Title | A3 Project Proposal |
---|---|
Course | Creative Industries: Making Connections |
Institution | Queensland University of Technology |
Pages | 12 |
File Size | 1.3 MB |
File Type | |
Total Downloads | 29 |
Total Views | 186 |
Graded 6...
!
QLANET September 2019
!
Team Sign-off The undersigned members of team have collaborated to create this proposal, . Name & student number Chaoying SHI & n10358170
Wing
Tingyu XUAN & n10314997
Caroline
Jiyoon LEE & n10539719
Joy
Zijin ZHANG & n10443487
Zijin
! !
Signature
!
Date 22 September 2019 22 September 2019 22 September 2019 22 September 2019
TABLE OF CONTENTS Team Sign-off...............................................................................................1 Table of Contents.........................................................................................2 Executive Summary......................................................................................3 Background..................................................................................................4 1. Project Description..................................................................................5 1.1 Project Details................................................................................5 1.1.1 Purpose......................................................................................5 1.1.2 Aim.............................................................................................5 1.1.3 Entails........................................................................................5 1.1.4 Stakeholders..............................................................................6 1.1.5 Context......................................................................................6 1.2 Project Implementation.................................................................7 2. Potential for Success...............................................................................8 2.1 Innovation......................................................................................8 2.2 Opportunity Recognition................................................................8 2.3 Stakeholder Management..............................................................9 2.4 Value-Add.......................................................................................9 2.5 Resourcing......................................................................................9 3. Further Project Stages...........................................................................10 References.................................................................................................11 Appendix....................................................................................................12!
EXECUTIVE SUMMARY In recent years, it has become a common problem for higher education and institutions students to be late for class or even skip classes (Kim & Streeter, 2008, para.2). In order to solve this problem, an application called “Qlanet” has been devised which encourages students to arrive to class on time, so that they acquire knowledge from the lecture. It is a game that uses location features to help students attend their lectures on time. However, unlike other rigid and boring systems such as the school's punch card system and teacher's attendance registration form, “Qlanet” is an attractive game that includes nine planets based on the school curriculum. When students attend classes on time, they can discover and obtain the planet residents that appear around them by using the software and evolve the residents through special sites around lecture theatres in the following weeks. Besides, students need to attend all the lectures to unlock the final state of the resident. Moreover, this project takes advantage of the universal characteristics of contemporary young people generally like to play games (King, Delfabbro, & Griffiths, 2013, p.821). The aim of this project is attracting students to take part in their lectures on time, which solve the attendance problems in colleges and universities. The phenomenon of integrating games into teaching process is generally developed in universities, which has a positive impact on the student’s learning outcomes (Vlachopoulos & Makri, 2017, p.24). Hence that this creative project will bring positive effects to institutions and it is a beneficial project for higher education and organizations interested in education to invest.
3
BACKGROUND There are nine faculties in the Queensland University of Technology (QUT), for example, building and planning, creative practice and so on. This project will be introduced in creative practice faculty in this stage. Besides, QUT has three main campuses, Kelvin Grove Campus, Gardens Point Campus and Caboolture Campus. This creative project will only focus on Kelvin Grove Campus at this moment, and it might develop to other campuses in the further stage. Furthermore, there are four courses each semester and one semester last 12 weeks exclude the orientation week and exam weeks; therefore, this project will only run for 12 weeks, which is the first semester. Moreover, the budget for this project is up to $2,000 in the first stage.
1. Project Description 1.1 Project Details Purpose
Aim
Entails
As a problem of attendance is observed in
This project is aimed to encourage students to This project is for reminding students to
QUT, this creative project, “Qlanet” came out
attend the classes and not being late using
attend the lecture and its importance in an
to solve this problem around the campus, it is
interesting ways through our creative and
interesting way. While this project is
a mobile game application which serves the
entertainment game application. This app will
proceeding, it offers an opportunity for the
entertainment and encourage students to
be shared to all QUT students and used
creative industry and IT students in QUT to
attend classes. 18.3% among 563 respondents
around the QUT campus (KG campus). It will
have ‘real-world’ experience dedicating on
of survey response 'never' or 'seldom' attend
strengthen the participation of class as well as our projects. They will use their creativity,
the lecture and this is a worldwide problem in
motivation for students. Also, to this project
skills, and knowledge on “Qlanet”. When this
universities. (Gysbers, Johnston, Hancook &
be successful, “Qlanet” should be well known
app is released, students are easily able to
Denyer, 2011). A mobile app is becoming an
to the students, engaging as many students as access it. In order to access easily for them to
integral part of people’s daily lives, according
possible to involve this project is another our
get an application, there will be a direct link
to Think with Google (n.d.), the age of 18 to
aim for this project.!
under the front page of QUT mobile app.
