15022 - Simulation Game: Crowd Innovation Modulübersicht

Module Number: 15022
Module Title:Simulation Game: Crowd Innovation
  Planspiel: Crowd Innovation
Department: Faculty 5 - Business, Law and Social Sciences
Responsible Staff Member:
  • Prof. Dr. Urbig, Diemo
Language of Teaching / Examination:English
Duration:1 semester
Frequency of Offer: On special announcement
Credits: 6
Learning Outcome:

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.

Contents:
  • 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
Recommended Prerequisites:

Basic knowledge in innovation or entrepreneurship, or the willingness to aquire such knowledge.

Mandatory Prerequisites:None
Forms of Teaching and Proportion:
  • Seminar / 2 Hours per Week per Semester
  • Self organised studies / 150 Hours
Teaching Materials and Literature:

General literature can be found below, but course-specific material, such as access to crowd Innovation Platform, crowd innovation canvas, and scripts will be provided during the module.

  • 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.
Module Examination:Continuous Assessment (MCA)
Assessment Mode for Module Examination:
  1. Active participationin (in seminars and on the crowd innovation platform (1x ideas, 2 x comments, 1 x feedback; 20% in total)
  2. Mid-term presentation, 10 min+ ca. 10 min Diskussion (40%)
  3. Final presentation, 30 min + ca. 30 min Diskussion (40%)
Evaluation of Module Examination:Performance Verification – graded
Limited Number of Participants:20
Part of the Study Programme:
  • Master (research-oriented) / Betriebswirtschaftslehre / PO 2017
  • Master (research-oriented) / Environmental and Resource Management / PO 2021
  • Master (research-oriented) / Transformation Studies / PO 2024
  • Master (research-oriented) / Wirtschaftsingenieurwesen / PO 2019
  • Master (research-oriented) / Wirtschaftsingenieurwesen / PO 2025
  • Master (research-oriented) - Reduced Semester / Wirtschaftsingenieurwesen / PO 2025
  • Master (research-oriented) - Reduced Semester / Wirtschaftsingenieurwesen - dual / PO 2025
  • Master (research-oriented) - Co-Op Programme with Practical Place / Wirtschaftsingenieurwesen - dual / PO 2025
Remarks:

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

Module Components:

Blockseminare

Components to be offered in the Current Semester: