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Educational Hackathon: Innovation Contest for Innovation Pedagogy

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Details

Original languageEnglish
Title of host publicationInnovation, the Name of the Game: Proceedings of the 2018 ISPIM Innovation Conference (Stockholm)
PublisherLappeenranta University of Technology
Number of pages17
ISBN (Print)978-952-335-219-3
Publication statusPublished - 2018
Publication typeA4 Article in a conference publication
EventISPIM Innovation Conference -
Duration: 17 Jun 201820 Jun 2018

Publication series

NameLUT Scientific and Expertise Publications
ISSN (Print)2243-3376

Conference

ConferenceISPIM Innovation Conference
Period17/06/1820/06/18

Abstract

This paper addresses the educational hackthon as innovation pedagogy method for teaching fuzzy front end of innovation (FFEI) in higher education institutions (HEIs). Specifically it focuses on the process design and execution. This study is based on the idea that educational hackathons are a specific type of innovation contest aimed at teaching and learning, thus incorporating a set of design variables. Therefore, the paper reports a case study according to those variables in HEI teaching in university-industry-collaboration. This paper presents both the process description along with students’ learning and feedback, i.e. the development suggestions for the method. Presenting conclusions for both academic use and practical design of hackathons in teaching, the paper clarifies the literature of educational hackathons as a type of innovation pedagogy method, for teaching FFEI in HEIs beyond IT-industry.

Publication forum classification

Field of science, Statistics Finland