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Creating Student Engagement: The Kickstarter Active Learning Project
Creating Student Engagement: The Kickstarter Active Learning Project
Elliott Manzon
To cite this article: Elliott Manzon (2017): Creating Student Engagement: The Kickstarter Active
Learning Project, Marketing Education Review, DOI: 10.1080/10528008.2017.1304808
Article views: 3
Download by: [The UC San Diego Library] Date: 12 May 2017, At: 08:15
CREATING STUDENT ENGAGEMENT: THE KICKSTARTER ACTIVE LEARNING
PROJECT
Elliott Manzon
Department of Marketing, Carl H. Lindner College of Business, University of Cincinnati, Cincinnati, OH, USA
Students can become disengaged from marketing material if they cannot see the direct application.
Marketing material needs to be applied to a meaningful business task to engage and motivate
students. This article introduces the Kickstarter Active Learning Project—an innovative semester-
long project in which students create a Kickstarter crowdfunding website. The key pedagogical
innovation is that student knowledge is applied immediately to the real-world task of creating a
Kickstarter website leading to increased engagement.
Students want to see their learning applied to meaningful together to make an original product. Creating new con-
endeavors. Too often, students feel disconnected from tent requires greater cognitive effort than do other types of
class material because it is hypothetical or not applied learning and leads to more engagement and improved
(Auster & Wylie, 2006). Students become disengaged learning. Creating a website entails students using an ele-
when they cannot see the direct application of their vated level of thinking and engagement to apply market-
knowledge. According to a 2015 survey of college students, ing concepts to create the persuasive content of the
79% of college students rate applying knowledge and skills website. The project also requires students to analyze
to real-world settings as important to their education (Hart their work and compare it to existing Kickstarter websites.
Research Associates, 2015). A major challenge for educa- Evaluating is the second highest level in Bloom’s
tors is to find real-world applications for students to apply Taxonomy and involves students creating further connec-
their knowledge in a setting which can still be easily tions with the content by appraising the quality of their
assessed and taught to students. work compared with successful websites from industry.
Students in my New Product Development marketing Active learning is a teaching strategy in which students
course apply class concepts to a real-world challenge by learn by applying knowledge and analyzing their work
creating Kickstarter crowdfunding websites. The websites (Bonwell & Eison, 1991). Active learning projects focus
that students create are used as an engaging medium for on the highest levels of Bloom’s Taxonomy. Active learn-
students to immediately apply course concepts through ing marketing projects have been effectively applied to
active learning. Students are more cognitively involved marketing classrooms in a wide variety of forms including
when they create original content (Bloom, 1956), and students pitching their personal brand, interactive market-
marketing students prefer learning activities that are simi- ing games, and designing product packaging (Edmiston,
lar to real business tasks and challenges (Karns, 2006). 2016; Lee & Hoffman, 2016; Vander Schee, 2007).
Through Kickstarter websites, students use problem sol- Websites work well as a medium through which stu-
ving and creativity to apply course concepts to the real dents can create new content. Students tend to be engaged
world. by the use of new technology in their education (National
Bloom’s Taxonomy outlines how active learning cre- Survey of Student Engagement, 2013). Websites are a great
ates higher levels of thinking in education (Anderson & application tool because students can create the content
Krathwohl, 2001; Bloom, 1956). The highest level on the for the website immediately in the classroom.
revised taxonomy is called creating—putting elements
IMPLEMENTATION
Address correspondence to Elliott Manzon, Department of At the beginning of the semester, I introduce Kickstarter
Marketing, Carl H. Lindner College of Business, University of
to my students. Kickstarter is a crowdfunding website
Cincinnati, 424 Carl H. Lindner Hall, 2925 Campus Green Dr.,
Cincinnati, OH 45221-0145. E-mail: elliott.manzon@uc.edu through which entrepreneurs raise money to produce
their products by selling preorders to customers.
Kickstarter websites consist of pictures, videos, and text Kickstarter websites designed by the students consists
describing the new product and persuading the customer of a video describing the project, picture advertisements,
to place a preorder. Kickstarter is the world’s largest fund- and text describing why potential funders should fund
ing platform for creative projects (Kickstarter Stats, 2017). the product. Students are excited to use technology and
More than US$2.8 billion has been raised through strongly prefer making a website over writing a paper.
