Development of a Game-Based Module to Teach Engineering Students about Customer Value Propositions Katharine M. Eichelman, Renee M. Clark, Steven B. Shooter, Cheryl A. Bodnar Abstract: This work provides an overview of the creation of a game-based module that could be used to teach undergraduate engineering students about customer value propositions. The game-based module was based on the “World Without Oil” alternate reality game, which set a context for students to explore how to reach out to customers, what customer segments should be sought after when seeking feedback on product development, and what customers value in terms of products. After its development, the game-based module was tested through its implementation within an undergraduate product design course and compared to a similar customer value proposition exercise without the story and game-based elements in a parallel undergraduate product design course. Preliminary results from this work showed that the game-based module contributed to higher average scores on students’ ability to identify customer market need/opportunity and determine the customerappropriate value proposition, although the results are not statistically significant due in part to small sample sizes. In addition, the results demonstrated that in the game-based module context, students were willing to reach out to on average 20 more customers than their peers to determine the value proposition for their proposed product list. 1. Introduction To create experiences that will resonate with students, it is necessary to get them actively involved within the learning process. Utilizing an active pedagogical method, such as game-based learning (Benek-Rivera and Mathews, 2004), is beneficial in engineering classrooms because engineering students usually learn best through discussing and then testing a topic, making them active learners (Felder and Silverman, 1988). Games are an excellent choice for active learning because they are developed in a manner that engages individuals in tasks, provides rewards for strong effort, and facilitates collaboration between individuals while promoting behavioral understandings, such as how to persist when faced with difficult tasks (McGonigal, 2011). These are 21st century skills that educators want students to develop but are not always at the forefront of content taught in the classroom. In addition, games have been shown to allow individuals to overcome fears by placing them in a safe environment in which failure can be utilized as a learning experience (Whitton & Moseley, 2012). The students can view both their own failures and those experienced by their peers within the games and learn how to both recover from these failures and avoid them in the future. This will benefit them when dealing with aspects such as disappointing others or having an uncertain future, common fears associated with becoming entrepreneurs (Mitchell and Shepherd, 2011). Games mitigate this emotion because they allow the players to gain ownership over an activity (Pearce, 2006), experience failure in a safe environment, and learn from their mistakes (Cantaragiu and Hadad, 2013). An example of the utilization of games to improve entrepreneurship skills, such as teamwork and communication, occurred in a study of first-year engineering undergraduates at a university in Lille, France. In the game, students were randomly assigned to teams and tasked with first building a bridge *UniversityofPittsburgh Volume7,Number3-2016 53 K.M.Eichelman,R.M.Clark,S.B.Shooter,C.A.Bodnar and then a tower using only uncooked spaghetti sticks and sewing thread for their “construction” materials. This game was successful because its novelty kept the students engaged. It required active participation, and the team members had to work together in order to build the structures, within the given time limit. According to the student survey conducted the same day as the spaghetti activity and interviews with select students three months after the activity, the majority of students had a positive experience. The replies indicated that team- and task-related learning had occurred due to the game (Verzat, Byrne, & Fayolle, 2009). Another example of utilizing games to teach entrepreneurial skills and know-how, such as planning and cost-effectiveness, combined an interactive computer game module with the building of structures using uncooked spaghetti. Both classes were given a traditional lecture on the engineering design process. However, the comparison class then underwent an active learning exercise while the experimental class used a design simulation game entitled “Engineering Heights: The Design Process in Action.” This game allowed the students to build a tower and a train bridge in order to learn about constraints on weight, cost, and load that occur during actual construction. This permitted the students to surpass basic theoretical calculations and experience the multitude of problems that need to be considered to efficiently build structures. When both class sections were asked to build a tower using only uncooked pasta and masking tape, the experimental class section performed at a higher level during this activity than the comparison class. In addition, the students in the experimental section reported that they enjoyed the serious game (Rajan, Raju, & Sankar, 