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Use the solution canvas for your discussion, per group  try to get all 5 categories, 1 of you has to post the outcome of the discussion on the board. 

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Context: Guiding first year students that have lacking resources to deal with studying at university

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Context: Guiding first year students that have lacking resources to deal with studying at university

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Target group (initially): first year students at EUR

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Target group (initially): first year students at EUR

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Impact: better grades and better mental health

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Impact: better grades and better mental health

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Studentd who doesn't know how to start studying

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Context: First year students who don't know the right way to learn and need guidance

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Context: First year students who don't know the right way to learn and need guidance

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Context: First year students who are new and need guidance.

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Context: First year students who are new and need guidance.

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Students and lifelong learners

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Helping/guiding first year students at the university with all different resources via an app.

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Helping/guiding first year students at the university with all different resources via an app.

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First year students dont really have a learning strategy/knowledge on how to start with learning.

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- study more effectively
- get to know different strategies and find out which ones work best
- measured: if they stick to one solution it worked

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Impact: Less stress when studying, more effective learning and studying 

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Impact: Less stress when studying, more effective learning and studying 

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An app to organise and see which ways where helpfull with studying.

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Helping first year students with learning strategies with an app

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context: lack of information for first year students in need of learning skills

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context: lack of information for first year students in need of learning skills

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shared workload
everyone picked tasks

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Impact: more understanding how to get started with learning

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Impact: more understanding how to get started with learning

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Impact: Better grades through studying more effectively and higher student satisfaction/self-efficacy.

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Impact: Better grades through studying more effectively and higher student satisfaction/self-efficacy.

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Impact: Effective studying, Better for your mental health. 

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Impact: Effective studying, Better for your mental health. 

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As per out knowledge, there wasn't anything else on the market serving the same purpose. It seems to be pretty innovative given our knowledge.

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Students will find it easier to understand which strategy is best for them

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creating insight on difficult to grasp content and adjust the delivery of content acordingly

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How to engage students in a specific way that is close to their needs.

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Students and teachers firstly Law school

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More engaging and fun lectures. Manipulating students into learning.

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engaging university students
collect real-time data

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Context
professors and the teachers do not have any real time data on students performance in course

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teacher didn't know which concepts of the course where already clear and which one
could use some extra explanation

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better grades/ understanding
more fun
personalized lectures
more data available

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provide a tool for students to learn content and facilitate retention of information

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using an app to measure real-time student performance

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higher knowledge retention, measured through self-tests and battles

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Gamification of the apps provides more personalized options for the students in how to tackle the problems of the course.

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increase the value of time spent in lectures

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Created a way to minimalise distance between professer and students and better understanding of the subjects. And the more fun way to learn game modes.

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Having a higher rate of engagement in the course and having real-time insight into the performance of students

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first dutch one
inovative because it makes personalized lectures

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It can be used in any context where you need to internalize the information that you are studying.

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Students: They better know their level of understanding and it aids self-regulation

Teachers: They better know the level of understanding of the students and can approach students that have difficulties with certain topic.

It makes it a more fun experience for both the students and the teachers :)

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Students who follow the course

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making learning fun and keep the students motivated

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It was the first app at erasmus for sure because other faculties use it now too. Also for Dutch universities this way of teaching is new.

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High level. there wasn't anything like this available for the university

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gamification is a modern concept to facilitate learning

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technical supply is needed e.g. phone
internet
learning context
prior knowledge required

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Start out with making it voluntarily available and afterwards ask students if it helped them study for the course.

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The outline is very broad it's just a matter of the supplier user adding information for the consuming user

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is quite good if the questions would be changed to other courses, not only law but for example economics or medical

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Any other forms of learning where a teacher gives information to students.

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The students can battle each other which makes which makes it easier to find out that you are on the same level which creates a competitive team spirit