Kickstarter websites to fund more than 119,000 projects Students are intrinsically motivated to make their
and businesses in the past 7 years. Kickstarter websites better because the project uses real-
Students in my class create an actual Kickstarter crowd- world problem-solving skills applied immediately to a
funding website throughout the semester. The websites real business task.
are used to market new product concepts that student The project is applied over a series of lessons through-
invent, prototype, and analyze as a semester-long group out the semester with each lesson focusing on a new
project. Students appreciate the real business application aspect of the website. For example, my lessons on posi-
when we analyze startup companies and entrepreneurs tioning start with me teaching the students how to tailor
who raised money through Kickstarter such as the Pebble a message that is relatable to a target audience. I go over
Smart Watch, which raised US$10 million through the some examples of how this is done. Students then go
website. Students are excited from the first day of the onto their own Kickstarter website and write a short para-
semester because they can see the real, impactful poten- graph explaining their product in a way that their target
tial of the projects they will be completing. customer will relate to and appreciate. We then continue
Class concepts are applied directly to building the the class with more depth and examples into the concept,
websites throughout the semester. Students create their which allows the students to compare and evaluate
Kickstarter websites during class time so that concepts are whether they were successful at implementing their
applied in the moment. The websites become an inter- new learning about positioning.
active class project that grows and improves as more This same approach is used for many lessons through-
content is learned. Each topic from class becomes very out the semester. Lessons on branding are immediately
real for students as they immediately use the knowledge I applied when the students create a recognizable and
teach during the class to improve their Kickstarter website memorable brand name and logo that they incorporate
within minutes of learning the concept. This immediate into their website. Lessons about persuasion techniques
implementation has successfully improved the quality of are applied to the rewards section of the website where
the websites, students’ feeling of ownership of their learn- students create different reward levels for people who
ing, and the level of classroom interaction. fund their product. The concept of scarcity is taught to
students who then create an early-bird price discount
PROJECT DETAILS available only to their first 50 funders.
Table 1
Comparison of Kickstarter Project and Other Business Projects
Kickstarter project Other business projects
M SD M p
SD
1. I learned a great amount from this project. 6.32 0.74 5.51 <.001
1.57
2. I enjoyed this project. 6.12 0.932 4.85 1.97 <.001
3. The final project submitted was high quality. 6.17 0.69 5.94 1.11 .116
Students rated that they learned more from the An introduction to marketing course might start off
Kickstarter project than they did in the other projects by giving the students a product and then having the
that they completed that same semester (Table 1). students create the Kickstarter website for that product.
Students rated their learning from the Kickstarter project Students could learn the 4 Ps and the basics of marketing
an average of 6.32 on a 7-point scale and their learning while creating the pricing, promotion, and placement of
from other projects in the semester an average of 5.51 out the product through their Kickstarter website over the
of 7 (p < .001). course of the semester.
Students also indicated that they enjoyed the A marketing strategy course may start with students
Kickstarter project significantly more than they selecting an existing Kickstarter campaign for a product
enjoyed other marketing projects they had that same on the market that has not been successful. Students
semester. Reporting on a 7-point scale, students rated can then conduct a SWOT (Strengths, Weaknesses
their level of enjoyment an average of 6.12 for the Opportunities, Threats) analysis of the brand to deter-
Kickstarter project and an average of 4.85 for the mine their strategic mistakes. These insights can be
other projects they completed that same semester. used to reposition the product and create a new,
This is a statistically significant increase in enjoyment improved Kickstarter site for that product. Regardless
(p < .001). of the class, students want to be working with real-
The results demonstrate that the Kickstarter project suc- world, hands-on projects so that they can see their
cessfully engages students in creating real, meaningful knowledge directly applied.
learning experiences. The research shows that students The Kickstarter Project is easy to implement with few
both enjoy their projects more and also feel that they challenges. Creating the website is simple and intuitive
learn more from their projects—an ideal scenario for with an interface similar to that of Microsoft Word. No
educators. HTML coding is required, and all text, videos, and
Students have expressed a great appreciation for this images can be easily formatted through the web inter-
project and active learning through Kickstarter. Many stu- face. There are also no costs associated with creating
dents have stated in their end of semester evaluations that the Kickstarter websites. Any student can quickly create
they feel proud of the project that they created and a Kickstarter profile for free and begin working on their
enjoyed the unique experience of creating a Kickstarter website.
website. For assessment purposes, students submit a preview
link for their Kickstarter website, which allows the
ADAPTABILITY FOR OTHER MARKETING instructor to assess their work without the student hav-
COURSES ing to publicly launch their website. I assess the
Kickstarter websites on the basis of whether they suc-
The Kickstarter Active Learning Project is easy to imple- cessfully implemented each of the concepts we covered
ment in a wide variety of marketing courses. The key such as segmenting, positioning, use of marketing tech-
pedagogical innovation is that student knowledge is niques, and branding. The outcome is easy to asses
applied immediately to the real-world task of creating a using a rubric similar to one used for grading written
Kickstarter website. reports.
4 Summer 2017