2013). In this work, we sought to determine the effectiveness of a game module for teaching students about customer value propositions. The customer value proposition is a statement that answers the questions “Who is the target customer?”, “What are we selling?”, and “Why should the customer buy it?” in order to focus the efforts of the company, determine how the company can deliver superior value to potential consumers, and allow the company to position the product “relative to competitors” (Webster Jr., 2002). Research shows that if products are not tested on the appropriate target market participants, such as early product adopters versus the mass market, they may experience high failure rates (Klink & Athaide, 2006). Also, rather than merely listing all the benefits that a product may provide for a consumer or all of the favorable points of difference with an alternative product, a superior customer value proposition is one with a resonating focus that establishes how the product is “superior on the few elements that matter most to target customers, demonstrate[s] and document[s] the value of this superior performance, and communicate[s] it in a way that conveys a sophisticated understanding of the customers’ needs” (Anderson & Van Rossum, 2006). A previous game-based exercise that focused on the importance of teamwork and responding to customer value propositions is the egg-drop exercise implemented by Sullivan at the University of Dayton. The exercise focuses on students being able to work cohesively on a team to build an eggcontaining vehicle that will meet specific target market value propositions, have a creative vehicle design, and enable a safe landing of the egg after the vehicle has been launched from at least a second story height. As an example of constantly changing target market values, the instructor indicates (after the teams have already begun designing their vehicle) that the customer also values how accurately the vehicle can land on a target . The team that is able to meet all customer values, and is agile enough to respond to the changing markets and adjust their design, if needed, is declared the winner. A survey was distributed to both the undergraduate and MBA entrepreneurial students about their experience with the egg-drop exercise. The responses indicated positive results with the entire experience, including the exercise’s ability to help them understand the importance of addressing the needs of the target market and meeting the target market’s value propositions (Sullivan, 2011). In this study, we examine the development of the game-based module “A World Without Oil” and investigate its ability to teach students about customer value propositions and teamwork. We believed that employing game-based pedagogy as a tool for teaching this key component of the product 54 JEEN–TheJournalofEngineeringEntrepreneurship DevelopmentofaGame-BasedModuletoTeachEngineeringStudentsabout CustomerValuePropositions development process would more actively engage students in the customer inquiry process and allow them to make meaningful connections between data collected from customers and the determination of appropriate customer value propositions. 2. Game-Based Module Design During the Epicenter Retreat at the Stanford Sierra Camp in 2012, six faculty members developed “Customer Values in a World Without Oil (CWWO).” This game-based module was inspired by the alternate reality game entitled World Without Oil, in which people are asked to imagine how their lives would change (both at a local and national level) if the supply of oil no longer met the demand (McGonigal, 2011; World Without Oil , 2007). A goal of this retreat was the development of new teams to work on issues that were relevant to the development of innovation and entrepreneurship skills among engineering undergraduate students. The game-based module was developed in response to a challenge posed by the retreat organizers to create, within a 24 hour time period, a prototype product or service that could benefit innovation and entrepreneurship education for engineering undergraduates. As part of this challenge six faculty members, representing diverse departments and institutions across the United States, worked together to develop a game-based module that could be used to help students learn about customer value propositions. The goal of this game-based module was to provide an engaging platform to expose students to customer value propositions and the importance of solid communication with their customers. CWWO was used to instruct the students on the importance of utilizing multiple customer segments and methods of contact, and of being creative when deciding which product to manufacture. We created an assessment plan that would allow us to evaluate whether students were developing an understanding of the types of customer groups, the means to obtain customer based information, and the necessary trade-offs when defining opportunity within a particular market. In order to provide a storyline for the game-based module, it was decided that a fictitious company would be aware of the upcoming deficit in oil, while the general public remained unaware. This company would seek to determine a hygiene product that customers would desire the most after the collapse of oil and which their competitors would be