Draft Business Model Canvas
6
Business Model Canvas
John Tarpeh
Grand Canyon University
ENT-436
Introduction
The business model canvas created examines how human centered design and technological advances can be used to solve real-world business problems particularly in educational context. This assignment is based on the improved hypothesis as follows: Providing collaboration tools such as virtual field trips, virtual labs, virtual textbooks, and free online resources will enhance the online classroom, adapt an in-person experience, and lead to better knowledge and grades. Therefore, the business model canvas entails the evaluation of the key ideas for partners, key activities, key resources, value propositions, customer relationships, customer segments, channels, cost structures, and revenue stream.
Figure 1: The business model canvas
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Key Partners -Information Technologists -Educators -Learners -Parents |
Key activities -Development of appropriate IT projects - Installation necessary software and hardware - Training
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Value Proposition - using less resources such as educators and providing quality education - using less time to provide a wider scope of learning among learners |
Customer Relationships - Proving quality of education to learners while promoting convenience among them |
Customer Segments -Students |
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Key resources - IT experts, educators -Laptops or computers -Students
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Customer Structure - laptop and computer repairs - spare parts for the delicate systems - runtime costs
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Revenue Streams - Time and material |
Partners
The key partners in the enhancement of online classroom, adapting an in-person experience, and leading to better knowledge and learners’ scores include the following: The Information Technologist will ensure that all IT aspects are aligned to goals and objectives of the model which is to determine whether it enhances personal experience and bettering the knowledge and scores of learners or not (Hunter, 2015). Secondly, the educational administrators including regional principals, center administrations including the schools’ principles and teaches are partners in this case as they are the one to implement and lead enhancement of online classroom. Parents as key stakeholders in the education sector are among the partners who will aid the implementation of the model by providing funds and oversight roles.
Key activities
Some activities in implementing this business model in the educational context include development of appropriate IT projects to be used by educators, installation of all the necessary software and hardware, and training. All these activities are done to ensure smooth transition of manual learning to digital learning under online classroom (Hunter, 2015). These activities are also aimed at evaluating the impact of online classroom as a fresh conceptual framework in the efficiency of online classroom and promoting technology integration of technology in classrooms in both primary and secondary schools in Australia implying
Key resources
The key resources in creating this business model include IT experts, educators, laptops or computers, and students. Each resource plays a role in ensuring that the implementation of this model is efficient and serves the purpose of the project (Jones, 2017). The ultimate achievement from these resources is integrating traditional learning with the digital one and evaluating its consequent result compared to the former.
Value propositions
There are two key value propositions that are sought by this model. The first one involves using less resources such as educators and providing quality education to learners. The second value proposition involves using less time to provide a wider scope of learning among learners than when using much time with many educators. These value are possibly attained based on the fact that few educators will be required to teach learners across various geographical regions and other assessments will take less time because of efficiency of online classroom.
Customer relationships
The customer relationship in this case involves increasing the quality of education to learners while promoting convenience among them as they will not have to travel to traditional classes not conduct their assignments physically.
Customer segments
The customer segments associated with this business model entails students from various grades as they will benefit from the online classroom and other pedagogies related to advancement of technology.
Channels
The channels for communication and others that will be used in the creation of this model include computers and telephones. The former will be appropriate for formal communication with the key stakeholders in the process such as IT experts and educators while the latter will serve to communicate urgent matters that need instant feedback for efficient process.
Cost structures
The cost structures can include the laptop and computer repairs, spare parts for the delicate systems such as screens, and runtime costs. These cost structures are applicable in any IT context involving engagement of various parties.
Revenue stream
Time and material are the key revenue streams in this context. The latter involves the outcome of the online classroom in promoting efficiency in learning and, consequently leading to better results from learners.
References
Hunter, J. (2015). High Possibility Classrooms: A new model for technology integration. In M. Neiss & H. Gillow-Wiles (Eds.), Handbook on research in teacher education in a digital age (pp. 466–492). Hershey, PA: IGI Global.
Jones, M. (2017). Integrating Technology into Language Learning. Teaching and Learning with Technology. doi:10.