25 have the highest rate of using
Students can click the link and download the
entertainment app. In the result of that, this
app directly. This project should start from
creative project, creating the app, will be
the beginning of 2020; thus, it can be
suitable for QUT students to be attracted and
launched on orientation day.!
also for stakeholders to a successful project. At the end of this project, it is believed that raising attendance and motivation of higher education.!
Stakeholders
Context
As this project is to raise entertainment, stakeholders
It will happen from the start of the semester, 2020 and
are involved many people which can be divided into
held on whole QUT Kelvin Grove campus for 12 weeks.
three aspects. In this creative project, QUT students will
The challenge that we might face with, will be the
be the main stakeholders as the application users. They
popularity and be well-known of the application to KG
will be the target audience for this project. As well as the
students. The lack of participants, application users, will
volunteers who are studying in IT and design fields are
be considered as a failure of the project as it might not
playing the most important role in “Qlanet”, they are
get enough support. To succeed in this project, detailed
going to dedicate on making and creating the application
plans are built on how it will be processed. First two
which is main creative production. The last stakeholder
weeks, invited volunteers including IT and design
is QUT institution as they are the biggest investor who
students will create the final application. Afterwards, it
financially supports our creative project to run
will be introduced to the students on the orientation day
successfully.!
and it will run for nine weeks. Several app users decide whether this project become a success or not. Therefore, it is important to ensure that this project has to be promoted enough so that students are willing to involve this application and prevent future potential challenges.!
1.2 Project Implementation This project will use a total of $1800 budgets on materials, advertising, and room fee. Besides. volunteers are the most important part of the program, playing the role of powerful human resources. Before this project starts, volunteered IT students are recommended to program the application with teachers’ help, which will be supported by QUT. Also, this project will encourage design students to draw planets and characters for “Qlanet”. A budget of $700 will be spent on designing materials such as stationeries. In orientation week, volunteers will introduce this project and recommend students to download “Qlanet”. Therefore, physical brochures are required, such as booklets, posters, and A4 papers. The budget of $700 will includes the production of brochures and posters. As the paper needed for printing and advertising will cost about $85, includes a printer with the price of $300 (Officeworks, 2019). Moreover, the costs of stationeries ($75), pigments ($85), drawing board ($75), notebooks ($80) add up to a total amount is $700. Besides, a room is needed for sending some gifts to encourage new users, which will cost $500 on the rent for a week. Additionally, the advertising fee includes posters making and video ads on the Internet which will cost around $600. Moreover, this application will be launched in the App store and Google Play before the semester starts, which needs to be uploaded by the developer account of QUT. For the reason of QUT already have these accounts which needs to cooperate with the university.
!
2. Potential for Success 2.1 Innovation Innovation is an ability that gets benefits from opportunities, particularly based on value-orientation for creativity balanced in disciplines (Bessant, J., & Tidd, J., 2007). Process innovation is to create or changes in a new way of delivery (David, 2016, para. 4). Additionally, using the same product to enter a new market is position innovation (David, 2016, para. 5). This project uses to process and position innovation to achieve the goal, which aims to improve undergraduate students’ attendance in a fun way. Based on students’ physical location, smart devices can recognize and decide the location of characters which the “Qlanet” offers. If students did not appear to the classroom, the screen will not show anything, and neither will students who arrive within ten minutes. The character will disappear unless students arrive within ten minutes of the start of class. Furthermore, distinguish from the traditional attendance applications, “Qlanet” transfer its position to entertainment uses, and with an aim to increase students’ interest and gain more engagements. Besides, IT student volunteers and university are recommended to participate in this project.
2.2 Opportunity Recognition Opportunity recognition is an ability to recognize a new chance, it is based on social changes, consumer behaviors and technology development (Kokemuller, 2017, para. 2). The project “Qlanet” meets the need which students' attendance is low. Also, the app creates a new way to record their attendance by catching the characters in this app, and it is a useful way to avoid cheating in student attendance. Students who are not present in class and students who are late for more than ten minutes will not be able to catch the characters. Additionally, due to some current students are relatively not like to attend class or being late, and their academic performance is not ideal, the “Qlanet” is able to increase their interest in lectures. Students need to focus on content in lectures and test themselves through after-class quizzes, thus their academic results will be improved.
2.3 Stakeholder Management Stakeholders are people who are interested in the project, and also who are impacting the venture, as well as who are motivated to take part in the project (Ward, 2008). For instance, in this project, the key stakeholders of “Qlanet” are the institution, volunteered students who participated in the design of this app, and also the users of this app. Without the sponsor from the institution, which is willing to use this project to improve students’ campus life, promote their participatory in the classes, it is impossible for this project to operate. In addition, this project enabled students, especially new students at QUT, be familiar with the campus, and also being punctual for classes in a much more entertaining way. Moreover, students who are volunteered to design this app are able to develop the professional skills which they learned during the study in faculty, for example, the ability to use software for making animation characters. Furthermore, in order to enable the stakeholders to engage with the project, emails of the venture will be sent to each student, and a link to register for the designing is also be included. Besides, on different social media platforms, advertisements and interesting posts will be posted to gain more attention.