unlikely to develop. The company could then design an oil-free alternative to this product and sell it for a large profit. The game-based module requires the professor to act as a representative for the company, explain the situation and rules of the game-based module to the students, and “hire” the students to be teams of investigators that will interview customers to determine what personal hygiene product they value the most. To illustrate the scenario, the professor shows the class approximately the first minute of a YouTube video entitled World Without Oil, which demonstrates the various hardships that would arise including the lack of food, clean water, and energy (National Geographic, 2014). To avoid complications, the students are told to assume that all hygiene products have equal oil footprints, profit margins, and total market size. In addition, an ethical component to the game-based module was included in which no one is permitted to speak of the upcoming oil collapse, whether to customers or their family when seeking input on potential products to manufacture. The customer value proposition worksheet created at the Epicenter retreat tracked the number of customers contacted, the ranking of the hygiene products (from 1 to 10, with 1 being the most important product to customers), and the final product chosen to be redesigned. The students are also told how the game points can be earned in the exercise, including by contacting more customers than the other teams, deviating the least from the mean hygiene product ranking of the class, and selecting a unique product to redesign. Once the assignment is submitted, the professor leads a reflective discussion centered on discovering the logic behind the decisions made during the preparation of the customer value proposition, the students’ experience while interviewing customers, resolving any differing opinions Volume7,Number3–2016 55 K.M.Eichelman,R.M.Clark,S.B.Shooter,C.A.Bodnar or conflicts within a team, and how the students were affected by the ethical dilemma of not warning the general public of the upcoming catastrophe. It is critical for this debrief to take place, as this is the time when students can make connections between content covered in class on customer value propositions and a scenario where they must apply this knowledge (Garris, Ahlers, & Driskell, 2002). The first implementation of CWWO occurred at Bucknell University, a primarily undergraduate institution, in a senior level mechanical engineering capstone course in Spring 2013 that had approximately 30 students. Based on results from this implementation, the customer value proposition worksheet was revised to include additional questions, such as which methods were used to determine the product ranking, and the teams’ justification for which product was chosen, to allow for a more accurate assessment of student learning from participation in the game module. The revised customer value proposition worksheet can be viewed in the Appendix. The final implementation study was performed at the University of Pittsburgh, an R01 research institution, in Spring 2014. It was conducted in two Introduction to Chemical Product Design class sections, each consisting of 57 sophomore chemical engineering students. The CWWO module utilized the improvements made to the customer value proposition worksheet after the Bucknell University implementation. 3. Game-Based Module Assessment Strategy Among the desired goals of CWWO is the opportunity to expose students to customer value propositions and the importance of a collaborative relationship with both their customers and their colleagues, in this case their teammates. Therefore, the students were assessed using both the KEEN Customer Value Proposition rubric and a collaboration survey based on the KEEN Collaboration Rubric (KEEN, 2013). The selection of the KEEN rubrics was made to allow for the use of existing instruments, which although not yet validated, would provide a starting point for measuring the intended learning outcomes relevant to entrepreneurial mindset development (Kleine and Yoder, 2011). Table 1: Questions and Expectations on the Customer Value Proposition Rubric (KEEN, 2013) Question Evaluate this team's work related to important customer and market need/opportunity. Evaluate this team's unique approach for determining the customer-appropriate value proposition (CAVP). Evaluate this team's identification of multiple customer groups. Expectations Prospective customer and market needs and characteristics were identified. The logic behind the selection of the chosen product was justified. Multiple methods of contacting potential customers were used. A method of contact not utilized by many teams, such as Twitter, was employed. • • • • Identified multiple customer groups previously suggested Identified a unique customer group not already listed on the Customer Value Proposition worksheet, as seen in the Appendix. For example, young children who do not have direct access to money, but who may strongly influence the purchasing decisions of their parents. • • The initial KEEN Customer Value Proposition rubric, utilized at Bucknell University, consisted of six questions; however, it was decided that three of the questions did not pertain to information this game-based module was designed to collect from