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General Card #1514
Entrepreneurial Mindset Starter Pack
Updated: 1/12/2024 11:29 AM by Becky Benishek
Summary
This set of cards provides take & go resources that canvass Curiosity, Connections, Creating Value, and Opportunity & Recognition.
Description
Not sure where to start with entrepreneurially minded learning (EML)?

Project-based learning (PBL), social and global biases, customer discovery, jigsaw activities, universal design, and more can all be connected to EML - and you can learn how through the cards in this starter pack.

Youtube Video Link
Instructor Tips
  • Start with the Workshop: Tools for the 3Cs.
  • Browse through each of the folders for cards to use in your classes and projects. A few cards fit more than one C.
  • The Exemplar folder contains cards that span all the categories. There is one Exemplar card for each year. 
  • Don't miss the bonus Analogies card in the last folder!
  • NOTE: If you are not logged in, you may not be able to view all the cards below.
Curiosity
  • Demonstrate constant curiosity about our changing world
  • Explore a contrarian view of accepted solution
Connections
  • Integrate information from many sources to gain insight
  • Assess and manage risk
Creating Value
  • Identify unexpected opportunities to create extraordinary value
  • Persist through and learn from failure
Design
  • Determine Design Requirements
  • Develop New Technologies
  • Perform Technical Design
  • Create Model or Prototype
  • Analyze Solutions
  • Validate Functions
Opportunity
  • Identify Opportunity
  • Evaluate Tech Feasibility, Customer Value, Societal Benefits & Economic Viability
  • Investigate Market
  • Test Concepts via Customer Engagement
  • Create Preliminary Business Model
  • Assess Policy & Regulatory Issues
Impact
  • Communicate Solution in Economic Terms
  • Develop Partnerships & Build Team
  • Communicate Societal Benefits
  • Identify Supply Chains & Distribution Methods
  • Validate Market Interest
  • Protect Intellectual Property
Categories & Tags
  • Classroom & Courses
  • Engineering Unleashed Resources
  • Comprehensive
This card was presented at ASEE's Virtual Conference 2020
Folders
Description
Learn about some concrete tools that target the entrepreneurial mindset of students, to help you feel empowered to integrate entrepreneurially minded learning in the classroom.

The 3C’s are each targeted by different tools, including:
(1) The Question Formulation Technique (QFT), developed by the Right Question Institute, which gets students to create their own questions on a topic, analyze the questions, and explore the questions in a manner developed by the instructor, such as a research or design project (targets curiosity).

(2) Analogies across disciplines or from everyday experience, which engage students to make connections (targets connections).

(3) The Need-Approach-Benefits-Competition (NABC) Framework, developed by SRI International, which is a well-defined yet flexible framework for developing stakeholder specific value propositions (targets creating value).

Presented by Alan Cheville (Bucknell University), Greg Mowry (University of St. Thomas), Heath LeBlanc (Ohio Northern University), and Kundan Nepal (University of St. Thomas).
Title Type Ext Date Size Downloads
Tools for the 3C's Activity / Handout 5/27/2020 -  
Description
- [FIRST YEAR] The Journey to the Top: Board Game to Instill Entrepreneurial Mindset, by Cheryl Bodnar (Rowan University) and Cory Hixson (Colorado Christian University). Students play in groups of 4-5 students with the goal of moving their game piece to the center of the game board by going through 4 stages of an entrepreneur’s journey — “brainstorming stage,” “prototype stage,” “market stage,” and “sales stage.” As they move their game piece through each stage, the teams are asked questions about engineering curriculum knowledge, resources on campus, and legal/ethical issues. They are also presented with risk/reward cards where they have to decide how many of their existing points they would like to wager on an entrepreneurial related scenario.

- [SOPHOMORE] Building Solutions for Real Customers, by Cristi Bell-Huff
[Georgia Institute of Technology] and Heidi Morano [Lawrence Technological University]. Students identify opportunities to solve problems for real customers at a local non-profit. An emphasis is placed on creating solutions based on customers’ needs. Finally, students design, build, and test working prototypes that create value for these customers.

- [JUNIOR] Jigsaw - Biologics drug development - FDA regulations for initiating clinical studies, by Lori Herz (Lehigh University). Students learn the FDA requirements for an Investigational New Drug (IND) application for a biologic drug. The topics covered in this activity include: (1) Clinical study requirements and protocols, (2) Chemistry, Manufacturing, and Controls (CMC) for early-phase clinical products, (3) Current Good Manufacturing Practices for early-phase clinical products, and (4) Basics of pharmacology and toxicology.

- [CAPSTONE] Customer Pain Point Discovery and Online Product Redesign Project, by Heath LeBlanc (Ohio Northern University). Teams of 3-4 students work together to discover customer pain points of an online product using customer reviews with the aim to improve the product. The project involves a design-build-test culminating in a working prototype of the electronic improvements of the product.
Title Type Ext Date Size Downloads
First Year: Board Game to Instill EM Activity / Handout 5/27/2020 -  
Soph: Build Solutions for Real Customers Activity / Handout 5/27/2020 -  
Junior: Jigsaw - Biologics drug dev Activity / Handout 5/27/2020 -  
Capstone: Customer Pain Point Discovery Activity / Handout 5/27/2020 -  
Description
- Introductory Engineering Courses: Enhancing Student In-Class Learning While Covering TOO MANY Notes, by Ryan Milcarek (Arizona State University). Students often spend most of class furiously copying notes and little or no time processing information. Use this method to enhance student processing during class-time.


- Evidence-based Hypothesis Testing of Social & Global Biases, by Michael Clough (Arizona State University). The hope is a preconceived notion or implicit bias is shattered with the knowledge of data collection and hypothesis testing.

- Ideation Techniques: Introductory Videos, by Heather Juhascik, Ken Bloemer, and Kim Bigelow (University of Dayton). This series of short videos and accompanying course material introduces opportunity recognition and ideation techniques that can supercharge the early stages of the design process.

- Questions and Issues Sheets: A Quick Way to Define Projects by Jim Brenner (Florida Institute of Technology). A questions and issues sheet consists of brainstorming followed by a little bit of organization and is used to define the "big picture" for a project as well as a checklist to measure project progress, and can be used in any class that has a project.

- The Basics of Making by Jim Brenner (Florida Institute of Technology). A review of both the non-KEEN journal literature on maker education and on KEEN cards mentioning various prototyping activities in a wide range of courses was conducted as part of this larger effort.

- Celebration of the 3C’s: A Showcase for Makers by Jim Brenner (Florida Institute of Technology). This showcase is a poster presentation and prototype demonstration for a junior/senior/grad elective class called The Basics of Making described in the hyperlinked card.
Title Type Ext Date Size Downloads
Enhancing Student In-Class Learning Activity / Handout 5/27/2020 -  
Evidence-based Hypothesis Testing Activity / Handout 5/27/2020 -  
Ideation Techniques: Introductory Videos Activity / Handout 5/27/2020 -  
Questions and Issues Sheets: A Quick Way Activity / Handout 6/23/2020 -  
The Basics of Making Activity / Handout 6/23/2020 -  
Celebration of the 3C’s: A Showcase for Activity / Handout 6/23/2020 -  
Description
- Product Archaeology: Digging Into Consumer Products, by Bruce Oestreich, Cheryl Bodnar, Kaitlin Mallouk, and Scott Streiner (Rowan University). Over the course of a four week project, first-year students perform a “dig” on a consumer product. Each week students complete a phase of the product archaeology process: preparation, excavation, evaluation, and explanation. [Also in Creating Value]

- [FIRST YEAR] The Journey to the Top: Board Game to Instill Entrepreneurial Mindset, by Cheryl Bodnar (Rowan University) and Cory Hixson (Colorado Christian University). Students play in groups of 4-5 students with the goal of moving their game piece to the center of the game board by going through 4 stages of an entrepreneur’s journey — “brainstorming stage,” “prototype stage,” “market stage,” and “sales stage.” As they move their game piece through each stage, the teams are asked questions about engineering curriculum knowledge, resources on campus, and legal/ethical issues. They are also presented with risk/reward cards where they have to decide how many of their existing points they would like to wager on an entrepreneurial related scenario.


Title Type Ext Date Size Downloads
Product Archaeology Activity / Handout 5/27/2020 -  
The Journey to the Top: Board Game to In Activity / Handout 6/23/2020 -  
Building Solutions for Real Customers Activity / Handout 6/23/2020 -  
Jigsaw - Biologics drug development - FD Activity / Handout 6/23/2020 -  
Customer Pain Point Discovery and Online Activity / Handout 6/23/2020 -  
How Analogies Fit in a Framework for Sup Activity / Handout 6/23/2020 -  
Description
- "Why are we making this?" Customer Discovery in a Capstone Course, by Ryan Meuth (Arizona State University). Customer discovery skills are practiced through completion of a requirements document assignment focused on developing customer archetypes, customer needs, and initial tasks for a project. [Also in Opportunity & Recognition]

- Electric Circuits spark an entrepreneurial mindset, by Ajmal Khan, Heath LeBlanc, and Khalid Al-Olimat (Ohio Northern University). Incorporates QFT, circuit analogies related to real life experiences or familiar topics, and EML circuit design-build-test with value proposition. [Also in Opportunity & Recognition]

- Universal Design: Creating Products That Are Simple and Inclusive, by Tammy Rice-Bailey (Milwaukee School of Engineering). Universal design encompasses an array of applications including building, product and environment design. This three-part activity has students work in a small group to create a prototype of a product that can be used by a person with a specific physical or mental limitation.