2.4 Value-Add According to Frances (2008, p.49), the phrase “value add” refers to the market brings changes and different values that are significant to a healthy, sustainable and just community. Thus, “Qlanet” adds social and personal values to the stakeholders. For the social value, through this app, students are able to connect themselves with the campus better, and they are also able to have more interactions with each other by using this app, which helps them build a sense of belonging. Besides, for personal value, if students attend classes on time, and do not skip any classes, resultantly, they are more likely to have a better academic achievement, which is significant for their future career or study life, also, their selfconfidence would be promoted as well.
2.5 Resourcing Resourcing is defined as the specific physical, human, and organizations that are able to bring values that can improve the venture (Feldman, 2011). In this project, a number of resources are involved. Firstly, the $1,800 foundation is necessary to operate this project and launch the application. Secondly, a group of people is required to design the project, specifically, the volunteers and students, that can draw and graphic design well by using different types of software, who are also being quite creative to think of the appearance of the game characters. Additionally, in order to increase engagement, social networks are also required during propaganda, such as spread the information of the app through different social media platforms to gain more attention. Thus, some other students who are familiar with the media and public relationships can also be significant.
9
3. Further Project Stages In the further stage, this project will develop to also include the Gardens Point Campus and Caboolture Campus. For attracting and managing the users of “Qlanet”, a competition would be held when users have the advanced level of characters, besides, some students will gain powerful equipment for their characters by completing the tutorial academic tasks. Therefore, students will have four characters with different arms related to four courses at the end of one semester, which makes the characters have different levels of force, and then each faculty will send the students with the strongest team of characters to participate in the competition. The above features are designed to make the competition run smoothly and hence that there will be winners in the end. The top three students can get discounts such as book coupons, meal coupons, etc. This requires cooperation with the QUT Bookstore and the restaurants. Moreover, the Sphere will display the planet of final winners’ faculty, which is an LED globe around five-meter diameter hung over two floors in E block at Kelvin Grove campus, and it needs support from QUT. In the future, if this creative project well develops and is supported by a variety of artists, technical professionals and financial organizations, this application is looking forward to launching in other universities and colleges.
10
References Bessant, J., & Tidd, J. (2007). Innovation and entrepreneurship. John Wiley & Sons. David. (2016). Innovation Space 4P’s. Retrieved from: https://pla55106group4.wordpress.com/iminnovation-space-4ps/innovation-space-4ps/ Feldman, S, M., Worline, C, M. (2011) Resources, Resourcing, and Ampliative Cycles in Organizations. Retrieved from: https://icos.umich.edu/sites/default/files/lecturereadinglists/Resources_Resourcing_and_Ampliative_Cy cles_in_Organizations.pdf Frances, N., & Cuskelly, M. (2008). The end of charity: Time for social enterprise. [ProQuest version]. Retrieved from https://ebookcentral.proquest.com/lib/qut/reader.action?docID=3111848&ppg=115 Gysbers, V., Johnston, J., Hancock, D., & Denyer, G. (2011). Why do students still bother coming to lectures, when everything is available online? International Journal of Innovation in Science and Mathematics Education (formerly CAL-laborate International), 19(2). Kim, J. S., & Streeter, C. L. (2008). Increasing school attendance: Effective strategies and interventions. doi:10.1093/acprof:oso/9780195370577.003.0001 King, D., Delfabbro, P., & Griffiths, M. (2013). Video game addiction. Elsevier Science. doi: 10.1016/B978-012-398336-7.00082-6 Kokemuller, N. (2017). What Is Opportunity Recognition? Retrieved from https://bizfluent.com/facts7501598-opportunity-recognition.html Officeworks (2019). View products. Retrieved from: https://www.officeworks.com.au/ Think with google. (n.d.). Retrieved from https://www.thinkwithgoogle.com/feature/mobile-app-userdemographics/#/ Vlachopoulos, D., & Makri, A. (2017). The effect of games and simulations on higher education: a systematic literature review. International Journal of Educational Technology in Higher Education, 14(1), 22. doi: 10.1186/s41239-017-0062-1 Ward, S., Chapman, C. (2008) Stakeholders and uncertainty management in projects. Retrieved from: https://www.tandfonline.com/doi/full/10.1080/01446190801998708
Appendix Example of Planet
Example of Character
12...