students. Therefore, after communication with the authors of the rubric, a modified version was used that consisted of only three questions and measured information that aligned with the customer value proposition worksheet. While the questions 56 JEEN–TheJournalofEngineeringEntrepreneurship DevelopmentofaGame-BasedModuletoTeachEngineeringStudentsabout CustomerValuePropositions remained similar to those asked during the Bucknell University implementation, the grading scale was defined in greater detail to avoid any confusion in scoring. A summary of the questions and expectations can be found in Table 1. Each of these questions was graded on a scale from 1 to 4, representing “does not meet expectations” to “proficient.” Two coders graded the customer value proposition worksheet using this rubric. One coder was the instructor of the course, and the other was an undergraduate chemical engineering student. When the two coders disagreed on a score, the matter was discussed until an agreement was reached. No scores were averaged together. The intraclass correlation coefficient (ICC), which is commonly utilized to measure the agreement between rater’s scores, was determined for each question and the overall rubric (Norusis, 2005). The first-time reliability for the overall rubric, based on the ICC, was 0.933, which represents excellent reliability (Fleiss, 1986; Lexell & Downham, 2005). The first question had an ICC value of 0.602, which signifies fair to good reliability, and the second question had a value of 0.968, which represents excellent reliability (Fleiss, 1986; Lexell and Downham, 2005). The third question had an ICC value of 1.0, which demonstrates complete agreement. However, it should be noted that this question, counting the number of customer groups contacted, was not subjective. All ICC values were based on the “average measures” value in SPSS (Norusis, 2005). In order to determine how well each team functioned together, each student was given a collaboration survey based on the KEEN Collaboration Rubric, which asked them to respond to the same five questions for each member of the team. The questions requested information about the teammate’s contributions to team meetings, their engagement of other team members, their individual contributions outside of team meetings, their ability to handle any conflict within the team, and the degree to which they fostered a constructive team climate (KEEN, 2013). This survey remained unchanged throughout all of the CWWO implementations. The students’ responses were averaged together to give each team a “teamwork score” ranging from 1 to 4, with 4 being the highest rating. In addition to the customer value proposition and the KEEN teamwork scores, the CWWO class could also earn points from the game-based module. The group that earned the most points (to be described below) was declared the winner of the game, and each member of the winning group received a gift card. It is important to note that performance on the game element did not impact the students’ course grades. While these points did not affect grades, students were likely motivated to perform well by the temptation of a prize for the winning team. Thirty percent of a team’s possible game points were determined by the number of customers the team spoke to, normalized to the maximum number of customers contacted by any one team in the class. For example, if the maximum number of customers spoken to was 100, and a certain team only spoke to 50, the score would be 0.30*(50/100) = 0.15. Fifty percent of a team’s total possible game points were calculated by the deviation of the team’s ranking of the hygiene products’ importance from the class mean. First, the mean ranking of each product was obtained by averaging the results obtained across all student groups. Then the deviation in the team’s ranking was measured by taking the absolute difference between their rank for an individual product and the mean rank. For example, if the team ranked soap as second and the class mean was 1.91, the deviation for that specific product would be 0.09. Subsequently, the sum of all the deviations across all product options for a team was normalized against the maximum sum of the deviations for all groups. This led to teams with the smallest deviation obtaining the highest number of points. This deviation in mean ranking was calculated under the assumption that student teams who contacted a significant customer base would end up with mean rankings close to the classroom mean while those student teams who only contacted a small customer base would have larger deviations from the classroom mean. Volume7,Number3–2016 57 K.M.Eichelman,R.M.Clark,S.B.Shooter,C.A.Bodnar The final twenty percent of the possible points was based upon the uniqueness of the product that the team selected. For example, if only one team selected that product, then it would receive the full twenty percent. However, if five teams chose that product, then each of those five teams would only receive four percent (equivalent to twenty percent divided by 5). 