- 24 Hour Imagination Quest, by Edmond Dougherty and Rick Stumpf (Villanova University). This combination of creativity, networking and a “Shark-Tank” style competition encourages teams of students to be resourceful and efficient to discover opportunities, create concepts, market and pitch a new product--all in 24 hours.

- Product Innovation and Analysis, by Megan Reissman (University of Dayton). This one-class exercise asks students to think deeply about several familiar products in order to foster an entrepreneurial mindset about how those products might be improved.

- Product Archaeology Canvas for Intrapreneurs, by Joe Tranquillo (Bucknell University). Challenging students to go where the barriers are high and the pathway to innovation is challenging helps them develop a deeper entrepreneurial mindset and spirit. [Also in Connections]

- Using Canvases to Inspire Innovation and the Entrepreneurial Mindset, by Bill Kline (Rose-Hulman Institute of Technology), Cory Hixson (Colorado Christian University), and Joe Tranquillo (Bucknell University). A canvas enables ‘conceptual prototyping’ which is building a realistic conceptual model (both mental and as a tangible canvas artifact) for a product, business model, or system without consuming significant resources.

- Design a Davit crane, by Andrew Gerhart (Lawrence Technological University), Callie Miller (James Madison University), Donald Carpenter (Lawrence Technological University), Joe Tranquillo (Bucknell University), Maria-Isabel Carnasciali (University of New Haven), Nazli Wodzinski (Minnesota State University, Mankato), Nicolas Libre (Missouri University of Science and Technology), and Yuezhou Wang (Minnesota State University, Mankato). Uncle George got a jet ski for his birthday this year. He loves taking it to his lake house at the Lake of the Ozarks. Uncle George is not close to a normal loading dock. The closest loading dock is at the other side of the lake so he does not want to make the 15 minute drive every time he takes his jet ski out. Uncle George would like to be able to lift the jet ski out of the water at his own personal dock.

- PBL, Fluid Mechanics, & Uncle Mort, by Andrew Gerhart (Lawrence Technological University). Students perform customer interviews with the professor to understand customer needs, identify the necessary system components, and design a fluid delivery system.

- Product Archaeology: Digging Into Consumer Products, by Bruce Oestreich, Cheryl Bodnar, Kaitlin Mallouk, and Scott Streiner (Rowan University). Over the course of a four week project, first-year students perform a “dig” on a consumer product. Each week students complete a phase of the product archaeology process: preparation, excavation, evaluation, and explanation. [Also in Creating Value]
Title Type Ext Date Size Downloads
Customer Discovery in a Capstone Course Activity / Handout 5/27/2020 -  
Electric Circuits Spark EM Activity / Handout 5/27/2020 -  
Universal Design Activity / Handout 5/27/2020 -  
24 Hour Imagination Quest Activity / Handout 5/27/2020 -  
Product Innovation and Analysis Activity / Handout 5/27/2020 -  
Product Archaeology Canvas-Intrapreneurs Activity / Handout 5/27/2020 -  
Canvases Inspire Innovation and EM Activity / Handout 5/27/2020 -  
Design a Davit crane Activity / Handout 5/27/2020 -  
PBL, Fluid Mechanics, & Uncle Mort Activity / Handout 5/27/2020 -  
Product Archaeology Consumer Products Activity / Handout 5/27/2020 -  
Description
- Electric Circuits spark an entrepreneurial mindset, by Ajmal Khan, Heath LeBlanc, and Khalid Al-Olimat (Ohio Northern University). Incorporates QFT, circuit analogies related to real life experiences or familiar topics, and EML circuit design-build-test with value proposition. [Also in Creating Value]

- "Why are we making this?" Customer Discovery in a Capstone Course, by Ryan Meuth (Arizona State University). Customer discovery skills are practiced through completion of a requirements document assignment focused on developing customer archetypes, customer needs, and initial tasks for a project.
Title Type Ext Date Size Downloads
Electric Circuits spark EM Activity / Handout 5/27/2020 -  
Customer Discovery in a Capstone Course Activity / Handout 5/27/2020 -  
"Why are we making this?" Customer Disco Activity / Handout 6/23/2020 -  
The Journey to the Top: Board Game to In Activity / Handout 6/23/2020 -  
Building Solutions for Real Customers Activity / Handout 6/23/2020 -  
Description
- How Analogies Fit in a Framework for Supporting the Entrepreneurial Mindset in an Electric Circuits Course.

This card (and associated paper) supports the integration of curiosity, creating connections, and creating value (the 3Cs) of the entrepreneurial mindset in an electric circuits course with a lab component. We describe how a few key modifications that are reinforced continuously throughout the course can transform the course to support the 3Cs. Each of the 3Cs is targeted by a specific approach.

Presented by Ajmal Khan, Firas Hassan, Heath LeBlanc, and Khalid Al-Olimat
(Ohio Northern University).
Title Type Ext Date Size Downloads
Analogies Activity / Handout 5/27/2020 -