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For students on a college campus, many courses can present challenges to them academically. Some universities have taken an initiative to respond to this by offering tutoring opportunities at a central location. Generally this provides help for some struggling students, but others are left with many questions unanswered. Two primary

For students on a college campus, many courses can present challenges to them academically. Some universities have taken an initiative to respond to this by offering tutoring opportunities at a central location. Generally this provides help for some struggling students, but others are left with many questions unanswered. Two primary reasons for this are that some tutoring services are broad in scope and that there may not be sufficient one-on-one time with a tutor. With the development of a mobile application, a solution is possible to improve upon the tutoring experience for all students. The concept revolves around the formation of a labor market of freelancers, known as a gig economy, to create a large supply of tutors who can provide their services to a student looking for help in a specific course. A strategic process was followed to develop this mobile application, called Tuzee. To begin, an early concept and design was drafted to shape a clear vision statement and effective user experience. Planning and research followed, where technical requirements including an efficient database and integrated development environment were selected. After these prerequisites, the development stage of the application started and a working app produced. Subsequently, a business model was devised along with possible features to be added upon a successful launch. With a peer-to-peer approach powering the app, monitoring user engagement lies as a core principle for consistent growth. The vision statement will frequently be referred to: enhance university academics by enabling the interaction of students with each other.
ContributorsArcaro, Daniel James (Author) / Ahmad, Altaf (Thesis director) / Sopha, Matthew (Committee member) / Department of Information Systems (Contributor) / WPC Graduate Programs (Contributor) / Department of Management and Entrepreneurship (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
Description

The academic environment has historically been somewhat slow to implement and adopt new technologies. However, developments in video games have created an opportunity for students to learn new skills and topics through nontraditional mediums of education. The disruption caused by the COVID-19 pandemic further highlighted the need for flexible learning

The academic environment has historically been somewhat slow to implement and adopt new technologies. However, developments in video games have created an opportunity for students to learn new skills and topics through nontraditional mediums of education. The disruption caused by the COVID-19 pandemic further highlighted the need for flexible learning opportunities. Joystick Education is our approach to addressing this need. Through online, game-based tutoring and a database of video games with high educational value, Joystick Education creates a learning environment that is effective, fun, and engaging for students. We analyzed popular, mainstream video games for educational content and selected nine games that teach concepts like history, biology, or physics while playing the game. Through promotion on social media, we generated buzz around our website which led to 103 unique visitors over our first month online and two customers requesting to book our tutoring service. We are confident that given more time to grow, Joystick Education can generate profit and become a successful business.

ContributorsVanlue, Aleczander Bryce (Co-author) / Bartels, Parker (Co-author) / Barrong, Tanner (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Department of Marketing (Contributor) / Department of Management and Entrepreneurship (Contributor, Contributor) / Dean, W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

The academic environment has historically been somewhat slow to implement and adopt new technologies. However, developments in video games have created an opportunity for students to learn new skills and topics through nontraditional mediums of education. The disruption caused by the COVID-19 pandemic further highlighted the need for flexible learning

The academic environment has historically been somewhat slow to implement and adopt new technologies. However, developments in video games have created an opportunity for students to learn new skills and topics through nontraditional mediums of education. The disruption caused by the COVID-19 pandemic further highlighted the need for flexible learning opportunities. Joystick Education is our approach to addressing this need. Through online, game-based tutoring and a database of video games with high educational value, Joystick Education creates a learning environment that is effective, fun, and engaging for students. We analyzed popular, mainstream video games for educational content and selected nine games that teach concepts like history, biology, or physics while playing the game. Through promotion on social media, we generated buzz around our website which led to 103 unique visitors over our first month online and two customers requesting to book our tutoring service. We are confident that given more time to grow, Joystick Education can generate profit and become a successful business.

ContributorsBarrong, Tanner Allen (Co-author) / Bartels, Parker (Co-author) / VanLue, Aleczander (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Industrial, Systems & Operations Engineering Prgm (Contributor, Contributor) / Industrial, Systems & Operations Engineering Prgm (Contributor, Contributor) / Dean, W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05