4. Study Results The “Customer Values in a World Without Oil” final implementation study occurred at the University of Pittsburgh in the spring semester of 2014, and utilized two Introduction to Chemical Product Design classes. The students in each class were divided into teams of four or five. One class was utilized as a comparison class; therefore, while the students were assigned the customer value proposition project, they were not provided with the video demonstrating the storyline, the fictitious company, or the point structure associated with the CWWO game-based module. However, the importance of the customer value proposition for creating a new product was still emphasized, in particular the significance of contacting sufficient and specific customers. Also, the students in the comparison class still had the inherent incentive to perform well on the assignment, due to its effect on their course grade. Both classes were given identical customer value proposition worksheets, as seen in the Appendix, and both classes were evaluated using the same rubrics. To determine the impact that CWWO had on the students’ ability to create a customer value proposition, the experimental and comparison class scores were compared using both t-tests and Mann Whitney tests, due to the small sample size. All three questions on the Customer Value Proposition Rubric and the overall score, calculated by averaging the scores from the three questions, are compared in Table 2. Table 2: Results from the Customer Value Proposition Rubric (KEEN, 2013) Question Evaluate this team’s work related to important customer and market need/opportunity. Evaluate this team’s unique approach for determining the customer-appropriate value proposition. Evaluate this team’s identification of multiple constituencies (i.e., customer groups). Overall – Average of previous three questions Sample Size (n) CWWO Game AVG Comparison AVG p-value (t) p-value (Mann Whitney) 2.55 2.50 0.837 0.880 3.18 3.08 0.793 0.833 3.09 3.42 0.310 0.288 2.94 11 3.00 12 0.784 0.786 The CWWO game section had higher means for its ability to determine market opportunity and approach customers using varying methods, which were skills that were emphasized during the gamebased module. The game section scored on average lower than the comparison class at identifying multiple customer groups; however, this skill was not emphasized during the game-based module. Despite not being stressed as a learning point in the game-based module, identifying the customer groups was still included in the rubric to demonstrate to the students that it is not enough to contact customers through various methods. They must learn to contact the correct customer group or multiple customer groups depending on the specific product under development. The differences between the two class sections were not statistically significant based on either test; however, the sample sizes were small. 58 JEEN–TheJournalofEngineeringEntrepreneurship DevelopmentofaGame-BasedModuletoTeachEngineeringStudentsabout CustomerValuePropositions One of the learning objectives of CWWO was student participation in team decision making. Both class sections received high teamwork scores from the KEEN Collaboration Survey; however, similar teamwork scores between the two classes was expected because teamwork was not specifically addressed during the game-based module, and both sections received their instruction on teamwork during similar classroom lectures. These teamwork scores were correlated with the customer value proposition overall scores to determine if being in a well-functioning team impacted performance. We examined both the Pearson and Spearman correlation coefficients. The Spearman is a nonparametric coefficient, which was used because of the small sample sizes. The game section had a sample size of n=11 teams, and the comparison class had a sample size of n=12 teams. Figure 1. Customer Values in a World Without Oil (CWWO) Team Performance. This figure illustrates the relationship between teamwork score and Customer Value Proposition score. We actually found a negative correlation between the teamwork score and the Customer Value Proposition overall score in the game section (n=11). Pearson’s r was -0.273 and Spearman’s rho was -0.404; however, neither coefficient was statistically different from zero (p=0.217 based on Spearman’s). This suggests no linear relationship from a statistical standpoint. We believe that this correlation may be due to the minimal amount of time that teams actually worked together on this assignment. In many cases, based on anecdotal observation, students would just sub-divide the work associated with this assignment and then come together shortly before it was due in order to prepare the final worksheet. We believe if the assignment had a longer duration or involved a more specific emphasis on teamwork our results may have differed. When examining this relationship in the comparison section (n =12), a negative correlation was likewise discovered. Pearson’s r was -0.439 and Spearman’s rho was -0.449. Again, neither coefficient was statistically different from zero (p=0.143 based on Spearman’s). These preliminary results suggest no linear relationship at this point between the teamwork score and the customer value proposition score in either class section. A major goal of the CWWO game-based module was to motivate students to be comfortable with interacting with numerous customers and to improve the quality of their customer engagement; therefore, we investigated how many customers each class section contacted for their customer value proposition assignment. The average number of customers contacted was compared using both a t and Mann Whitney test, as shown in Table 3. Volume7,Number3–2016 59 K.M.Eichelman,R.M.Clark,S.B.Shooter,C.A.Bodnar Table 3: Results for the number of customers contacted for the Customer Value Proposition Number of customers contacted Sample size (n) CWWO Game AVG Comparison AVG p-value (t) p-value (Mann Whitney) 75.7 11 55.6 12 0.241 0.211 The CWWO class section, on average, contacted approximately twenty more customers than the comparison section while completing their customer value proposition. Although the difference was not statistically significant, it suggests a positive trend towards more customer contact with the incentives provided by the game-based assignment. Once the customer value proposition assignment was completed, both class sections had a reflective discussion led by the instructor. This discussion centered on discovering the logic behind the decisions made by each team during the customer value proposition, the students’ experience while interviewing customers, resolving any differing opinions or conflicts within a team, and exploring how the students were affected by the ethical dilemma of not warning the general public of the upcoming catastrophe. The purpose of the reflective discussion was to review the connections between the concrete experience (i.e., the customer value proposition and CWWO game experience), and the classroom educational experience (i.e., activities and lectures). The reflection aids the students in making connections between these experiences and in retaining the knowledge gained throughout the exercise (Kolb, 1984). 5. Discussion This study investigated the impact that a game-based module can have on the development of students’ abilities to generate customer value propositions. There were several key observations noted when comparisons were made between the class that performed the exercise without the game elements and the class that completed the game-based module. For instance, it was observed that when a storyline and extrinsic motivational elements such as a point structure and prizes were incorporated, the students reached out to a larger number of customers, perhaps being motivated by these game-based elements. The World Without Oil storyline for the game-based module motivated students by using content to create interest, according to the ‘perspective of interest’ (Sailer et al., 2013). By creating an upcoming disaster in which oil is no longer available, and engaging the students by making them privy to this protected information, the game module forced the students to consider life in the bleak future and how they should ethically conduct themselves in the time leading up to this oil depletion. Surrounding the students with this storyline likely motivated them to engage in the exercise by sparking their interest in this impending world disaster. A second source of motivation for the students in the game-based module class was the implementation of a point system and the eventual reward provided for the team that earned the most points. From a ‘behaviorist learning perspective,’ motivation is influenced by previous positive and negative reinforcements, as these experiences can alter the student’s future behavior (Sailer et al., 2013). Providing a clear understanding of how to earn the most points provides students with the possibility of immediate positive feedback in the form of a virtual reward (Sailer et al., 2013). In addition to these virtual rewards, promising an actual reward motivated the students in the game module class by providing them with a potential material reward. When the game module class created their customer value propositions, likely motivated by the storyline and the possibility of earning the most points, they contacted on average twenty more customers than the comparison 60 JEEN–TheJournalofEngineeringEntrepreneurship DevelopmentofaGame-BasedModuletoTeachEngineeringStudentsabout CustomerValuePropositions classroom. Since an important component of product development is “getting out of the building” and speaking with customers (Blank, 2013), the use of this game-based module encouraged this behavior amongst students while in their degree program. Similarly, it was found through this study that the addition of game-based elements within undergraduate engineering classes can encourage students to gain a better understanding of elements associated with customer-value propositions, such as market need and opportunity as well as approaches to customer-appropriate value propositions. The ability for games to provide learning benefits as well as engaging student experiences was also seen in the work of Verzat, Byrne, & Fayolle (2009). Their study demonstrated how utilizing a game within a technology management education course could expose students to teamwork and the difficulties they may face in their future careers when working on teams. To determine our assessment plan for the customer value propositions, we examined methods used in other game-based exercises and in the general literature. Sullivan evaluated the success of the eggdrop exercise by requesting that the students complete a survey intended to gather their opinions on their experience and whether it helped them to better understand key concepts related