Activities & Resources and Channels to deliver those values. The group must also then play a Persona card (see Trading Cards earlier in the day) to validate their choice of a Value – Activities – Channel Suit.
  • 27. How to Play • Groups will record their play outcomes on a Wall Chart and report these back out to the facilitator at the end of the activity. • http://gamestorming.com/core-games/card-sort/ • http://gamestorming.com/games-for-design/challenge-cards/
  • 29. Next Steps • Visual Storyboard - http://gamestorming.com/core- games/storyboard/ • Timeline • RACI matrix
  • 30. Designing Hybrid/Online Courses: Course Redesign Institute Innovation + Design Lab ASCRDI Workshop Agenda Road to Bangkok 12:00 - 12:15 Generative opening exercise, should be done before beginning workshop exercises. Generative, "Yes, and..." exercise to put participants in a positive frame of mind. Technology Dinner Theater 12:15 - 1:00 Kathi, Jeff and Chris to present on the basics of a number of technologies while group eats lunch. Technologies to Explore Card Sort 1:00 - 2:00 CELT will supply two types of decks Divide into 3-4 affinity groups based on course problems/needs. Take turns drawing Challenges cards. Go through the solutions deck to find appropriate and creative responses to challenges. NOTE: Challenges in deck will be based on problems presented in CRDI applications. BREAK 2:00 - 2:15 Mission: Impossible 2:15 - 3:00 Design a course without using _______. We will pre-prepare missions for groups based on their proposals and goals. This is to get them thinking directly about how to apply technologies and teaching ideas to solve the problems from their applications. Groups use wall charts and sharpies to visualize what this course will look like. No long text. Group 1: Online Environment King Kraemer Young Maki Group 2: In-Class Activities Hutson Davis Wilson Monroe Group 3: Tech-Enhancement of Existing Activities Badagliacco Francisco Luo Beaulieu How-Now-Wow 3:00 - 3:15 Last 10-15 minutes of exercise. CELT will prepare a How-Now-Wow matrix to use during exercise. Groups will present their mission results to larger group and rate strategies for achieving the mission using the HNW matrix. Small Group Consulting 3:15 - 4:15 Divide participants up into affinity groups based on challenges, desires identified in proposal. See map. CELT consultants + Jeff and Peter circulate among groups to help apply material from the day's exercises to designing an activity or syllabus component. Remember: we're just getting started here. Development will be ongoing during the semester. Poster Session 4:15 - 5:00 If you had to advertise your new-and- improved course, what would it look like? Use flip charts, markers, pens, crayons End with a brief 1-2 minute presentation about your advertisement. Larger group will be able to give feedback on process at end &{MAP_NAME} - 2/3/12 - Mindjet
  • 31. The Road to Bangkok: Learning the Power of “Yes, and…” • Split participants into groups of 3, stand up and “circle up.” • Player group determines who goes first (rock-paper-scissors or finger-to-side-of-nose technique always works). • First player begins with, “Hey, remember that time we took a trip to Bangkok? And we [insert activity here]? • Player to speakers left MUST answer with “Yes, and we [insert activity here]!” • Play continues in a similar manner to player’s left until you’ve gone several times around the circle.
  • 33. Card Sort • Two Custom Decks: • Small groups of 5 each get a Challenge Deck and a Solution Deck. • Cards are shuffled, each participant is dealt 5-7 cards from Solutions Deck. • One card from Challenge Deck is drawn, players play appropriate Solutions Card. • Discussion among participants about combo solutions
  • 34. Mission: Impossible IMPOSSIBLE MISSION FORCE TOP SECRET GROUP # 1 IMPOSSIBLE MISSION FORCE MISSION: YOUR MISSION, SHOULD YOU DECIDE TO ACCEPT IT, IS TO DESIGN A SET OF COURSE ACTIVITIES FOR A CLASS OF BETWEEN 50 AND 100 STUDENTS THAT: • MEETS FACE-TO-FACE LESS THAN 50% OF THE TOTAL COURSE CONTACT HOURS FOR THE SEMESTER. • USES ACTIVE LEARNING TECHNIQUES IN FACE-TO-FACE AND/OR VIRTUAL SETTINGS. LECTURES ARE ALLOWED BUT MUST BE INTERACTIVE (I.E., MUST INVOLVE MORE THAN THE INSTRUCTOR SPEAKING FOR THE ENTIRE PERIOD). • INVOLVES BRINGING OUTSIDE SPEAKERS INTO YOUR CLASSROOM OR COURSE ACTIVITIES OR BRINGS YOUR CLASS OUT INTO THE WORLD. HOWEVER, U.K. BUDGETS BEING WHAT THEY ARE, YOU HAVE NO TRAVEL MONEY TO DO THIS IN A FACE-TO-FACE FASHION. • STUDENTS SHOULD HAVE THE OPPORTUNITY TO PRACTICE MULTI-MEDIA PRODUCTION AS PART OF THEIR WORK. MAKE CERTAIN THAT YOU HAVE AT LEAST ONE ASSIGNMENT THAT IS NOT TERM-PAPER OR WRITTEN EXAM ORIENTED, BUT WHICH STILL REQUIRES STUDENTS TO DEMONSTRATE THEIR MASTERY OF COURSE LEARNING OBJECTIVES. • STUDENTS SHOULD HAVE AT LEAST ONE WRITING ASSIGNMENT. HOWEVER, DUE TO BUDGET CUTS, THEY CAN’T PRINT THESE OUT TO HAND IN TO YOU. FURTHERMORE, YOU CAN’T RELY UPON THE AVAILABILITY OF BLACKBOARD. STUDENTS WILL NEED TO DO SOME FORM OF WRITING THAT IS ON THE WEB AND ACCESSIBLE PUBLICLY OR SEMI- PUBLICLY. • SERVES TO BUILD PERSISTENT (I.E., NOT A ONE-TIME EVENT) STUDENT-TO-STUDENT CONNECTION INSIDE AND/OR OUTSIDE OF CLASS AROUND COURSE TOPICS OR LEARNING OBJECTIVES. USE YOUR WORKSHOP TRAINING PRESENTATION AND THE AVAILABLE SUPPLIES IN YOUR CACHE TO DESIGN THIS COURSE AND PRESENT YOUR IDEAS USING FLIP CHARTS. MIXING AND MATCHING IDEAS AND TECHNIQUES WILL ENSURE THE SUCCESS OF YOUR MISSION. YOU HAVE 25 MINUTES TO COMPLETE THIS MISSION.