to customer value propositions and entrepreneurship (2011). While this survey provided for an interesting and informative analysis, we decided to utilize a rubric that enabled direct measurement of a student’s ability to create a customer value proposition versus indirect measurement via his/her self-assessment. Self-reported data has been found to be greatly influenced by social desirability bias and the halo effect, which may result in unreliable and invalid results (Gonyea, 2005). Social desirability bias is a person’s inclination to acknowledge socially desirable traits and to distance himself from undesirable traits by denying them (Phillips & Clancy, 1972). Therefore, when completing a survey, a student may be inclined to report that he/she achieved a better understanding of concepts so as to portray intelligence, a desired trait, rather than admitting a lack of understanding. The Halo effect occurs when a person’s opinion on a particular topic is largely influenced by his/her impression of the overall experience (Cooper, 1981). For example, if a student enjoyed an educational exercise, such as a game-based module, or achieved a deep understanding of one facet of an exercise, he/she may develop a positive impression of the entire experience. This overall positive impression may lead the respondent to answer all of the questions on a survey with a high rating regardless of differences. The KEEN rubric used to evaluate the students’ customer value propositions enabled direct measurement of important aspects of a customer value proposition, such as identifying market needs and identifying and contacting customer groups. Using this rubric instead of a self-assessment survey allowed the data to be collected without self-assessment biases. In addition, having two raters assess the de-identified customer value propositions and discuss any differing opinions helped to reduce biases. Therefore, we used this method to ensure that we would collect accurate data for our analysis. 6. Limitations of the Study Given that the testing of this game-based module was performed with student teams rather than individual students, a smaller sample size resulted, which may have been a factor in the lack of statistical significance that was observed. According to statistical analysis procedures outlined by Minitab, to perform a two sample t-test the sample size should be a minimum of 15 which is why we enlisted nonparametric tests as well as parametric tests in our analysis. Ideally, parametric tests make for better analysis as they have greater statistical power and are more likely to be able to demonstrate statistical significance than their nonparametric equivalents (Frost, 2015). Further, given the small sample sizes and assessment of students at just one institution, it may be difficult to generalize our results. 7. Conclusions Volume7,Number3–2016 61 K.M.Eichelman,R.M.Clark,S.B.Shooter,C.A.Bodnar “Customer Values in a World Without Oil” allows a student to learn about customer value propositions and the importance of reaching out to customers for their opinions in an immersive and motivating environment. Although we do not have statistically significant evidence at this point that CWWO improves the students’ understanding of customer value propositions or that there is a relationship with the team’s cohesiveness, the gaming aspects likely have motivated the students to contact more customers on average than those in the comparison class. An end goal of the gamebased module was for the engineering students to feel comfortable interacting with customers; therefore, the increase in the number of customers contacted is a definite success for the implementation of this game-based module. The game-based module development work highlighted in this study has since led to the development of other game-based activities that can be incorporated within undergraduate engineering classes to develop concepts related to an entrepreneurial mindset, which have been disseminated to the broader entrepreneurship community through workshops at the Venture Well Open conference. Acknowledgements The authors would like to acknowledge Venture Well (formerly NCIIA) and Epicenter for providing a resource grant for this project (grant # 10015-12). 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Retrieved from http://www.worldwithoutoil.org/ Volume7,Number3–2016 63 K.M.Eichelman,R.M.Clark,S.B.Shooter,C.A.Bodnar Appendix Customer Values in a World without Oil Student deliverables. 1. Team Number __________ 2. Number of customers_________________________________ 3. Types of customers contacted (please circle): a. Teenagers b. College or Graduate-level Students c. Working Professionals d. Retired e. Other (please list): 4. Method of contact with customers: 5. Rank order of the products by team Rank (1 – most important; 10 – least important) Personal Hygiene Products Soap Shampoo Makeup Toothpaste/brush Shaving cream/razor Hand lotion/moisturizer Towel Hair Brush Deodorant Other_________________________ 6. Describe the process for determining your ranking: 7. Product chosen to be re-designed_____________________________________ 8. Justify (based on your ranking) how you decided which product type should be re-designed 64 JEEN–TheJournalofEngineeringEntrepreneurship
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